SD Gundam G-Generation F FAQ Version 0.2 Created by Michael Cox (firstname.lastname@example.org) With assistance by Doug Shark DISCLAIMER: This FAQ is written with the knowledge gained by playing the game. Any errors contained in it are due to my mistake in assuming how I did something. I welcome email helping to correct a mistake but will delete mail flaming me for making an error. This is done for fans of the game by another fan. If something doesn't work for you, I might not be able to explain why. As noted in almost all FAQs created during the last couple of years, the work contained in this document is owned and copyrighted by it's creator, Michael Cox, and is not to be used without permission. This FAQ was written specifically for the visitors to www.gamefaqs.com which is the only site I will be sending updates to. History: Version 0.1 - August 3rd-9th, 2000 Started gathering data just by playing the game. I'd always planned on writing this FAQ so after about a week of just enjoying myself, here's the start. MS43, WS26, SP95, CH21 Version 0.2 - August 10th-13th, 2000 Been busy playing a lot more and trying to figure out what some of the abilities on the MS are. Added Chap 5 and lots of new codes to Chap 4. MS74, WS46, SP100, CH48 Glossary: Chapter 1 - How to Start Chapter 2 - Playing/Menu Translations Chapter 3 - Stats Chapter 4 - Card Codes Chapter 5 - Option Parts ----------------------- CHAPTER 1: HOW TO START ----------------------- This is a work in progress so I'm sure many things will be left out unintentionally. After loading the game, you are asked to press the Start button. If you elect not to, you will be shown certain MS fight sequences. As the fights work through the first couple of series, it will go back to the opening movie then back to the "Press the Start button" menu. Again, leaving the game alone for about ten seconds will start up another MS fight sequence. Each time will show you different Gundam series until you get to the final MS fight sequence which will be mostly original characters. When I get the chance, I'll mark down each sequence. At different times throughout the game, you will use different buttons for different options. The basic commands are: O button: Select X button: Cancel/Text Speed-up Triangle button: Status Menu L1/R1: New menus/change maps Start button: Options After pressing Start when asked, you will be given four options: NEW GAME DATA LOAD CONTINUE OPTION NEW GAME opens to two modes: MULTI SITUATION MODE (the normal game) V.S. FIGHT MODE (multiplayer and special games) DATA LOAD is to load saves made from either leaving the Meeting Room or saves made from the Operation Room CONTINUE is to load saves made during a battle OPTION first asks if you have any G-Gen F save data (Yes/No) then gives you the choices: PROFILE MODE SOUND VIBRATION SOUND TEST EXIT PROFILE MODE is why the saved data is loaded. I'll explain more about this one later. SOUND allows you the normal choice between Stereo and Mono. VIBRATION is simply ON or OFF. SOUND TEST allows you to listen to 255 different sound tracks in the game. ------------------------------------- Chapter 2 - PLAYING/MENU TRANSLATIONS ------------------------------------- Under V.S FIGHT MODE, you have three more options of: BATTLE MATCH MODE MISSIONABLE MODE GUNDAM FIGHT MODE I'll get to those in a later version. I'm here to help you with the other option: MULTI SITUATION MODE When selecting M-S Mode, you are immediately asked if you have any save data. That might seem strange to someone just starting a New Game, but the reason it asks is because G-Gen F will load certain save data from the previous game in the series, SD Gundam G-Generation Zero. Note that I said it'd only load SOME of the data. So, if you select yes, it loads the data and checks to see how much you've done. If you managed to finish the game, you will be told that you finished 11 series, have a total of 48 characters, and will be able to start the game with 50,000 capital. If you select no, then you begin the game with 0 characters, 0 capital, but are given a warship and three Mobile Suits. (hereafter just called MS) The three MS are Tornado Gundams, the warship differs depending on which series and stage you select. Having choosen to either load GG0 data or not, you are now given a choice of what series you'd like to play in. Your choices (and the number of stages in each choice) are: MS Gundam - 10 08th MS Team - 4 Blue Destiny - 4 Side Story 0079: Rise From the Ashes - 5 War in the Pocket 0080 - 2 Stardust Memory 0083 - 5 Zeta Gundam - 10 Gundam Sentinel - 4 Double Zeta Gundam - 6 MS Gundam: Char's Counterattack - 2 Hassaway in the Brillian - 3 F90 - 3 Silhouette Formula 91 - 3 F91 - 2 Cross Bone Gundam - 6 V Gundam - 9 G Gundam - 8 Gundam W - 10 G-Unit - 5 Gundam W: Endless Waltz - 2 Gundam X - 9 Turn-A Gundam is not a selectable series at the beginning of the game, but I believe it is a series you can unlock. So you have 21 series with a total of 112 stages to choose from. Your options differ somewhat if you are starting a new game from Zero data or not. If you are using Zero data, every series that you completed in Zero will have a Completed Zero addition to the stage selection banner. What this means is that you can go into any of those series and play any stage in that series. When you're done with that single stage, you are returned to the M-S Mode menu and you can select another series and stage. If you are playing the game for the first time, elected not to use your old Zero data (like my roommate decided to do), or if you pick a series that you have not completed yet, the game is a bit different. Having picked the series, you will have to play all the stages in that series, in the normal order, until you have finished all of them. Having finished a series in GGF, the banner will now show in large red letters the word CLEAR. This means you can play in that series like I explained for Completed Zero series... you can replay a single stage over and over again if that's your wish. Personally, I loaded my Zero saves and began with the first series. Stage 10 is great for building up a lot of capital because there are alot of enemy ships to capture. Two different things might happen when you pick a series. If it's a new series, you will see a Series Opening dialog. After that, you will watch a bit of the normal gameplay as it sets up the stage for you. Once again, two things will happen. One, you will go directly into combat, being only to play the NPC characters and not able to sortee your original characters, or the game will load the OPERATION ROOM menu. If the series you selected takes you right into battle, it's likely a two-part stage and you'll go to the Operation Room during the second part of the stage. OPERATION ROOM: --------------- This is where the menu starts to get tricky. It's also a menu you'll be using throughout the game, so it's good to get used to it. First thing I'd recommend you do is to save your game then play around which each of the menus to try them out. Nothing is more horrible then thinking you know what a menu option does then accidently selling away your prized MS or warship. Basic menu choices are: MS RESEARCH/CUSTOMIZE GROUP EDIT STAGE MAP TECHNICAL LEVEL EDIT SAVE NEXT This menu also brings in the first use of the L1 and R1 buttons for quick menu selections. From this basic menu, they are: L1 AUTO SETUP - Automatically sets up a group for you. CODE ENTRY - Used to enter codes for special MS, characters, warships See the chapter on codes below. R1 - Each of these sections will be detailed further below. MS/SP LIST WARSHIP LIST CHARACTER LIST RENTAL LIST PRODUCTION LIST PROFILE MODE If this was an HTML document, I might have more easily described these menus, but I'll try my best to do it in a regular ascii document so it's viewable by everyone. Please excuse any confusion. MS RESEARCH/CUSTOMIZE --------------------- This shows you all your MS and SP units. Any unit that can be upgraded or customized is highlighted, all other units are non-selectable. When selecting a highlighted unit, you generally have the option to Research or Customize. Make your choice carefully because once you choose, you can't go back. Some units can only be Customized because they have no further units they can be upgraded (or downgraded as the case may be sometimes) into. Only units that you have Aced are selectable. If the unit is able to Transform, or is otherwise specially equipped, this option is usually available between the Research and Customize options. Researching a MS will pull up a menu showing you from 1 to 4 "new" units that you can change the MS into. An example would be an aced Nu Gundam. It can change into the Mass Production Nu Gundam, the Nu Gundam Heavy Weapon System, or the Hi-Nu Gundam. On the far right on the choices are usually the words Next and/or Back. They indicate if you are able to move freely between the old and new unit. If Next & Back are both listed, you can go back and forth each time you ace the unit. If only Next is listed, then you won't be able to change back to the old MS, but you can still continue forward to something else. If only Back is listed, then you've reached the end of the line for that branch. Customizing a MS will change it's Ace level to Custom level 1. You're given two points to assign to the units attack and/or defense value. Every time you level up the unit in combat from now on, you're immediately able to assign two more points to attack and/or defense. L1 SORT - Sorts all units according to the next option you pick. General Strength All Terrain Space Air Ground On Water Underwater R1 PROFILE MODE GROUP EDIT ---------- This is where you set up your warships, MS, and characters for their next battle. As such, you are able to do alot from this menu, especially with the L1 and R1 menus. To begin with, if you select the empty warship square, you are asked to either Select, Buy, or Auto Select your warship. If you click on an already placed warship, you can Move, Remove, or Sale the ship. Clicking an empty character square will give you the options to Select or Rent a character. If you click on an already placed character, you can Move, Reselect, Remove, or Mind Control that character, unless the character is a Newtype or already Mind Controlled. If so, the Mind Control option does not appear. Additionally, once you have a warship and a character piloting the ship, another option will appear; that option is the Map Placement option. Like it sounds, it allows you to select where on the map the group will appear. Don't select this until you've completed editing your group or you'll just have to deselect the group from the map to edit it further. Clicking an empty MS square will allow you to Select or Buy. If you choose to Buy, you are asked if you want a MS or a Support Unit. (hereafter refered to as SP) Clicking on a MS/SP will allow you to Move, Reselect, Remove, Buy/Sell an Option, or Sell the MS/SP. Depending on the MS, you might have the additional option to Transform or something else, which will be just above the Option selection. The Option menu works in two ways. If you already have an option added to your MS (SP can't have options) then it asks if you want to sell the option. If you don't have an option on the MS, it brings up a menu of options to add. Any option that is too expensive for you to buy will be darkened out. Note: If you have any MD (Mobile Doll) units, you'll have the option of selecting MD from an empty square to highlight just the MD MS units to add to the warship. MDs are controlled by the leader of the row the MD is in. L1 AUTO SETUP - Automatically sets up your group. GROUP REMOVE - Removes all characters, MS, and the warship from the group. OPTION BUY - Highlights all MS that don't currently have options. OPTION SELL - Highlights all MS with options to sell. MIND CONTROL - Highlights all characters you can add mind control to. R1 MS/SP LIST WARSHIP LIST CHARACTER LIST RENTAL LIST PRODUCTION LIST PROFILE MODE STAGE MAP --------- Here you can look at the upcoming stage to see what you'll be facing. Sometimes you can even click the R2 button (it'll show when possible) to see what the second part of the stage will look like. If there is no base on the map to launch your warship from, you will have to use the map to place as many groups as you're allowed on the white squares. Sometimes you are given extra squares so you can decide exactly where you want to come from. You don't HAVE to place your guys or use them if you don't want to, but not using the original characters defeats half the fun of the game and there are some levels you just won't be able to beat using only the NPCs in the game. You can use the triangle button to look inside any of the warships that are on the map to plan out what units you may wish to steal. R1 GROUP EDIT PROFILE MODE TECHNICAL LEVEL EDIT -------------------- This is an important area you should never ignore. Here you can spend some of your hard earned capital to increase your overall tech level. With each increase in your level you improve the strength and weapons of your base guarders, add four more slots to your factory, are given one more generic rental character, and gain more support units to buy. Also, if you plan to use the codes from the G-Generation card game to buy units, each card code has a certain technical level you MUST be at for it to be accessable. Don't plan on buying yourself a Phoenix Gundam right at the beginning of the game. It requires a tech level of 10 and then it still costs 250,000 capital. R1 FACTORY LIST MS FACTORY Buy MS Remove MS from factory SP FACTORY RENTAL LIST PROFILE MODE SAVE ---- This save uses up 3 blocks on your memory card. It will overwrite previous Operation Room or Meeting Room saves. NEXT ---- This takes you out of the Operation Room and into the next stage. Hope you don't ever accidently click this instead of save because you tapped down once too often. ::grins:: I did that once. Once. ***** R1 Menus - You'll be using these alot, so I'll give as much detail as possible for each of the 6 basic R1 menu choices from the basic Operation Room menu. MS/SP LIST ---------- As the name implies, this is where all your MS and SP units are stored. When you first begin the game, the space seems like a lot, but considering there are over 1000 units in the game, you'll have to do alot of shuffling and selling to get them all added to your profile area. Unlike your factory, which starts holding 16 units and increases by 4 with each tech level advance, the storage area for your MS and SP units never increases. It will always contain a total of 96 units. Selecting an empty square allows you to: Buy - Select MS or SP factories to buy from. Code Entry - Enter a MS code for the option of buying that MS. Selecting a MS lets you: Move - Rearrange your MS to wherever you want it in the list. Option Buy/Sell - Buy a new option or sell the one already on the MS. Sell - Sell the MS for an increase in capital. Other options that may appear on specific units could be to Transform or change weapon systems. They will always be located above the Option and below the Move selections. L1 SORT - Sorts all units according to the next option you pick. General Strength All Terrain Space Air Ground On Water Underwater OPTION BUY - Highlights MS without options, select one to open Option menu. OPTION SELL - Highlights MS with options, select one to sell the option. CODE ENTRY - Enter card code to buy MS R1 WARSHIP LIST CHARACTER LIST PROFILE MODE WARSHIP LIST ------------ Similiar to the MS/SP List, this is a smaller area where all your warships are kept. Again, you can only have so many warships, but I've never filled up this space. Selecting an empty square allows you to: Buy - Opens a new menu asking what type of warship you want to purchase. All-terrain, Space, Air, Ground, or Underwater. Code Entry - Like the MS, there are card codes for warships as well. Clicking on a warship lets you: Move - Rearrange your WS to wherever you want it on the list. Sell - Sell the WS for an increase in capital Again, like the MS, there are some WS that can transform. That option will be found between Move and Sell when it appears. CHARACTER LIST -------------- This area contains all the original characters you've gained in the game so far, or the ones you brought over from your Zero save data. There are 48 characters from Zero with many new characters added in F. I haven't completed the game yet so I'm not sure yet just how many new characters there are. I can't imagine any more powerful then the silver haired lad with red eyes though. His stats when maxxed out were ungodly. Clicking on an empty square lets you: Rental - Choose from a list of characters you can rent. Code Entry - Once again, there are codes for certain characters just as with MS and WS. Clicking on one of your characters lets you: Move - Rearrange the characters. Mind Control - Adds Newtype-like abilities to non Newtype characters, but it now requires that character twice the experience to level up. L1 SORT - Sorts the characters by different criteria. Captain - Sorted by order of highest captain rating. Leader - Unsure of this one so far. Pilot - The other one I'm unsure of. Operator - Sorted by order of highest operator rating. Driver - Sorted by order of highest driver rating. Mechanic - Sorted by order of highest mechanic rating. Guest - Sorted by order of highest guest rating. MIND CONTROL - Highlights all non-MCed, non-NT characters, selecting any you wish to mind control. CODE ENTRY - Still the same. R1 MS/SP LIST WARSHIP LIST RENTAL LIST PROFILE MODE RENTAL LIST ----------- At the beginning of a new game, this area is going to be pretty empty. As you encounter characters in the game, or build their MS in some instances, the characters will be come available for you to rent... but only so long as you are not currently playing in their series. So while in a series with Amuro Ray in it, you can't rent him. Same goes for Heero Yuy and everyone else. To add special units to your profile area, such as Garma Zabi's Dop or Char's Zak, you'll need to rent those characters and place them in their particular unit. Click the character you'd like to rent. Renting only lasts for a single stage so don't expect the character to stick around. R1 MS/SP LIST WARSHIP LIST CHARACTER LIST PROFILE MODE PRODUCTION LIST --------------- Clicking this R1 option immediately gives you three other options: MS FACTORY LIST SP FACTORY LIST WS FACTORY LIST From inside the MS Factory, you can Buy an MS or Remove an MS from the factory. You can only buy inside the SP Factory. Selecting the WS Factory opens yet another immediate menu, asking what type of warship you'd like to buy. Your choices are: All-Terrain Space Air Ground Underwater PROFILE MODE ------------ This is the area that contains information on what units you've gained throughout the entire game, including support and warship units, as well as keeping track of all characters seen and the series you've completed. Each area has a set percentage. Whether you start a new game or load your Zero data, you will start with the same numbers. 1% Mobile Suits, 11% Warships, 8% Support Units, and 1% Characters. The numbers listed in the history of this FAQ tell what point I was at during each revision. Your choices here: MS UNIT - Pulls up a katakana alphabet to search through for the units you've created, added to your factory, etc. When viewing the units here you can see what they will change into with the Research option as well as seeing what it takes to combine into the units. Information on the unit and what series it's from are also listed in some great detail... if you can read Japanese. WS UNIT - Same as with MS UNIT. SP UNIT - Same again. CHARACTER - Not much difference here, except a couple of button options should be noted. When viewing any character, clicking the triangle button will began playing their series or specific music for that person. Also, by holding in R2 or L2, you can make either the face or the text vanish, the better to see the banner covered up behind the additional art or text. This also works on the previous areas. SERIES - You can only look at the highlighted series here. Only series that you have finished all stages for (though finishing them on your Zero save counts) are highlighted. Selecting a highlighted series will open a menu containing information on that series to scroll through, or you can move to the right to see the text opening and endings of the series. I hope that once the game is completed, you will be able to view the series movies here... ::crosses his fingers:: ***** MEETING ROOM ------------ Besides the Operation Room, the Meeting Room is the other menu you'll be spending some time in when not in combat. This menu area opens up after you have finished a battle. Your options here aren't as varied as those in the OR, but they are just as important. Those main options are: CAPTURED UNITS NEW CHARACTERS ACED UNITS MS PLANNING NEXT R1 MS/SP LIST - Can Sell units only (or look at their status) CHARACTER LIST - Can only look at characters PROFILE MODE - Same as always CAPTURED UNITS -------------- The surrendered units you've captured during the last stage are found here. Your choices are rather simple. You can either Keep the unit or Sell the unit. If you've captured alot, select the ones you want to Keep first, then use the L1 shortcut. L1 KEEP ALL - Marks are units to be kept. You must have room in your MS storage area for all the kept units. SELL ALL - Sells all units not marked to be kept. DESELECT ALL - Deselects all units marked to be kept. SORT General Strength All Terrain Space Air Ground On Water Underwater R1 MS/SP LIST PROFILE MODE NEW CHARACTERS -------------- This option is only accessable if you had some new characters in the last stage. New characters are usually easy to spot because they're wearing blue instead of the normal uniforms of the other non-named NPCs. (I haven't had any new characters since I began writing this FAQ, so this area is blank... basically you can rename the characters here, including choosing from a 26 letter alphabet, though all the letters are in capitals) ACED UNITS ---------- Any MS that's been aced or customized will be found here, including almost any NPC's MS that you managed to ace in the last stage. Your only available option is to Add the MS to your factory. L1 SORT General Strength All Terrain Space Air Ground On Water Underwater R1 MS FACTORY - Can only Remove, if you need the room. PROFILE MODE MS PLANNING ----------- Ah, here's where you do most of your work on getting new MS. Besides acing a MS to Research it into something else at the Operation Room menu, you can use this menu to Combine two MS "blueprints" to make a new MS that will be added to your factory. You'll still need the capital to buy the new MS, but using this combining method doesn't alter the two MS used in any way. This FAQ will contain a list of combinations once it's in a further revision. Listing what's currently would be rather tedious work at so early a stage... I don't recall which unit it was, but I saw one that had over 263 pages of combinations available to make it. Obviously it was a weak, standard unit. Combining is simple. Select the first MS you'd like to use. All MS that it can Combine with will be highlighted. Some MS can't combine with anything but the Phoenix Gundam. Some combinations make sense, some don't. A couple simple Combination examples would be: Wing Gundam + Tallgeese = Wing Gundam Zero, and Wing Gundam Zero + Tallgeese = Gundam Epyon. Cool eh? L1 SORT General Strength All Terrain Space Air Ground On Water Underwater R1 MS FACTORY - Can only Remove, just like in ACED UNITS. PROFILE MODE NEXT ---- This exits the Meeting Room menu. Depending on the stage you've just played, one of two things will happen. If it's the last stage of a series or a stage for a series you've already beaten, the game will load up the Multi Situation Mode menu for you to select another series and stage. If it's a middle stage for a series you haven't completed yet, you'll start to watch the beginning of the next stage and will either go into combat with just NPCs to play or back into the Operation Room menu. ***** BATTLE MAP ---------- While not it's own individual menu set, this is where the combat takes place. I thought I should note here some of the possible choices you can make. L1, R1 - Changes through the maps, if there is more then one. L2, R2 - Changes through your unmoved units. Start - Opens the Option Menu. Pass - Ends your turn Mini Map - Makes the map small enough to see the whole thing on screen. Square (On/Off) - Toggles between having squares visible on the map. Battle Anime (On/Off) - Whether the default for watching the battle scenes is active or not. You can still change this for each individual battle. Vibration (On/Off) - For those annoying shock pads. Sound (Stereo/Mono) - Do you have good speakers? Mission - Displays Win, Loss, and sometimes Quest/Movie conditions. Save - In-battle save that takes up 9 blocks. This is what the Continue option loads up from the start of the game. O button - Terrain/Defense Modifer if on empty square or already moved unit. Triangle button - Status of unit. When selecting a unit, usually your options are rather limited. You can Move or Attack. Sometimes you are given the added option of Map Move Up or Map Move Down, as well as Transform, launcing a Dummy, etc. With Warships, an important option is the Deploy option. It will be the third one, under Move and Attack. When selecting to Attack an enemy unit, after selecting your weapon of choice, a second small menu with two options might appear. This menu is telling you that a friend from the same row inside the warship is within attacking range of the same enemy you've targeted. You can either Ignore or Accept his help. If you accept, it opens the weapon select of the friendly unit, allowing you to choose from all attacks within range of the enemy. Using this option will not cost the friendly unit to lose his own move and attack turn, but it WILL use whatever the energy and/or MP cost of the weapon happens to be. Just as when a leader gains help from the warship, the experience is shared with the friendly unit if the enemy unit is destroyed. ----------------- Chapter 3 - STATS ----------------- When viewing an MS or Character, you might be unsure what all those numbers mean. This is the section for you then. MS STATS -------- Starting from the upper left, you have Level and Experience. Your units will start at level 1. Each time they gain the listed number of experience, the MS will increase in level. With each level, the MS will gain a 10% increase from it's base Hit Point value, and a 5% increase from it's base energy value. The max level of an uncustomized MS is level 4, which is listed in the game as Aced. Beneath the Level is the Hit Points and Energy stats. Hit Points indicate how much damage the MS can take. Energy is used by the different attacks by your MS. It does not cost any Energy to move. Only attacking will use up your energy. To restore HP and EN, put your MS back into it's Warship for a turn or two. UA and UD are the next numbers listed. These represent your Unit Attack and Unit Defense values. A high UA means your MS will deal more damage, a high UD means it'll take less damage. Once I explain Attack Values of weapons, this will make more sense. Basically, if two units' weapons an Attack Value of 1000, but one has a UA of 30 and the other a UA of 20 (let's say both have a UD of 20 also), then the MS with the UA of 30 will do more damage. Beneath this is space for the Option part you can add to your unit. Only one option can be on a MS at any one time. To the right is a list of letters, from A to D or simply a - sign. These indicate what type of terrain the MS can enter and how well it can move through that terrain. The terrains in order from top to bottom are: Space, Air, Ground, On Water, and Underwater. If there is a - by any of those terrain choices, then that unit can not enter that terrain. Placing units that can't enter Space in your warship when you're going into a stage set in Space is not a good idea. The letters A, B, C, and D indicate how well the unit can move through the terrain. A is the best, D the worst. B is a good value though certain obstacle in the terrain might slow movement. With an A in space, your unit can zip through asteroid fields as if they weren't even there. When looking at the first MS stat menu, you'll see that you can move to the right and left to view additional menus. To the right is a list of special abilities the MS has. There are quite a few so I won't list them here. To the left is the weapon menu. Here you will see stats on up to 4 different weapons/attacks the MS has. The first line gives the name of the weapon/attack and next to that is a description of the attack, be it Melee, Ranged, NTL, or Map. Beneath that, you have a listing for the Range of the attack, it's Attack Value, (A basic determiner for how powerful the attack is before consider the UA of the attacker and the UD of the defensive unit) the basic Hit Percentage, (Melee weapons almost always have higher chances to hit) the Energy cost of the attack, and any MP cost for the attack. Certain NTL (Newtype) weapons have varied Range and Hit Percentages, depending on the NTL of the character piloting the MS. CHARACTER STATS --------------- Just as important as that stats for your MS, you should know which characters are the best in their fields. You wouldn't want a character with a high Ranged attack wasting himself in a MS with all Melee attacks. Looking at a character, we see lots of numbers. Working our way down from the upper left, we have: Name - Quite obvious. Ranged - Skill with ranged attacks. Melee - Skill with close/hand-to-hand attacks. Dodge - Skill to evade enemy attacks. NTL - Newtype Level, Adds to some degree to Ranged, Melee, and Dodge skills. Captain - Skill at piloting Warships, higher skill extends team area. Guest - Skill as guest on Warships, higher skill extends team area. Operator - Warship skill, adds to attack chance? Driver - Warship skill, adds to dodge chance? Mechanic - Warship skill, increases HP & EN recovery of units inside warship. To the right are a couple of other stats: Experience - How much you need to go up another class. Rank - I believe there are 7 basic ranks, each with classes from D to A. Some rental characters are higher ranks then can be achieved in the game. MP - I call these Mental Points, though that's assuming MP is an acronym for an English word. These are used for certain MS attacks and to determine your tension level. When your tension is maxed out (a red outline is seen around your characters portrait) you gain automatic critical hits and it seems that melee attacks do even more damage then usual. Type - Human, Newtype, Mind Controlled, GFD, etc. Just another listing. --------------------- Chapter 4: CARD CODES --------------------- These are codes taken from the G Generation card game. The game seems to be similiar in vain to Magic: The Gathering, but I haven't had a chance to figure out the rules and give it a try yet. Currently, I'll only be listing some of the cooler MS units here as I work on this and many other areas of the FAQ. If you see something missing that you'd really like the code for, email me and I'll send it to you if I have it available. Please don't email me with your own codes. Likely I already have them. After successfully entering the code for the MS, WS, and character, you will need to buy (or rent in the character's case) the unit just as you normally would when buying something new from your factory. Each card begins with a two digit number. That number represents the tech level you MUST be at before you can use the code. So if you want the Phoenix Gundam, you better save up alot of capital to build up to tech level 10. Apsalas II 05-0335948 Alpha Aziel 10-1843612 Altron Gundam 08-0902058 Big Zam 10-8974908 Blue Destiny 1 02-1439811 Crossbone Gundam X1 08-6205508 Crossbone Gundam X1 Kai 08-8834681 Crossbone Gundam X2 08-0936807 Crossbone Gundam X2 Kai 08-0612372 Crossbone Gundam X3 08-0564891 Devil Gundam 10-6769192 Devil Gundam Jr. 10-2747348 Ex-S Gundam 08-4633332 Ez-8 03-5100212 FAZZ 10-2176439 FA Gundam 04-7954392 G-3 Gundam 03-7190600 G Falcon DX 09-9161836 G Falcon GX 07-0033228 God Gundam 09-9806039 GP-01 05-6521703 GP-01Fb 05-3013219 GP-02A 05-0601262 GP-03D 10-1208186 Grand Gundam 10-5615084 Grandmaster Gundam 10-9211171 Gundam 03-7799496 Gundam Astron 07-1570510 Gundam Death Scythe 07-5730686 Gundam Death Scythe Hell 08-8471208 Gundam DS Hell Custom 08-5132352 Gundam DX 09-8693474 Gundam Epyon 10-6828631 Gundam F90 07-2227132 Gundam F90 II 08-6464711 Gundam F91 09-1631518 Gundam Heavy Arms 07-3597494 Gundam Heavy Arms Kai 08-8775719 Gundam Heavy Arms Custom 08-7025099 Gundam MkII 05-5132151 Gundam MkIII 06-2837654 Gundam MkIV 07-7700212 Gundam Nataku 08-2438132 Gundam NT-1 04-2584061 Gundam NT-1 FA 05-8349849 Gundam Sandrock 07-7261411 Gundam Sandrock Kai 08-1984225 Gundam Sandrock Custom 08-6446274 Gundam Virsago 07-6874170 Gundam Virsago.CB 09-8135277 Gundam X 07-0722075 Gyan 03-3652610 Halo 08-4178728 Hiyaku Shiki 06-2466718 Hiyaku Shiki Custom 07-0128703 Knight Gundam 07-0979376 Master Gundam 10-8321772 Nobel Gundam 10-6769192 Neo Gundam 08-9773228 Noie Ziel 10-5455632 Noie Ziel II 10-7906117 Nu Gundam 09-1445906 Perfect Gundam 08-1226536 Phoenix Gundam 10-2163744 Psycho Doga 07-7133774 Psycho Gundam 10-5320513 Psycho Gundam MkII 10-1911327 Psycho Gundam MkIII 10-3949940 Psycho Halo 10-6131565 Psychoro Gundam 10-6788059 Rising Gundam 07-1990796 S Gundam 08-2919622 Shenlong Gundam 07-0935513 Shining Gundam 09-4109796 Super Gundam 06-9302018 Tallgeese 08-6013239 Tallgeese II 09-5264361 Tallgeese III 09-2185173 The O 08-8660039 Turn-A Gundam 10-9764039 Quebely 07-0057686 Queen Mantha 10-8210999 Sazabi 09-5626435 V Gundam 05-6227707 Wing Gundam 10-7428057 Wing Gundam Zero 10-0064526 Wing Zero Custom 10-0343058 Xi Gundam 10-8080815 Z Gundam 07-1770919 Z II 07-1559653 ZZ Gundam 09-9860158 ------------------------ Chapter 5 - OPTION PARTS ------------------------ In Multi-Situation Mode, you have the ability to buy an option to add to your MS. You can only have one option at a time equipped in this manner. WS and SP can not have options added to them. Name Cost Description -------------------------------------------------------------------------- Dummy System 1000 Allows MS to launch dummy once per turn. Booster 1000 Adds 2 to MS movement. Megabooster 5000 Adds 4 to MS movement. Gundarium Alpha 2000 Adds 5 to MS UD. Gundarium Beta 8000 Adds 10 to MS UD. Gundarium Gamma 15000 Adds 15 to MS UD. Gundanium Alloy 30000 Adds 20 to MS UD. Field Generator 5000 Adds 5 to MS UA. Victor Engine 16000 Adds 10 to MS UA. Stealth System 3000 Adds 5 to MS pilot's Dodge skill. Hyper Jammer System 8000 Adds 10 to MS pilot's Dodge skill. Sniper Sensor 3000 Adds 5 to MS pilot's Ranged skill. Hybrid Dual Sensor 8000 Adds 10 to MS pilot's Ranged skill. Grapple Sensor 3000 Adds 5 to MS pilot's Melee skill. Mobile Trace System 8000 Adds 10 to MS pilot's Melee skill. Magnet Coating 9000 Adds 5 to MS pilot's Ranged/Dodge skills. ALICE 15000 Adds 5 to MS UD & pilot's Dodge skill. Bio-Computer 9000 Adds 5 to MS pilot's Melee/Dodge skills. C.A. Chip 25000 Adds 10 to MS UA & pilot's Ranged skill. A.R. Chip 25000 Adds 10 to MS UD & pilot's Dodge skill. PX System 50000 Adds 20 to MS UA & pilots' Melee skill.* Zero System 40000 Adds 20 to MS pilot's Ranged/Melee skills.** Psycho Control System 6000 Adds 1 to MS pilot's NTL. Bio Control System 15000 Adds 2 to MS pilot's NTL. Psychoframe 20000 Adds 3 to MS pilot's NTL. Overload Chip 10000 Makes MS pilot's NTL 5.*** EXAM System 20000 Makes MS pilot's NTL 7.*** Berserker System 30000 Makes MS pilot's NTL 9.**,*** Resist Beam Coating 10000 MS takes 1/2 damage from Beam1 weapons. I-Field 20000 MS takes 0 damage from Beam1 weapons, 1/2 damage from Beam2 weapons. Barrier Coating 8000 Protects MS from Map weapon. One time use. E-Pack 9000 Reduces MS weapon's energy cost by 10%. Energy Cap 18000 Reduces MS weapon's energy cost by 30%. Nano Skin 12000 MS recovers 5% HP each turn. DG Cell 20000 MS recovers 10% HP each turn. M.D. System 5000 Converts MS to a Mobile Doll. Flash System 12000 ? Still figuring this one out ? D Navi System 15000 Makes MS an EWAC unit with range of 2. Beam Flag 10000 Adds 3 to MS pilot Captain skill. Ring Psycommu 10000 Keeps MS pilot's Tension level the same. * The PX System slowly drains EN from your MS. ** The Zero System and Berseker system modify your pilots normal Tension levels, making the pilot's nearly completely tense or afraid with no middle-ground between the two. *** The Overload Chip, EXAM System, and Berseker System slowly drain MP from the MS pilot. All series, character, and unit names from G-Generation F are (C) 2000 by Bandai. This FAQ is (C) 2000 and written by Michael Cox.