=================================================================== 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 [revolverzero@aol.com]) =================================================================== 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 - revolverzero@aol.com I don't suggest Instant Messaging, for I sometimes dread IMs. Another way is pay a visit to the GameFAQs Gundam forum and post a G Generation topic. I go under the name "RPGZero". ----------------------------------------------------------- 7-3. Special Thanks: ----------------------------------------------------------- Special Thanks go to the great "Kill 'Em All" Tomino. He is the true father of the real robot genre and even put together some of the greatest super robot anime. I will always envy his works and success. From Mobile Suit Gundam to Turn A Gundam, the Gundam genre will always be on my list favorite anime. Thanks to . . . . . . Bandai for making this great game, 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.