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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:
I c h i n e n S e n s o u k i
SD G Generation A
FAQ/Walkthrough Version 2.0
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 A
-1-3. Introduction to the One Year War
-1-3. Glossary
2. Game Play
-2-1. Controls
-2-2. Intermission
-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
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1. Introduction:
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1-1. Introduction to Gundam
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"The year is UC 0079. Half a century has passed since Earth began to
move its burgeoning population into outer space. 8 months ago the
farthest cluster of colonies from the Earth known as "Side 3" declared
itself the Principality of Zeon and launched a war of independence on
the Earth Federation. The war has come to a stalemate . . ."
- Mobile Suit Gundam introduction.
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".
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1-2. Introduction to SD Generation A
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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: Ichinen Sensouki (aka SD G Generation A) is based on the
original classic series, Mobile Suit Gundam, along with other Gundam
OVAs surrounding the One Year War, Mobile Suit Gundam: The 08th MS
Team, Mobile Suit Gundam 0080: War in the Pocket, and Mobile Suit
Gundam 0083: Stardust Memories/The Last Blitz of Zeon. This is the
first of a long line of strategy games based on Gundam series.
1-3. Introduction to the One Year War: The One Year War starts in UC
0079, and is a large scale conflict between the Earth Federation and
the Principality of Zeon. The Principality of Zeon of Zeon formed at
the cluster of space colonies farthest from the Earth, Side 3. Staging
a war of independence, they used their Mobile Suits along with a
variety of other weapons to attack the Earth Federation. After they
discovered that the Federation was developing Mobile Suit prototypes
at Side 7, they immediately investigates, in which they discovered a
powerful weapon known as the "Gundam".
Mobile Suit Gundam: A majority of the game surrounds the "Mobile Suit
Gundam" plot. The year is UC 0079. The Zeon Duchy has declared a war
of independence on the Earth and use their Mobile Suits as their
mainstream weapons. The Earth Federation begins to make their own
Mobile Suit prototypes. A young boy named Amuro Ray discovers the
Gundam and becomes its pilot. He soon discovers he may be what is
described as a "Newtype", and becomes the core of the Earth Federation
in their time of struggle . . .
Mobile Suit Gundam: The 08th MS Team: Being a side story to the
original Gundam series, this game doesn't have much to do with it.
However, certain Mobile Suits from this series are included. In the
08th MS Team, the One Year War is continuing, and a platoon in Asia
searching for a hidden Zeon base. It's become rumored that the base
is harboring a new Mobile Armor, powerful enough to destroy the
Federation base of Jaburo . . .
Mobile Suit Gundam 0080: War in the Pocket: War in the Pocket, like
The 08th MS Team, is another side story and doesn't have much to do
with the game. Certain Mobile Suits from this series are included in
this game. War in the Pocket has to do with a new Gundam prototype
built especially for Amuro Ray and his growing Newtype powers. But,
a small group of Zeons are out to stop it from getting off the ground . . .
Mobile Suit Gundam 0083: Stardust Memories/The Last Blitz of Zeon:
This story takes place a few years after Mobile Suit Gundam and sets
up the conflict for the series Mobile Suit Zeta Gundam. The Earth
Federation has built two new Gundams, however, one of them carries a
nuclear warhead. Zeon remnants led by Zeon Admiral Delaz and ace pilot
Anavel Gato stage a plan known as "Operation Stardust" to sew the
seeds for a new Zeon uprising . . .
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1-4. Glossary:
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Ace: The best of the best of pilots. It's regarded as the highest "Level" in the
game.
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.
Fighter: A fighter is basically a jet. Fighters are slowly becoming very
outdated with the rise of Mobile Suits, but still have a spot within the
army.
"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 Pod: A Mobile Weapon that's developed from a construction pod.
Only one known type was made, which is the Ball (and other variants of
its type).
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.
Tank: Same as the tanks we have today.
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2. Game Play:
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2-1. Controls - Here are the controls for the game:
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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)
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2-2. Intermission Menu
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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.
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2-3. Base Menu:
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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.
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2-4. Battle Menu:
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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 Neue Ziel
can move much farther than something like the Zaku I. 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 Pegasus
Class Refit (Albion) can move very far across space, however, moves
very slow on the ground. Some units cannot move across certain terrain.
For example, the Xamel can't move into the water. A unit such as the Elmeth
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.
-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.
-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.
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2-5. Counterattack Menu:
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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 GP02A's Atomic Bazooka of the Gaw'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 GP03S
or the Neue Ziel).
-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.
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3. Mobile Suit/Battleship Costs:
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Name (HP:##; Energy (EN):##) [Earth or Space]
Type Attack Defense Experience (EXP) Move:
Terrain Ratings: Space: Land: Water: Air:
Cost
Special Capabilities
Attacks
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3-1. Mobile Suits:
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Core Fighter (HP: 6,400; EN: 40) [Earth and Space]
Fighter Attack: 8 Defense: 13 EXP: 0/10 Move: 7
Terrain Ratings: Space: C Land: C Water: D Air: A
10 Credits
None
Attacks: 25mm Vulcans (Range: 1~2; EN: 3)
Missiles (Range: 2~3; EN: 5)
Magella Tank (HP: 6,400; EN: 40) [Earth Only]
Tank Attack: 8 Defense: 13 EXP: 0/10 Move: 6
Terrain Ratings: Space: - Land: A Water: - Air: -
10 Credits
None
Attacks: 50mm Guns (Range: 1~2; EN: 3)
175mm Cannon (Range: 3~5; EN: 7)
Ball (HP: 6,400; EN: 34) [Space Only]
Mobile Pod Attack: 8 Defense: 13 EXP: 0/10 Move: 3
Terrain Ratings: Space: C Land: - Water: - Air: -
10 Credits
None
Attacks: Grip Claws (Range: 1~1; EN: 2)
120mm Cannon (Range: 6~7; EN: 7)
Zaku I* (HP: 6,800; EN: 40) [Earth and Space]
Mobile Suit Attack: 10 Defense: 13 EXP: 0/20 Move: 4
Terrain Ratings: Space: C Land: C Water: - Air: -
20 Credits
None
Attacks: Tackle (Range: 1~2; EN: 2)
105mm Machine Gun (Range: 2~3; EN: 4)
Cracker Grenade (Range: 3~3; EN: 2)
Aqua GM (HP: 6,800; EN: 40)
Mobile Suit Attack: 12 Defense: 14 EXP: 0/20 Move: 5
Terrain Ratings: Space: - Land: D Water: B Air: -
20 Credits
None
Attacks: Beam Pick (Range: 1~1; EN: 6)
Beam Spray Gun (Range: 2~3; EN: 6)
Torpedo (Range: 3~5; EN: 5)
Zaku II* (HP: 7,200; EN: 50) [Earth and Space]
Mobile Suit Attack: 12 Defense: 14 EXP: 0/20 Move: 4
Terrain Ratings: Space: C Land: C Water: D Air: -
30 Credits
None
Attacks: Heat Hawk (Range: 1~1; EN: 5)
120mm Machine Gun (Range: 2~3; EN: 6)
Cracker Grenade (Range: 3~3; EN: 2)
Bazooka (Range: 4~3; EN: 12)
GM (HP: 7,000; EN: 50) [Earth and Space]
Mobile Suit Attack: 10 Defense: 14 EXP: 0/20 Move: 4
Terrain Ratings: Space: C Land: C Water: D Air: -
30 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
20mm Vulcan Guns (Range: 1~2; EN: 3)
Beam Spray Gun [Beam] (Range: 2~3; EN: 6)
G-Fighter (HP: 6,800; EN: 40) [Earth and Space]
Fighter Attack: 12 Defense: 14 EXP: 0/20 Move: 8
Terrain Ratings: Space: B Land: C Water: D Air: A
40 Credits
None
Attacks: 25mm Vulcan Guns(Range: 1~2; EN: 3)
Missile (Range: 2~3; EN: 5)
Beam Cannons [Beam] (Range: 2~4; EN: 9)
Guntank (HP: 7,200; EN: 55) [Earth and Space]
Mobile Suit Attack: 12 Defense: 16 EXP: 0/20 Move: 3
Terrain Ratings: Space: D Land: A Water: - Air: -
40 Credits
None
Attacks: 40mm Machine Guns (Range: 2~3; EN: 5)
Missiles x4 (Range: 4~5; EN: 10)
120mm Cannons (Range: 6~7; EN: 7)
Gogg (HP: 7,400; EN: 75) [Earth Only]
Mobile Suit Attack: 15 Defense: 20 EXP: 0/30 Move: 4
Terrain Ratings: Space: - Land: D Water: A Air: -
90 Credits
None
Attacks: Claws (Range: 1~1; EN: 2)
Missile (Range: 3~5; EN: 5)
Mega Particle Cannons [Beam] (Range: 3~5; EN: 30)
Gouf (HP: 7,200; EN: 50) [Earth and Space]
Mobile Suit Attack: 12 Defense: 16 EXP: 0/30 Move: 5
Terrain Ratings: Space: - Land: A Water: - Air: -
60 Credits
None
Attacks: Heat Saber (Range: 1~1; EN: 5)
Heat Rod (Range: 1~3; EN: 5)
Cracker Grenade (Range: 3~3; EN: 2)
75mm Machine Gun x5 (Range: 4~5; EN: 6)
Guncannon (HP: 8,400; EN: 50) [Earth and Space]
Mobile Suit Attack: 18 Defense: 20 EXP: 0/30 Move: 4
Terrain Ratings: Space: D Land: C Water: - Air: -
60 Credits
None
Attacks: 60mm Vulcan Guns (Range: 1~2; EN: 3)
Beam Rifle [Beam] (Range: 2~4; EN: 7)
Grenade (Range: 3~3; EN: 3)
240mm Canons (Range: 3~5; EN: 7)
Rick Dom (HP: 7,200; EN: 50) [Earth and Space]
Mobile Suit Attack: 14 Defense: 20 EXP: 0/30 Move: 4
Terrain Ratings: Space: B Land: C Water: - Air: -
70 Credits
None
Attacks: Heat Pole (Range: 1~1; EN: 5)
Beam Spray [Beam] (Range: 2~4; EN: 14)
360mm Bazooka (Range: 4~5; EN: 14)
Xamel (HP: 7,200; EN: 50) [Earth Only]
Mobile Suit Attack: 18 Defense: 20 EXP: 0/30 Move: 7
Terrain Ratings: Space: - Land: A Water: - Air: -
80 Credits
None
Attacks: 20mm Machine Gun (Range: 1~2; EN: 3)
Missiles x4 (Range: 4~5; EN: 10)
680mm Cannon (Range: 6~8; EN: 8)
Z'Gok (HP: 10,400; EN: 59) [Earth Only]
Mobile Suit Attack: 18 Defense: 22 EXP: 0/60 Move: 5
Terrain Ratings: Space: - Land: C Water: A Air: -
140 Credits
None
Attacks: Claws (Range: 1~1; EN: 2)
Mega Particle Cannon [Beam] (Range: 2~4; EN: 9)
Missile x4 (Range: 4~5; EN: 10)
Gelgoog (HP: 8,300; EN: 54) [Earth and Space]
Mobile Suit Attack: 16 Defense: 20 EXP: 0/60 Move: 4
Terrain Ratings: Space: B Land: B Water: - Air: -
160 Credits
None
Attacks: Twin Beam Saber (Range: 1~1; EN: 5)
Grenade (Range: 3~3; EN: 4)
Beam Rifle [Beam] (Range: 2~4; EN: 7)
RX-78-2 Gundam (HP: 9,600; EN: 61) [Earth and Space]
Mobile Suit Attack: 20 Defense: 20 EXP: 0/60 Move: 5
Terrain Ratings: Space: B Land: B Water: C Air: -
170 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
60mm Vulcan Guns (Range: 1~2; EN: 3)
Beam Rifle [Beam] (Range: 2~4; EN: 7)
270mm Hyper Bazooka (Range: 4~5; EN: 13)
Gyan (HP: 8,000; EN: 58) [Earth and Space]
Mobile Suit Attack: 16 Defense: 20 EXP: 0/60 Move: 4
Terrain Ratings: Space: B Land: B Water: - Air: -
150 Credits
None
Attacks: Beam Sword (Range: 1~1; EN: 5)
Shield Missiles (Range: 3~3; EN: 4)
Shield Mines (Range: 4~5; EN: 6)
Kampfer (HP: 9,100; EN: 50) [Earth and Space]
Mobile Suit Attack: 18 Defense: 22 EXP: 0/85 Move: 6
Terrain Ratings: Space: A Land: B Water: - Air: -
500 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
Shotgun (Range: 2~3; EN: 10)
Panzer Faust (Range: 3~3; EN: 4)
Bazooka (Range: 4~5; EN: 17)
GP01fb Gundam "Zephyranthes" Full Vernian (HP: 15,200; EN: 76) [Earth and Space]
Mobile Suit Attack: 23 Defense: 22 EXP: 0/85 Move: 6
Terrain Ratings: Space: A Land: C Water: - Air: -
380 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
60mm Vulcan Guns (Range: 1~2; EN: 3)
Beam Rifle [Beam] (Range: 2~4; EN: 7)
Gerbera Tetra (HP: 7,200; EN: 50) [Earth and Space]
Mobile Suit Attack: 21 Defense: 24 EXP: 0/85 Move: 4
Terrain Ratings: Space: B Land: B Water: D Air: -
420 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
110mm Machine Cannons (Range: 1~2; EN: 5)
(Range: 3~3; EN: 4)
Beam Machine Gun [Beam] (Range: 2~4; EN: 7)
GP02A Gundam "Physalis" (HP: 9,600; EN: 75) [Earth and Space]
Mobile Suit Attack: 20 Defense: 24 EXP: 0/85 Move: 5
Terrain Ratings: Space: B Land: B Water: - Air: -
1080 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
80mm Vulcan Guns (Range: 1~2; EN: 5)
Beam Rile [Beam] (Range: 2~4; EN: 7)
Atomic Bazooka [Map] (Range: ????; EN: 70)
Grabro (HP: 13,600; EN: 81) [Earth Only, Water Only]
Mobile Armor Attack: 24 Defense: 24 EXP: 0/80 Move: 5
Terrain Ratings: Space: - Land: - Water: A Air: -
450 Credits
None
Attacks: Claws (Range: 1~1; EN: 2)
Torpedo (Range: 3~3; EN: 10)
Beam Cannons (Range: 3~5; EN: 30)
Elmeth (HP: 13,600; EN: 105) [Space Only]
Mobile Armor Attack: 26 Defense: 24 EXP: 0/85 Move: 5
Terrain Ratings: Space: A Land: - Water: - Air: -
510 Credits
None
Attacks: Tackle (Range: 2~3; EN: 6)
Beam Cannons [Beam] (Range: 3~5; EN: 30)
Bits (Range: 2~7; EN: 21)
Zeong (HP: 16,000; EN: 88) [Space Only]
Mobile Armor Attack: 30 Defense: 30 EXP: 0/85 Move: 6
Terrain Ratings: Space: A Land: - Water: - Air: -
520 Credits
None
Attacks: Mouth Cannon (Range: 2~4; EN: 9)
Mega Particle Cannons [Beam] (Range: 3~6; EN: 30)
Wire-Guided Arms (Range: 2~7; EN: 18)
Big Zam (HP: 20,800; EN: 136) [I-Field Protected] [Earth and Space]
Mobile Armor Attack: 38 Defense: 35 EXP: 0/85 Move: 5
Terrain Ratings: Space: A Land: C Water: - Air: -
1950 Credits
I-Field Protected
Attacks: (Range: 2~3; EN: 5)
Beam Cannons [Beam] (Range: 2~4; EN: 14)
Large Mega Particle Cannons [Beam] (Range: 3~5 EN: 35)
GP03S Gundam "Dendrobium Orchis" (HP: 22,400; EN: 115) [Space Only]
Mobile Suit/Armor Attack: 49 Defense: 36 EXP: 0/85 Move: 6
Terrain Ratings: Space: A Land: - Water: - Air: -
2400 Credits
I-Field Protected
Attacks: Large Beam Saber (Range: 1~1; EN: 15)
Missile (Range: 2~3; EN: 5)
Missile Pods (Range: 3~5; EN: 10)
Mega Beam Cannon [Map] (Range: ????; EN: 25)
Neue Ziel (HP: 25,500; EN: 104) [Space Only]
Mobile Armor Attack: 40 Defense: 36 EXP: 0/85 Move: 6
Terrain Ratings: Space: A Land: - Water: - Air: -
2750 Credits
I-Field Protected
Attacks: Large Beam Saber (Range: 1~1; EN: 15)
Mega Particle Cannon (Range: 3~5; EN: 35)
Missiles x4 (Range: 4~5; EN: 10)
Wire-Guided Arm (Range: 2~7; EN: 18)
Perfect Zeong (HP: 16,000; EN: 100) [Earth and Space]
Mobile Armor Attack: 66 Defense: 50 EXP: 0/85 Move: 6
Terrain Ratings: Space: A Land: B Water: - Air: -
N/A
None
Attacks: Mouth Cannon (Range: 2~4; EN: 9)
Mega Particle Cannons [Beam] (Range: 3~6; EN: 30)
Wire-Guided Arms (Range: 2~7; EN: 18)
Gundam "Alex" (HP: 9,600; EN: 61) [Earth and Space]
Mobile Suit Attack: 40 Defense: 40 EXP: 0/70 Move: 5
Terrain Ratings: Space: B Land: B Water: C Air: -
N/A
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
60mm Vulcan Guns (Range: 1~2; EN: 3)
Beam Rifle [Beam] (Range: 2~4; EN: 7)
90mm Gatling Guns (Range: 3~5; EN: 5)
Galbaldy a (HP: 8,800; EN: 61) [Earth and Space]
Mobile Suit Attack: 22 Defense: 22 EXP: 0/70 Move: 5
Terrain Ratings: Space: B Land: B Water: D Air: -
30 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
60mm Vulcan Guns (Range: 1~2; EN: 3)
Missile (Range: 2~3; EN: 6)
Beam Rifle (Beam) (Range: 2~4; EN: 7)
*In this game, the Zaku I and Zaku II are listed as the "Old Zaku"
and the "Zaku" respectively.
-----------------------------------------------------------
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
Gaw Class (HP: 20,000; EN: 163) [Earth Only]
Carry: 5 Attack: 25 Defense: 23 Move: 10
Terrain Ratings: Space: - Land: B Water: D Air: A
130 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]
Gallop Class (HP: 9,100; EN: 50) [Earth only]
Carry: 3 Attack: 25 Defense: 10 Move: 7
Terrain Ratings: Space: - Land: A Water: - Air: -
60 Credits
Attacks: Machine Guns x2 (Range: 2~3; EN: 15)
Missiles x4 (Range: 2~4; EN: 21)
Beam Cannons [Beam] (Range: 2~5; EN: 15)
Jukon Class (HP: 9,100; EN: 50) [Earth Only, Water Only]
Carry: 4 Attack: 30 Defense: 13 Move: 9
Terrain Ratings: Space: - Land: - Water: A Air: -
70 Credits
Attacks: Torpedo (Range: 2~4; EN: 15)
Beam Cannons [Beam] (Range: 2~5; EN: 15)
Magellan Class (HP: 9,100; EN: 50) [Space Only]
Carry: 4 Attack: 25 Defense: 14 Move: 5
Terrain Ratings: Space: C Land: - Water: - Air: -
60 Credits
Attacks: Missile x2 (Range: 2~4; EN: 18)
Beam Cannons x2 (Range: 3~5; EN: 38)
Musai Class (HP: 17,000; EN: 200) [Earth and Space]
Carry: 4 Attack: 25 Defense: 14 Move: 5
Terrain Ratings: Space: C Land: - Water: - Air: -
70 Credits
Attacks: Missiles x2 (Range: 2~4; EN: 18)
Beam Guns x2 (Range: 3~5; EN: 38)
Chivvay Class (HP: 20,000; EN: 210) [Space Only]
Carry: 5 Attack: 27 Defense: 15 Move: 7
Terrain Ratings: Space: B Land: - Water: - Air: -
150 Credits
Attacks: Missile x2 (Range: 2~4; EN: 18)
Beam Gun (Range: 3~5; EN: 30)
Zanzibar Class (HP: 18,000; EN: 220) [Earth and Space]
Carry: 5 Attack: 28 Defense: 15 Move: 8
Terrain Ratings: Space: B Land: C Water: D Air: B
380 Credits
Attacks: Missile (Range: 1~1; EN: 15)
Beam Guns [Beam] (Range: 2~3; EN: 15)
Mega Particle Cannons [Beam] (Range: 3~3; EN: 30)
Pegasus Class (White Base) (HP: 23,000; EN: 225) [Earth and Space]
Carry: 6 Attack: 30 Defense: 15 Move: 8
Terrain Ratings: Space: A Land: C Water: D Air: B
500 Credits
Attacks: Missiles x4 (Range: 2~4; EN: 21)
Beam Guns [Beam] (Range: 2~5; EN: 15)
Mega Particle Cannons x2 [Beam] (Range: 3~5; EN: 38)
Pegasus Class Refit (Albion) (HP: 25,000; EN: 230) [Earth and Space]
Carry: 7 Attack: 38 Defense: 17 Move: 9
Terrain Ratings: Space: A Land: C Water: D Air: B
900 Credits
Attacks: Missiles x6 (Range: 2~4; EN: 32)
Beam Guns [Beam] (Range: 2~5; EN: 15)
Mega Particle Cannons x2 [Beam] (Range: 3~5; EN: 38)
Gwazine Class (HP: 30,000; EN: 240) [Space Only]
Carry: 7 Attack: 57 Defense: 20 Move: 11
Terrain Ratings: Space: A Land: - Water: - Air: -
1500 Credits
Attacks: Missile (Range: 2~4; EN: 30)
Beam Guns (Range: 3~5; EN: 30)
Mega Particle Cannon (Range: 3~6; EN: 65)
Doros Class (HP: 35,000; EN: 255) [Space Only]
Carry: 8 Attack: 20 Defense: 20 Move: 5
Terrain Ratings: Space: A Land: - Water: - Air: -
2000 Credits
Attacks: Beam Saber (Range: 1~1; EN: 30)
Beam Guns [Beam] (Range: 2~3; EN: 27)
Mega Particle Cannons [Beam] (Range: 3~3; EN: 30)
Bazooka (Range: 4~5; EN: 65)
Solar System (HP: 40,000; EN: 99) [Space Only]
Carry: 0 Attack: 99 Defense: 10 Move: 3
Terrain Ratings: Space: A Land: - Water: - Air: -
2000 Credits
Attacks: Solar Ray [Map] (Range: ????; EN: 99)
===========================================================
4. Walkthrough:
===========================================================
This is a very basic walkthrough for the story mode. There are 5
Stages in all. The story mode goes through the One Year War up until
Stage 5, where it covers the story of Gundam 0083.
-----------------------------------------------------------
Stage 1: Side 7
-----------------------------------------------------------
"Amazing! It has five times more power!"
- Amuro Ray, Commenting on the Gundam
Part of Series: First few episodes of Mobile Suit Gundam
Player Units:
Pegasus Class (White Base)
RX-78-2 Gundam
Guncannon
Guntank
Core Fighter
Your enemies include a single Musai and three Zakus. As soon as you
start, move your White Base close to the Zaku, and deploy the Gundam,
Guncannon, Guntank, and Core Fighter. Land one of them on the closest
Space Colony. Switch Turns. The enemy should deploy all of its Zakus.
Once its your turn again, attack with everything you've got. If you
want to end this quickly concentrate all of your fire on the enemy
Musai. If not, you can gain some experience by destroying the Zakus,
and then the Musai.
-----------------------------------------------------------
Stage 2: Desert
-----------------------------------------------------------
"This is no Zaku, boy! No Zaku!"
- Ramba Ral
Part of Series: Episodes 17-21 of Mobile Suit Gundam
Player Units:
Gallop Class
RX-78-2 Gundam
All Available Units
Begin by going to your base and deploying the White Base you got
during your last battle, along with the Mobile Suits you got from the
last battle. You're going up against two Gallops. Along with the Zakus,
they have the Gouf Mobile Suits. In the air, there's a Gaw waiting to
bomb you. Try moving something like your Core Fighter into the air to
use as surveillance. Since the Gaw can drop down at any time in an
attemptto take over your base, only move when the Gaw is above your
fleet, but don't move out too far. Let the enemy come to you. When
encountered by an enemy, concentrate the fire on the Gallops or Gaws,
and hijack their Goufs and Zakus (You're going to need them).
-----------------------------------------------------------
Stage 3: Jaburo
-----------------------------------------------------------
Part of Series: Jaburo Operation during Mobile Suit Gundam
"A red Mobile Suit? Could that be Char?"
- Amuro Ray, Eyeing Char's Z'Gok
You're given more ships and Mobile Suits for this mission, so use
them wisely. Deploy your battleships from your last two battles and
take over any cities in the area. Be alert, as there are Gaw carriers
in the sky ready to bomb your fleets. Move your fleet Northeast and
deploy all of your infantry once you've either come to the middle of
the map or have encountered the enemy. As usual, it's best to
concentrate fire on their motherships so you can take their Mobile
Suits afterwards. Send a G-Fighter into the air to distract the Gaws,
but don't attack it unless you want to be destroyed. Stay at a safe
distance, but be close enough so that the Gaws consider you a threat.
After you've destroyed the battleships on the ground, the Gaws will
most likely descend close to you, so take the opportunity to ambush
them.
-----------------------------------------------------------
Stage 4: A Baoa Que
-----------------------------------------------------------
"You were never as good as me in hand to hand combat, were you?"
- Amuro Ray, Taunting Char
"Wanna' bet?"
- Char Aznable
Part of Series: Final two episodes of Mobile Suit Gundam
This is definitely a tough mission. You've going to need all the
space battleships you've gained in addition to the Megallans with GMs
and Balls that are given to you. The enemy has two powerful battleships
that are enough to wipe the floor with your entire fleet if you're
not careful - the Gwazine and the Doros. Move your entire fleet
Northeast and concentrate only on the battleships. You don't have
time to destroy Mobile Suits. When you've encountered the Doros, send
in your weak Balls and GM in first to attack it, and the Doros should
fire back. In a few shots, the Doros will quickly run out of ammo,
leaving it open to heavy fire. If it tries to retreat, DON'T let it
recharge. Chase after the damn thing and destroy it. Once you've
reached the middle of the map and have taken down a formidable amount
of battleships, it's a good idea to send your Mobile Suits back to
their motherships and recharge any battleships low on life.
Afterwards, move towards the Gwazine, which is all the way on the
Northeast part of the map. Don't start attacking it until you have
your entire fleet surrounding the Zeon's. Then, try to destroy the
Gwazine in one turn. Use the same methods you did against the Doros,
except the Gwazine is easier to destroy. If you've done everything
correctly, you can hijack the Zeong, which is a great asset. Now, you
can do one of two things. You can either destroy one of the gun
turrets surrounding the Zeon base and infiltrate it to in, or, you can
send your fleet to the moon and destroy the Musai there. However you
want to finish the One Year War is up to you.
-----------------------------------------------------------
Stage 5: Kompei Island
-----------------------------------------------------------
"Magnificent! It's as if the spirit of Zeon has taken form!"
- Anavel Gato, Commenting on the Neue Ziel
Part of Series: Operation Stardust and Final Episodes of Gundam 0083
The last stage is the Gundam 0083 part of the game, and is the
toughest part. You get an Albion along with two powerful Gundams.
But, the stage starts off with the enemy GP02A "Physalis" firing its
Atomic Bazooka, and its nuclear warhead destroying 12 GMs and crippling
3 Magellan. Immediately move the Albion towards the battle and deploy
all of your fleet. Totally surround the enemy around
Kompei Island/Solomon and immediately wreck the Gwazine. Use the same
methods you did with the Doros and Gwazine in the A Baoa Que battle.
Try to do it in one turn so you can hijack the Neue Ziel and GP02A.
Keep in mind that there's a Zanzibar on the map with a nice Gerbera
Tetra you might want to capture. Concentrate your fire on the Musai
and other ships. If you can do heavy damage to a single ship, do it,
because then on the next turn the Musai won't counterattack and will
make an attempt to retreat. Retreat anything that's heavily damaged.
Your GP03S is your best asset. Use its Missile Pod attack against
ships to do major damage.
===========================================================
5. Special Mode:
===========================================================
After completing the game, you will open up "Special Mode":
-----------------------------------------------------------
Stage 1: Side 7:
-----------------------------------------------------------
Same stage as in Story Mode, except the location of your base and the enemy
base have been moved.
Difficulty 1: Very simple stage. You're allowed to deploy up to four
carriers, so unload four of your best filled with Mobile Suits, because
there's nothing good to capture here unless you need a Guncannon. Two
of the enemy battleships will stay by their base to defend it while
the other two fly towards your base. Motion your carrier towards the
middle of the map, somewhat close to the incoming enemy and deploy
your Mobile Suits. Surround the enemy and quickly eliminate their
battleships. Then simply move your carriers towards the enemy base
where the two Magellan wait. It shouldn't be too hard from here.
Difficulty 2: A bit harder here, as you're allowed to deploy up to 14
carriers, and your enemy has 14 of his ships waiting for you. To the
north are 3 Magellan and a White Base. In the mid-West, there's a
Chivvay backed up by 4 Musai. And close to the enemy base is another
Chivvay with 4 Musai spread out. One of two of the Musai will stay
behind to defend the base. All of the units North of your base and in
the mid-West will motion towards your base. Immediately deploy your
units and take over the closest colonies. Put ¾ of your most powerful
units above your base to intercept the White Base and 3 Magellan, as
they will reach your base first and are actually easier to destroy.
Keep your entire fleet near your base. Its better to wait for your
enemy and destroy them when they get to you, because you'll get the
first attack once they try to deploy their fleet near your base.
Destroy the strongest ships first, the White Base and the Chivvays,
and then concentrate on the Musai one at a time. The enemy doesn't
have many powerful suits other than a Gundam and a few Gelgoogs, so
you're basically dealing with GMs, Zakus, and Balls. After defeating
the enemy battleships, recharge your most powerful carriers and send
them towards the final Musais defending its base.
Difficulty 3: Wow, Stage 1 and you're in trouble all ready. I don't
suggest doing this stage or any D3 stage until you have a formidable
amount of carriers, one that has at least a few Pegasus Class/Refit
type ships. I suggest about 6 of them, with at least two of them being
Albions. To start things off, there are 5 Musai very close to your
base. Behind that line of fire, are 4 Albions. To the West, there are
6 Musai and a single Zanzibar. To the North there are three Magellan
and another 2 Albion. Close to the enemy base there is a Musai, a
Zanzibar, and a *Gasp!* Solar System! Deploy everything you've got
around your base and prepare for a massive invasion. If you have a
GP02A or two, deploy them right under the fleet consisting of Musai
and Albions and fire those damn nukes! They make life a whole lot
easier. Concentrate heavy fire on the battleships, especially those
Albions. The nuke method followed by swarming with all of your MS
works effectively. Then, divide your fleet in half, one defending
against the North enemy fleet and the West enemy fleet. These fleets
are much easier, and if you survived the first wave of heat, these
waves shouldn't be a problem. Be careful! The Solar System will slowly
come towards your base. After it becomes easy for it to hit your enemy
base, it will fire! So it would be a good idea to move everything out
of the way! After defeating the enemy battleships, send the most
powerful parts of your fleet and finish the stage by invading the
enemy base.
-----------------------------------------------------------
Stage 2: The Moon:
-----------------------------------------------------------
The moon which was part of one of the A Baoa Que and Kompei island maps
is now a stage of its own. The map itself is very simple and easy to
get used to.
Difficulty 1: The first difficulty is always the easiest, and it's
no different in this stage. You've got 3 Magellan and 3 Musai to deal
with in this stage. Two of the Musai will stay behind and defend the
base while the rest of the carriers motion towards your base. Send
your carriers in their direction and fight the carriers head on.
They don't have anything too strong other than Gelgoogs, so taking
care of the enemy shouldn't be a problem.
Difficulty 2: You've got to fight 16 carriers, not too tough, right?
Directly South of your base are 4 Magellan. To the West are 2 Musai.
Near you're enemy's base are 4 Magellan, 4 Musai, a Zanzibar, and a
White Base. They're carrying mostly grunt suits with the biggest
threats being a Gundam, maybe the Guncannons and a Rick Dom, but
the prize of this stage is the fact that the Zanzibar is carrying
not one, but 2 Elmeths, which I suggest trying to capture. Since
your enemies are pretty far from your base, take your time building
your strategy in this Stage. Split your fleet in half. Send a fairly
formidable half South and the stronger half South-West. The Magellan's
towards the South have nothing but grunt suits with Guncannons being
their strongest suits, so you shouldn't have trouble. Immediately
send them towards that Zanzibar right after, which should be motioning
towards your base, anyway. The 4 Musai near your enemy's base will
stay there to defend the base. Hey have nothing but Zakus, so it
should be easy money once you've taken care of the rest of the fleet.
Like in Difficulty 2 of Stage 1, take caution when approaching the
White Base, but you should have more than 1 Albion by now, so a single
White Base shouldn't be anything to worry about.
Difficulty 3: Ouch, 26 carriers! Do you have that many? I suggest
having a good amount going into here with a few White Bases and
Albions. Directly South are 4 Albions and 4 Chivvays. In the middle
of the map, there are two Magellan. North of your enemy's base are 4
Zanzibar and an Albion. Surrounding your enemy's base are 4 Magellan,
4 Chivvay, and another Albion. To make things even worse, the enemy
has a bunch of Gyans, Rick Doms, RX-78-2 Gundamx, Gundam Alex, GP01s,
and Gelgoogs. Like in Stage 1, the best defense is the best offense.
Since your base has a very narrow entrance, surround the entire area
with you're fleet, and intercept the enemy rather than chasing after
them. Take caution when attacked by the Albions, its better to defend
unless you can dodge and get their accuracy under 50%. This really
isn't as Stage 1's D3, mostly because you don't have to worry about
the Solar System and the enemy starts out much farther away from your
base.
-----------------------------------------------------------
Stage 3: Earth/Sky:
-----------------------------------------------------------
A very basic Stage with a very basic layout. The river flowing through
the stage can be a geographical problem at times. It's usually best to
keep this stage on the ground and not in the sky.
Difficulty 1: A little different from your usually Stage 1, because
your enemy has some pretty powerful stuff to begin with. To the East
are three Gallops. To the South-East towards your enemy's base are 2
Gallops and 3 White Bases. But, the Mobile Suit threat isn't much.
The only enemies that are actual threats are a Gundam and a few Goufs.
Send your entire fleet East towards the incoming Gallop fleet. The
Southern fleet will come up towards your fleet. Have a small force
prepared to intercept them.
Difficulty 2: The missions just get harder and harder. The enemy has
18 carriers in this mission. To the East are 2 Gallops and a Jukon
(Submarine) in the water. South of them is another Gallop and a little
more South is another Jukon. In the middle of the map there are 3
Jukon. Directly South of your base at the bottom of the map are 3
Gallops. Surrounding the enemy base is another 3 Jukons. In the Sky
are 5 Gaw carriers, and let me tell you, by the end of the second
turn, they'll be floating over your base. The smartest idea is not to
move your fleet too far from your base. I suggest keeping a portion of
your fleet to the right of your base and a portion below. I also
suggest keeping something powerful like an Albion filled with
G-Fighters accompanied by a few Gaws to counter the incoming airborne
Gaw fleet. Gaws are pretty cheap so as long as you've got a load of
money it shouldn't be a problem obtaining a few. On the ground, the
fleet will actually be coming in slowly, mostly because the Jukon's
will reach your base faster than anything else and the other
battleships will be busy taking over Cities. Slowly intercept them
one by one. It's a good idea to bring along a few aquatic Mobile Suits
or Mobile Armors to make finishing off the Junkons easier.
Difficulty 3: Welcome to hell, and this isn't even the worst the game
can throw at you yet. You've got 28 battleships to deal with. Far
South of your base are 9 Gallops, all carrying either Magella Tanks
or Xamels. East of your base are 4 Gallops and a single Jukon.
Surrounding the enemy base are 4 Jukons, all carrying Grabro Mobile
Armors. Accompanying them are 2 Albions, both carrying 2 Perfect
Zeongs and 2 Big Zams. In the air are 7 Gaws and an Albion. My
suggestion is to combine the tactics you used in Difficulty 3 of this
Stage with tactics you used in last two Stages on the 3rd Difficulty.
Intercepting and destroying is the best tactic. Never chase after
something and always concentrate on the closest battleship.
-----------------------------------------------------------
Stage 4: Desert/Sky:
-----------------------------------------------------------
This is basically the same as Stage 2 in Story Mode with the location
of the bases being different. The terrain is fairly straightforward with
a few lakes and mountains being in the way.
Difficulty 1: There are 10 ships you've got to deal with, and this
isn't as easy as most of the Difficulty 1 missions. All of the enemies
start out close to their base, which consists of 4 Gallops, a
Zanzibar, and 5 Gaws. The Gaws are carrying a load of Goufs, so be
prepared, because Gouf move and work very well on this terrain. The
Gallops are carrying Goufs as well, along with Gundams and Xamels. In
actuality, however, this stage is easier than it seems. The carriers
actually move very slow along this battlefield, and yours don't move
any different, so the best plan is create a large line of defense to
use as your offense. Another good idea is to use the "Cheap Gaw Tactic"
as explained in the tip section.
Difficulty 2: Difficulty 2 and we're dealing with 20 carriers in this
mission. To the West are 6 Gallops, and 3 of which oddly have their
Mobile Suits already deployed. To the far South are 4 Gaws. To the
South-West are 2 more Gallops loaded with Xamels and a Zanzibar. In
the sky are 7 Gaw carriers. Your going to have to use a few different
tactics to complete the mission and you're going to have to be fast
and thorough. You're going to need a fleet for your sky filled with
an Albion or two with quite a few Gaws. Leave the rest of your fleet
deployed around your base and intercept the enemy. I don't suggest
moving your men too far from your base until you've taken care of the
Gaw threat. The Gaws South of your base shouldn't be a real problem,
as the only strong suit they carry are Gyans which don't do too well
at long range combat. As for the incoming Gallops, keep a good portion
of your ground fleet on the North of the map close to your base. From
there, it's very simple to intercept them.
Difficulty 3: 30 carriers in this mission. Thank God that none of
them start out near your base (not counting those pesky Gaws in the
sky). To the far West are 4 Gallops which aren't even filled to their
limit, but are filled with Xamels, though. To the far South is a
single Zanzibar. Near your enemy's base are 2 Gaws, 3 Zanzibars, and
3 Albions. The meat of the fleet, however, is up in the Sky - a
whopping total of 17 Gaws, and just to show off their power, a
majority of them already have their Core Fighters and G-Fighters
deployed, showing that these things are capable of eating any other
airborne fleet alive. The ground fleet is nothing to worry about. The
strongest suits they really have are Xamels and Gelgoogs. The carriers
move slow and can be picked off easily, minus the Albions. The air
fleet, however, requires you to have an equally formidable fleet.
Hell, you might even have to resort using the "Cheap Gaw Tactic" to
win. I suggest loads of White Bases and Albions accompanied by Gaws
being used to counted this large fleet. You probably have few
G-Fighters and Core Fighters, so it would be a good idea to
concentrate on enemy battleships and not on their fighters.
-----------------------------------------------------------
Stage 5: A Baoa Que/Moon:
-----------------------------------------------------------
The same A Baoa Que as in the 4th Stage in Story Mode. However, the
twist in this is that the enemy base is in the same area, but your
base is now on the moon. Makes the battle interesting . . .
Difficulty 1: This mission is easier than it seems. Before doing the
A Baoa Que missions, I suggest loading up on money and spending it on
stuff that you'll need. A good idea would be to get your hands on, oh
let's say, a Doros! If you could get two, then that's even better. A
few Albions would be good, too. During this mission, most of the
enemies are busy attempting to drop down on the moon to attack you,
so really, you're surrounded by no enemies! Begin the stage by
deploying your fleet in areas that the enemy is prone to drop down
in. These are 1) The far North-East of the map, which is where I
suggest you send at least 2 heavy carriers filled with strong Mobile
Suits to, because strong ships usually are dropped here; 2) The far
North-West of the map; and 3) The far South-East of the map. Outside
of the moon are 4 Musai, 6 Magellan, a Gwazine, and an Albion. They'll
drop down few by few, mostly because some of the ships obviously move
more space farther than others. This will give you a chance to concentrate
on ships one at a time which is going to make life 100 times easier.
Difficulty 2: 22 battleships, boy! 22 of them! Like the last mission,
none of them are on the moon, which is your base lies, so take the time
to put together tactics. Send your strongest carriers filled with your
strongest MS to the 3 point areas I described on this map, plus, there
may be some that drop in the South-East, so send some of your forces there
as well. Be prepared for when the enemy comes in. There are 7 Magellan,
9 Musai, 2 White Base, a Gwazine, 2 Zanzibars, and an Albion. Use the exact
same tactics you did in the last mission and you should be just fine.
Since you've got the entire Moon map to yourself for the first 2 or so
turns, try to take over as many Lunar Cities as you can and keep your
battleships on them so that they recharge during the battle.
Difficulty 3: This is the toughest mission in the game. Good luck.
. .
Just kidding. Really, it's a lot easier that it seems. It's a whole
lot like Difficulty 1 and Difficulty 2, except . . . well . . . there
are now 32 carriers. And I suggest you have at least 20 or more going
into this mission, a bunch of which should be some of the stronger ships
(Albions, White Base, Gwazines, Doros, etc.) If you don't have that many,
I suggest making some quick money and getting your hands on some of the
stronger ships, because the enemy has a ton of overpowered carriers all
toting heavy Mobile Suits and Armors including Zeongs, Elmeths, GP03S,
among others. The enemy fleet consists of 8 Musai, 2 Zanzibars, 5 Albions,
8 Gwazine, 5 Magellan, and 2 Doros! Lucky for you, however, the Doros will
stay behind and defend the base, giving you the chance to recharge before
you have to confront those two monsters. Use the same tactics as you did
in the last mission, except you're going to need a lot more carriers and
a lot more suits. After taking care of the invaders, recharge, and have
your entire fleet surround the Doros. Yes, your entire fleet, those Doros
are unpredictable. You can also capture some of the best Mobile Suits
during this mission . . . if you even get the chance to . . .
===========================================================
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 Albions and White Bases together
and all of your Magellans 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 GM backed up by three Gundams, 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.
If sometimes has below 4,000 HP, they'll definitely begin to pick on it.
-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 - the "Cheap Gaw Tactic". Have a fleet of Gaws
(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:
-----------------------------------------------------------
Well, SD G Generation: Ichinen Sensouki was my very first FAQ, and this
may or may not be my last update for the game. I have already completed
an FAQ for this game, SD G Generation: Grips Senki, and now
SD G Generation Advance for the Gameboy Advance. I do enjoy making
FAQs now, and hope to do more in the future.
What I do next is still up for grabs, but now being better at making
FAQs than I was before, I'd like to make more.
-----------------------------------------------------------
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, as well as other G
Generation games. May Bandai continue to make more G Generation
games for the hardcore Gundam fandom.
. . To the people who motivated me to finish this guide.
. . All of my great pre-readers. Your suggestions and patience
greatly helped this FAQ.
. . To CJayC for hosting GameFAQs.
. . And 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.