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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:
                         G r i p s  S e n k i
                          SD G Generation B

                  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 B
-1-3. Introduction to Zeta Gundam and the Gryps War
-1-3. 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 0087. "Zeta" is the second story of the Gundam History
in the Universal Century. The Titans, with their souls held down by
the gravity of the Earth and the AEUG's originating in space, human's
second homeground. The resistance and hatred for each other further
grows . . ."
                       - Mobile Suit Zeta Gundam

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 B:
-----------------------------------------------------------

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: Grips Senki (aka SD G Generation B) is based off the hit
sequel to Mobile Suit Gundam, Mobile Suit Zeta Gundam. This is the second of a
long line of strategy games based on Gundam series.

-----------------------------------------------------------
1-3. Introduction to Zeta Gundam and the Gryps Conflict:
-----------------------------------------------------------

The One Year War was completed at the turn of UC 0080. In UC 0083, the
Zeon remnants known as the Delaz Fleet went through with their Operation
Stardust, destroying Kompei Island and destroying an entire Earth
Federal Forces fleet. After these remnants were eliminated, the
Federation formed a large fleet that would become the most powerful
branch of the Federation - The Titans. Their goal was to suppress
Zeon remnants from ever rising up again.

However, the Titans' leaders were cruel, and even had galactic
domination on their mind. They treated the Spacenoids harshly which
caused a strong racism against them to build up among the Titans.
After a colony gassing incident known as the"30 Bunch incident", a
group of Spacenoids consisting of former Zeons and Federation defectors
known as the Anti-Earth Union Group (AEUG). The AEUG set out to stop
the Titans from continuing the wave of destruction and hatred they've
begun to start.

A flagship known as the "Argama" is built. AEUG Mobile Suits called
Rick Dias begin their infiltration of a Titan controlled colony known
as Green Noah which would soon take on a new name. It is there they
would not only find the Titans new Gundam prototypes, but would find
a young man who would become known as the "Second Coming of
Amuro Ray". At the same time. Zeon renegades from Asteroid Axis have
already built up their arms to declare war themselves.

The Gryps Conflict is beginning . . .

-----------------------------------------------------------
1-4. 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.

"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.

===========================================================
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 Zeta Gundam
can move much farther than something like the Hi-zack. 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:
-----------------------------------------------------------

Marine Zaku (HP: 11,200; EN: 61)
Mobile Suit   Attack: 12  Defense: 14  EXP: 0/20  Move: 5
Terrain Ratings: Space: -  Land: D  Water: A  Air: -
20 Credits
None
Attacks:  Heat Hawk (Range: 1~2; EN: 5)
         Missile (Range: 1~3; EN: 6)
         SUBROC (Range: 2~3; EN: 7)
         Cracker Grenade (Range: 3~3; EN: 2)

Gundiver (HP: 11,200; EN: 61)
Mobile Suit   Attack: 12  Defense: 14  EXP: 0/20  Move: 7
Terrain Ratings: Space: -  Land: D  Water: B  Air: -
90 Credits
None
Attacks: Beam Pick (Range: 1~1; EN: 6)
         Beam Rifle (Range: 2~3; EN: 6)
         Torpedo (Range: 3~5; EN: 5)

Hi-zack (HP: 7,300; EN: 50)
Mobile Suit   Attack: 12  Defense: 14  EXP: 0/20  Move: 4
Terrain Ratings: Space: C  Land: C  Water: -  Air: -
30 Credits
None
Attacks: Heat Hawk (Range: 1~1; EN: 5)
         110mm Vulcans (Range: 1~2; EN: 5)
         Cracker Grenade (Range: 3~3; EN: 2)
         Beam Machine Gun (Range: 2~4; EN: 7)

Marasai (HP: 7,200; EN: 60)
Mobile Suit   Attack: 18  Defense: 18  EXP: 0/30  Move: 5
Terrain Ratings: Space: C  Land: C  Water: D  Air: -
50 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         60mm Vulcans (Range: 1~2; EN: 3)
         Beam Rifle (Range: 2~3; EN: 6)
         Grenade (Range: 3~3; EN: 3)

Nemo (HP: 7,200; EN: 54)
Mobile Suit   Attack: 10  Defense: 14  EXP: 0/20  Move: 4
Terrain Ratings: Space: C  Land: C  Water: D  Air: -
50 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         20mm Vulcans (Range: 1~2; EN: 3)
         Beam Rifle (Range: 2~3; EN: 6)
         Grenade (Range: 3~3; EN: 3)

Methuss (MA) (HP: 9,600; EN: 65)
Mobile Suit   Attack: 20  Defense: 19  EXP: 0/60  Move: 7
Terrain Ratings: Space: B  Land: C  Water: C  Air: D
80 Credits
None
Attacks: 60mm Vulcans (Range: 1~2; EN: 3)
         Micromissile (Range: 2~3; EN: 6)
         Beam Guns (Range: 2~4; EN: 10)

Methuss (MS) (HP: 9,600; EN: 65)
Mobile Suit   Attack: 20  Defense: 19  EXP: 0/60  Move: 5
Terrain Ratings: Space: B  Land: C  Water: C  Air: D
80 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         60mm Vulcans (Range: 1~2; EN: 3)
         Micromissile (Range: 2~3; EN: 6)
         Beam Guns (Range: 2~4; EN: 10)

Barzam (HP: 7,200; EN: 70)
Mobile Suit   Attack: 15  Defense: 16  EXP: 0/30  Move: 5
Terrain Ratings: Space: B  Land: C  Water: C  Air: D
60 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         60mm Vulcans (Range: 1~2; EN: 3)
         Missile (Range: 2~3; EN: 5)
         Beam Rifle (Range: 2~3; EN: 6)

Rick Dias (HP: 9,600; EN: 72)
Mobile Suit   Attack: 17  Defense: 21  EXP: 0/25  Move: 5
Terrain Ratings: Space: B  Land: -  Water: -  Air: -
70 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         Vulcan Phalanx (Range: 1~2; EN: 4)
         Beam Guns (Range: 2~4; EN: 6)
         Bazooka (Range: 4~5; EN: 13)

Galbaldy Beta (HP: 9,600; EN: 72)
Mobile Suit   Attack: 17  Defense: 21  EXP: 0/60  Move: 5
Terrain Ratings: Space: B  Land: -  Water: -  Air: -
90 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         60mm Vulcans(Range: 1~2; EN: 3)
         Beam Rifle (Range: 2~4; EN: 7)
         Bazooka (Range: 4~5; EN: 6)

Asshimar (MA) (HP: 11,200; EN: 72)
Mobile Suit   Attack: 19  Defense: 20  EXP: 0/35  Move: 7
Terrain Ratings: Space: -  Land: C  Water: D  Air: A
150 Credits
None
Attacks: 60mm Vulcans (Range: 1~2; EN: 3)
         Micromissile (Range: 2~3; EN: 6)
         Beam Gun (Range: 2~4; EN: 10)

Asshimar (MS) (HP: 11,200; EN: 72)
Mobile Suit   Attack: 19  Defense: 20  EXP: 0/35  Move: 7
Terrain Ratings: Space: -  Land: B  Water: -  Air: -
150 Credits
None
Attacks: 60mm Vulcans (Range: 1~2; EN: 3)
         Micromissile (Range: 2~3; EN: 6)
         Grenade (Range: 3~3; EN: 3)
         Beam Rifle (Range: 2~4; EN: 10)

Gundam Mark II (HP: 10,400; EN: 68)
Mobile Suit   Attack: 22  Defense: 23  EXP: 0/70  Move: 5
Terrain Ratings: Space: B  Land: B  Water: C  Air: -
120 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         Beam Rifle (Range: 2~4; EN: 7)
         Bazooka (Range: 4~5; EN: 17)

Gabthley (MA) (HP: 12,800; EN: 76)
Mobile Suit   Attack: 21  Defense: 22  EXP: 0/60  Move: 5
Terrain Ratings: Space: A Land: C  Water: -  Air: -
250 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         80mm Vulcans (Range: 1~2; EN: 5)
         Beam Rifle (Range: 2~4; EN: 10)

Gabthley (MS) (HP: 12,800; EN: 76)
Mobile Suit   Attack: 21  Defense: 22  EXP: 0/60  Move: 7
Terrain Ratings: Space: A Land: B  Water: C  Air: D
250 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         80mm Vulcans (Range: 2~3; EN: 5)
         Beam Rifle (Range: 2~4; EN: 10)

Hambrabi (MS) (HP: 11,200; EN: 67)
Mobile Suit   Attack: 20  Defense: 20  EXP: 0/67  Move: 5
Terrain Ratings: Space: B  Land: B  Water: -  Air: -
120 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         Sea Serpent(Range: 2~3; EN: 6)
         Beam Rifle (Range: 2~4; EN: 7)

Hambrabi (MA) (HP: 11,200; EN: 67)
Mobile Suit   Attack: 21  Defense: 22  EXP: 0/67  Move: 7
Terrain Ratings: Space: B  Land: B  Water: D  Air: A
120 Credits
None
Attacks: Sea Serpent(Range: 2~3; EN: 6)
         Beam Guns (Range: 2~4; EN: 12)

Hyaku Shiki (HP: 10,600; EN: 72)
Mobile Suit   Attack: 21  Defense: 23  EXP: 0/80  Move: 5
Terrain Ratings: Space: B  Land: B  Water: D  Air: -
550 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         60mm Vulcans (Range: 1~2; EN: 3)
         Beam Rifle (Range: 3~3; EN: 7)
         Hyper Mega Bazooka (Range: MAP; EN: 35)

Zeta Gundam (MS) (HP: 15,200; EN: 76)
Mobile Suit   Attack: 21  Defense: 22  EXP: 0/85  Move: 7
Terrain Ratings: Space: B  Land: B  Water: D  Air: A
630 Credits
None
Attacks: Beam Saber (Range: 1~1; EN: 5)
         60mm Vulcans (Range: 1~2; EN: 3)
         Greande (Range: 3~3; EN: 4)
         Beam Rifle (Range: 2~4; EN: 7)

Zeta Gundam (MA) (HP: 15,200; EN: 76)
Mobile Suit   Attack: 25  Defense: 26  EXP: 0/85  Move: 7
Terrain Ratings: Space: B  Land: B  Water: D  Air: A
630 Credits
None
Attacks: Missile x2 (Range: 2~3; EN: 7)
         Beam Guns (Range: 2~4; EN: 7)
         Beam Cannon (Range: MAP; EN: 30)

Gaplant (MS) (HP: 13,600; EN: 112)
Mobile Suit   Attack: 21  Defense: 22  EXP: 0/70  Move: 5
Terrain Ratings: Space: B  Land: B  Water: -  Air: -
280 Credits
None
Attacks: Missile (Range: 2~3; EN: 6)
         Missile (Range: 2~3; EN: 6)
         Mega Particle Cannon (Range: 3~5; EN: 30)

Gaplant (MA) (HP: 13,600; EN: 112)
Mobile Suit   Attack: 21  Defense: 22  EXP: 0/70  Move: 8
Terrain Ratings: Space: B  Land: C  Water: D  Air: A
280 Credits
None
Attacks: Missile (Range: 2~3; EN: 6)
         Mega Particle Cannon (Range: 3~5; EN: 30)

Pallas Athene (HP: 11,800; EN: 70)
Mobile Suit   Attack: 28  Defense: 25  EXP: 0/85  Move: 5
Terrain Ratings: Space: B  Land: B  Water: D  Air: -
450 Credits
None
Attacks: Beam Saber (Range 1~1; EN: 5)
         Missile x2(Range 2~3; EN: 7)
         Mega Beam Gun (Range: 2~4; EN: 14)
         Double Beam Rifle (Range: 2~4; EN: 16)

Bound Doc (MS) (HP: 14,400; EN: 79)
Mobile Suit   Attack: 22  Defense: 27  EXP: 0/70  Move: 7
Terrain Ratings: Space: A  Land: B  Water: C  Air: D
500 Credits
None
Attacks: 60mm Vulcan Guns (Range 1~2; EN: 3)
         Micromissile (Range 2~3; EN: 6)
         Beam Rifle (Range: 2~4; EN: 7)
         Scattering Mega Particle Gun (Range: 2~4; EN: 17)

Bound Doc (MA) (HP: 14,400; EN: 79)
Mobile Suit   Attack: 22  Defense: 27  EXP: 0/70  Move: 7
Terrain Ratings: Space: A  Land: B  Water: C  Air: D
500 Credits
None
Attacks: Micromissile (Range 2~3; EN: 6)
         Scattering Mega Particle Gun (Range: 2~4; EN: 17)

Messala (MA) (HP: 15,000; EN: 150)
Mobile Suit   Attack: 24  Defense: 24  EXP: 0/85  Move: 9
Terrain Ratings: Space: A  Land: -  Water: -  Air: -
1,020 Credits
None
Attacks: 60mm Machine Guns (Range: 1~2; EN: 3)
         Mega Particle Cannon (Range: 3~5; EN: 30)
         Missiles x4 (Range: 4~5; EN: 10)

The O (HP: 22,500; EN: 150)
Mobile Suit   Attack: 30  Defense: 30  EXP: 0/85  Move: 6
Terrain Ratings: Space: A  Land: B  Water: -  Air: -
1,700 Credits
None
Attacks: Beam Sword (Range: 1~1; EN: 10)
         Beam Rifle (Range: 2~3; EN: 6)
         Scattering Mega Particle Gun (Range: 3~6; EN: 30)

Psyco Gundam (MS) (HP: 22,500; EN: 108)
Mobile Suit   Attack: 55  Defense: 32  EXP: 0/85  Move: 6
Terrain Ratings: Space: B  Land: A  Water: -  Air: -
2,500 Credits
None
Attacks: Double Missile (Range: 2~3; EN: 8)
       Beam Guns (Range: 2~4; EN: 12)
       Scattering High Mega Particle Gun (Range: 3~6; EN: 35)

Psyco Gundam (MA) (HP: 22,500; EN: 150)
Mobile Suit   Attack: 49  Defense: 36  EXP: 0/85  Move: 8
Terrain Ratings: Space: B  Land: A  Water: D  Air: B
2,500 Credits
None
Attacks: Scattering High Mega Particle Gun (Range: 3~6; EN: 35)

-----------------------------------------------------------
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) [Earth 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]

Big Tray Class (HP: 20,000; EN: 150) [Earth Only]
Carry: 5   Attack: 26  Defense: 10  Move: 3
Terrain Ratings: Space: -  Land: -  Water: A  Air: -
60 Credits
Attacks: Machine Guns x2 (Range: 2~3; EN: 15)
         Missiles x4 (Range: 2~4; EN: 21)
         Beam Guns x2 (Range: 3~5; EN: 38)

Jukon (HP: 18,000; EN: 160) [Earth Only]
Carry: 5   Attack: 31  Defense: 13  Move: 9
Terrain Ratings: Space: -  Land: A  Water: -  Air: -
70 Credits
Attacks: Torpedo (Range: 2~4; EN: 15)
         Beam Guns (Range: 2~5; EN: 15)

Salamis Kai (HP: 20,000; EN: 210) [Space Only]
Carry: 5   Attack: 25  Defense: 14  Move: 5
Terrain Ratings: Space: C  Land: -  Water: -  Air: -
60 Credits
Attacks: Missiles x2 (Range: 2~4; EN: 18)
         Beam Guns x2 (Range: 3~5; EN: 38)

Hario (Alexandria Refit) (HP: 17,000; EN: 210) [Space Only]
Carry: 5   Attack: 26  Defense: 14  Move: 5
Terrain Ratings: Space: C  Land: -  Water: -  Air: -
70 Credits
Attacks: Machine Gun (Range: 2~4; EN: 15)
         Beam Guns x2 (Range: 3~5; EN: 38)

Alexandria (HP: 18,000; EN: 210) [Space Only]
Carry: 5   Attack: 26  Defense: 16  Move: 6
Terrain Ratings: Space: B  Land: -  Water: -  Air: -
160 Credits
Attacks: Missiles x2 (Range: 2~4; EN: 15)
         Beam Guns x2 (Range: 3~5; EN: 38)

Lombardia (Alexandria) (HP: 21,000; EN: 210) [Space Only]
Carry: 5   Attack: 28  Defense: 15  Move: 5
Terrain Ratings: Space: A  Land: -  Water: -  Air: -
250 Credits
Attacks: (Range: 2~4; EN: 30)
         (Range: 3~5; EN: 30)

Irish Class (HP: 23,000; EN: 200) [Space Only]
Carry: 5   Attack: 30  Defense: 21  Move: 8
Terrain Ratings: Space: B  Land: -  Water: -  Air: -
430 Credits
Attacks: Missiles x4 (Range: 2~4; EN: 21)
         Mega Particle Cannon (Range: 3~5; EN: 30)
         Beam Guns x2 (Range: 3~5; EN: 28)

Argama Class (HP: 28,000; EN: 200)
Carry: 6   Attack: 35  Defense: 18  Move: 10
Terrain Ratings: Space: A  Land: C  Water: D  Air: B
920 Credits
Attacks: Missiles x6 (Range: 2~4; EN: 32)
         Beam Cannon (Range: 3~5; EN: 15)
         Mega Particle Cannon (Range: 3~5; EN: 45)

Dogos Gear (HP: 36,000; EN: 240) [Space Only]
Carry: 6   Attack: 50  Defense: 20  Move: 11
Terrain Ratings: Space: A  Land: -  Water: -  Air: -
1,600 Credits
Attacks: (Range: 2~4; EN: 30)
         (Range: 3~5; EN: 30)
         Mega Particle Cannons (Range: 3~5; EN: 65)

Jupitris Class (HP: 36,000; EN: 240) [Space Only]
Carry: 8   Attack: 22  Defense: 20  Move: 7
Terrain Ratings: Space: A  Land: -  Water: -  Air: -
1,920 Credits
Attacks: (Range: 2~4; EN: 30)
         Beam Guns (Range: 2~5; EN: 27)
         Mega Particle Cannon x2 (Range: 3~5; EN: 38)

Gryps Colony Cannon (HP: 45,000; EN: 99) [Space Only]
Carry: 0   Attack: 99  Defense: 10  Move: 3
Terrain Ratings: Space: A  Land: -  Water: -  Air: -
2,200 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 Gryps Conflict.

-----------------------------------------------------------
Stage 1: Outside Green Noah
-----------------------------------------------------------

"Be careful, Jerid, this one's different!"
-Lyla Mira Lyla

Player Units:
Albion
Rick Dias x5
Gundam Mark II

You start with a load of stuff in this level, so be thankful. This
is the first and the easiest mission. The enemy is an Alexandria
that has 3 Hi-zacks and well . . . two Gundam Mark IIs of their
own, which you can't capture since this is the only ship in the
level. So you're objective is to destroy the Alexandria ASAP.
Quickly move the Albion as close to the Alexandria as possible and
deploy all MS. This will give you a jump on the Alexandria. Simply
exchange attacks and wreck the Alexandria. Shouldn't take you
long.

-----------------------------------------------------------
Stage 2: Neo Hong Kong
-----------------------------------------------------------

Player Units:
Garuda Class
Nemo x2
Aqua GM x3
All Available Units

LISTEN TO ME! The ENTIRE game depends on this mission. Why? The
most powerful suit in the game, the Psyco Gundam, is here. Capture
it and bring it home. You'll be thanking me later. Anyway,
start by bringing out your Albion and its MS and bring your newfound
Garuda and its MS for backup. You've got one enemy Garuda and one
enemy sub. DO NOT destroy the sub until you've defeated the Garuda
and hijacked that lovely Psyco Gundam. Note that the Garuda will
attempt to attack you while the sub goes to try to take over your
base. Quickly bombard the Garuda with your entire force and then
persue the sub, which all has fairly weak Zakus, mind you.

-----------------------------------------------------------
Stage 3: The Moon
-----------------------------------------------------------

Player Units:
Radish
Zeta Gundam
Methuss
Hyaku Shiki
Rick Dias x2

This is a double map battlefield, but just stay on the map you're
already on and don't bother going out into space because all
of the enemies are coming to you. I suggest buying an Alexandria
Refit before this battle because you need a ship to store
captured MS and an extra ship just for the hell of doing extra
damage. Not to mention the Garuda you already have can't go into
space. Anyway, you get the Radish in this mission! As well as
the . . . Zeta Gundam! Yay!

Anyway, quickly dispatch your carriers and take over as many
occupation points as possible.

-----------------------------------------------------------
Stage 4: Desert
-----------------------------------------------------------

Part of Series: The attack on the Federation Senate.

A very bland and simple level indeed. The only thing posing
a threat to you is the fact that in the air there are a few
Garuda's flying over to drop bombs on you. Just remember that they
always come from the right. Use the Select button to switch maps
and see them. I suggest sending a few units up there, your
Argama, Psyco Gundam, Zeta Gundam, and maybe a few more powerful
units that can fly in the air should face them.

As for on the ground, the enemy fleet is almost entirely made up
of nothing but ---, which always have the same attack sequences.
Build up a defensive line, wait for them to come, attack,
coutnerattack, rinse, repeat, you're done in no time.

-----------------------------------------------------------
Stage 5: Gate of Zedan and Gryps
-----------------------------------------------------------

"You may take me life, but I will take your soul!"
-Paptimus Scirroco

Part of Series: Around the last 7 or so episodes of the series.
Player Units:
Magellan x6
Nemo x16

This is the toughest level in the game as you can see. There are
a whole lot of ace level suits as well as powerful carriers. This
is a good place to gain experience and pick up some of the strongest
mechs in the game, but beware, it's also a place where you can lose
a whole lot at the same time. The level begins with the Titans
firing their Gryps Colony Cannon, wiping our two of your Magellan
as well as two of their own. Immediately move your units from your
base to the center of the map. Concentrate only on the enemy carriers
in the center and try to do it in as few turns as possible. Once this
is done, immediately MOVE AWAY from the center of the map, because
the Gryps Cannon has probably recharged itself so that it can fire
again.

I suggest moving North away from the center and take on the Jupitoris
that only has the The O and Pallas Athene as well as the Dogos
Gear carrying all those Hambrabis. I suggest capturing both the
Pallas Athen and The O, because they're both really useful and
powerful suits, not to mention The O is my favorite suit from this
era. ^_^ Anyway, take out both carriers, and take the time to recharge.
Also note that if the Gryps Cannon has fired again, it's probably
taken out all of your Guards, so don't allow any MS to pass your
fleet.

Once you've recharged, enough to continue fighting, head towards the
enemy base, where an Alexandria is hanging around. Try to
take it out as soon as possible to capture that Bound Doc, another
great suit, and another fav of mine. You can win by taking out the
Gryps Cannon (which counts as a carrier) and win like you'd
usually would, but the Cannon has a load of HP and a high evade
rate. I'd suggest destroying one of your enemy's Guards and invading
the Titans' base. Congratulations on winning Story Mode!

===========================================================
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.

-----------------------------------------------------------
Stage 1: Outside Green Noah:
-----------------------------------------------------------

Basically the same as the first stage, only the basic terrain and the
bases have been moved. Thanks to your dumb luck, your base is right
next to a move impairing asteroid belt.

Difficulty 1: Very easy stage. You can only bring out 4 carriers,
which should tell you that this will be simple. After all, it is
the easiest difficulty. 0_- Move your units south towards the
enemy fleet, which is just made up of 2 Magellans and 2 Alexandria.
There's nothing special to capture here other than Hambrabis. Head
down and bombard their fleet like you would usually do and surround
their carriers and take them out ASAP.

Difficulty 2: A little harder, but hardly. You can choose up to
14 carriers, and the computer tends to abuse this ability
by throwing 6 Alexandria, 4 Refit Alexandrias, and 4 Magellan.
Still, nothing that you can't handle, even if you happen
to have a smaller fleet. Not many good captures here as well, as
you'll see mostly Hambrabis, Hi-zacks, Galbaldys, Marasai, and
Barzams. The enemy's formation is stuck together and will stick
together when you get down there. Immediately motion your fleet
towards the enenmy base and start attacking, beginning with the
Alexandrias and Refits. The Magellens as usual are a joke. You can
take the time to capture units to make money off of them later,
but like I mentioned earlier, all you're getting are grunts here.

Difficulty 3: Okay, now it's gotten harder, but as long as you've
got you're pumped up fleet decked out with Psyco Gundams (If you've
been listening to my advice . . .) you should blow the enemy away
with utter ease. You can choose up to 24 carriers. The enemy
fleet consists of 8 Jupitoris to the far left of your base, 8
Dogos Gear far below your base, and as well as 6 Magellan and
4 Irish classes. Looks like fun, doesn't it? Immediately build
up a defensive line around the left and bottom of your base,
because here, the best defense is the best offense. Spread
your units around your base and wait for the enemy to come
from both sides. By waiting, when the carriers come to you, you can
get the first jump on them.

I suggest having an Argama or two full of Psyco Gundams for this mission,
I know I had mine ready. Concentrate on one carrier at a time.
I know there are a lot, but with powerhouse units, you can't go
wrong. Those Jupitoris and Dogos Gear like to retreat when either
their energy or HP get low. After you crush them, recharge for a bit,
and then fight off the remaining fleets at the enemy base. If you
could handle those Jupitoris and Dogos Gear, that shouldn't be a
problem.

This is also a GREAT time to capture units. The enemy has some Gundam
Mark IIs, Messalas, Psyco Gundams, The Os, and Bound Docs.
More Psyco Gundams, anyone?

-----------------------------------------------------------
Stage 2: The Moon:
-----------------------------------------------------------

Same moon stage as before, except only a single map.

Difficulty 1: As usual, the first difficulty is the easiest difficulty.
There are only 4 Magellan and 2 Alexandria on the other side, so just
whip out your Argamas as well as Mobile Suits in need of
experience and bombard them. Also note that there is a Bound Doc in
this stage, and I suggest capturing it.

Difficulty 2: Interesting scenario, as some of the carriers are
halfway towards your base. There are 4 Refit Alexandria, 6 Alexandria,
4 Magellan, and luckily for you, a Gryps Colony Cannon. My suggestion is
to finish this as fast as possible. After deploying your carriers,
split your fleet in two, sending one force to the North and arround and the
other to the South towards the enemy base. This is so you can counter
all of the enemies as well prevent yourself from getting him by
the Gryps Cannon. I suggest ending this stage by invading your
enemy's base, because that Gryps Cannon is a tough enemy.

As for noteworthy captures, there are some Bound Docs and Hyaku
Shikis here.

Difficulty 3: I'm telling you now, this is a TOUGH mission, so
I suggest at least 2 to 3 Argamas in your fleet filled with
Psyco Gundams. There is a mis of Alexandrias, Dogos Gears,
Magellans, and Jupitoris here. You're worst enemies are the
Dogos Gears filled with Psyco Gundams. If that isn't danger,
I don't know what is. Immediately deploy your fleet and coutner
the Pscyo Gundam carrying Dogos Gears with your Psyco Gundams
and wreck them ASAP and take as many Psyco Gundams as you
can take. The other ships are hardly a threat, but in groups,
they can be tough. Handle them one by one. It shouldn't
be too hard since many of them only have three Mobile Suits
each. Also note that there is a Gryps Cannon in this stage.

-----------------------------------------------------------
Stage 3: Neo Hong Kong
-----------------------------------------------------------

Same as before, but the bases have been moved.

Difficulty 1: This is very easy, and I mean, VERY EASY,
and to me, Stage 3 is the easiest in the game, for the fact
that the Gryps Cannon can't work on land and that the enemy
uses a lot of weak sea carriers. Note that your base is now
right next to the sea. Deploy your fleet around your base
and intercept the submarines and take them out one by
one. They're carrying only Hambrabis and those water Zakus,
hardly what I call a threat. The only thing you have to worry
about in this stage is the enemy Argama, which is carrying some
good Mobile Suits, including a Zeta Gundam. Be sure to capture
it so you can raise it into becoming another Psyco Gundam. ^_^

Difficulty 2: A complete joke of a stage. It's the same deal as
the other stage with some exceptions. Those submarines are
nothing, and the only thing on the ground you have to worry
about is the Argama they have. The only thing I would watch
for is the fact that there are a few Garuda's in the sky.
Might want to send a few units up there to coutnerattack them.
If you've been reading this entire FAQ, I think you'd know
which suit i'd suggest for that situation . . .

Difficulty 3: Don't they ever get tired of this? It's a little
different now, because they're are a few ground carriers
to the left of your base, but they're only carrying one
Mobile Suit each. -_- The submarines are still a joke. Well,
there are at least. This stage does have 9 Argamas, which
are carrying The Os, Psyco Gundams, and Zeta Gundams, but
they should be a joke to you. Don't forget that there are
Garudas in the air and to send some units up to counter
them before they drop bombs on you.

-----------------------------------------------------------
Stage 4: Earth:
-----------------------------------------------------------

Recognize this map? It's from the Special Mode in SD G Generation A,
little treat from Bandai. Note that this is a double map and is more
challenging than the last stage.

Difficulty 1: This is fairly simple. There are mostly
submarines, ground carriers, and Garudas in this stage.
Counter the Garudas in the air as you usually would and
massacre the ground forces. The only ship here that's
potentially any danger is that Argama.

Difficulty 2: This is exactly like the last difficulty
except there are a few more carriers. Follow the above
guideline and you should be fine.

Difficulty 3: Now it's a bit harder. Some of the Garudas
are carrying heavy guns like Psyco Gundams, Bound Docs, and
whatever random crap they can throw at you. Enemies will
come in from the south, southeast, and the east. As usual,
expect an air attack. Counter it as usual.

-----------------------------------------------------------
Stage 5: Gate of Zedan and Gryps 2/Moon:
-----------------------------------------------------------

Toughest in the game. Make sure that when you come here you've got some
tough as nails units. You should note that like in Stage 5 of Special
Mode in SD G Gen A, you are going to have your base on the moon
while the enemy's is out in space.

Difficulty 1: You're dealing with a lot of units, but none
that are tough, so this should be easy money. The enemy does
have some Pallas Athenes and Messalas which can come in handy
if you feel like capturing units. My suggestion is pull out your
fleet and wait on the moon with your entire fleet in a
defensive position. Attack when the enemy arrives and concentrate
on the carriers one by one.

Difficulty 2: The enemy's starting to get serious now. Follow
the same guideline above because the enemy does the same
thing as before. The only different now is that they've got
more carriers and better unit. Remember, that nothing
the enemy has can stand up to a nice group of Psyco Gundams.

Difficulty 3: Finally! The last stage! This is no joke for
strategy game fanatics. The enemy now has carriers on the moon,
but only its ones that are less well equipped with good Mobile
Suits. Actually, this stage isn't as hard as Difficulty 3 for
Stage 1. Just beware of the Dogos Gear carrying Psyco Gundams
and you'll be fine. I've said it before, and i'll say it again,
ships filled with Psyco Gundams on your side is a priority.

===========================================================
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 Argamas and Dogos Gears together
and all of your Salamis 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 Garuda 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.

-If you have an army of Psyco Gundams, put them to good use! Use hit and
run tactics with them. Have them transform and surround the enemies and
totally masacre them!

-The best way to get Psyco Gundams are through buying and upgrading
of course. The best tactic is to get a lot of Pallas Athene and Zeta
Gundams, since in comparison to most units, they're fairly cheap.
Once they reach ace, they become Psyco Gundams. Argamas full of
Psyco Gundams are always bundles of joy.

===========================================================
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, i've basically completed this FAQ. 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".

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7-3. Special Thanks:
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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.

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7-4. Website
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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!

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7-5. Copyright Information:
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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.