Let's Sperg SD Gundam G Generation Overworld - Or "Gundam Fans, try to restrain your orgasms"

Oh sweet Zaku Christ what the fuck are you doing.

Remember the boss version from World Core?

Well, when the Turn A (Full Power) is combined with the Halphas Gundam, it upgrades it to the (Dark History) version, only it's got even better stats, the ACTUAL Moonlight Butterfly (a MAP attack that shits all over the EN of all enemies on the map, not the bog standard attack version, like it worked in the backstory), and it's FULLY PLAYABLE by you.

And it retains the insane tanking bonuses too.
 
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BTW, before we cover the HELL levels, I think I should explain just how sadistically hard it is, but since it makes many base changes to the game difficulty, here's a detailed breakdown.


First, if you ever played Fallout 3's expansions, like the Point Lookout expansion, remember those hillbillies and tribals that were tougher than Enclave troops in Hellfire Power Armor? That was because Bethseda gave them a bonus amount of points to defense that stacked ATOP their base defense, meaning a nice chunk of the damage you expected to do was shorn off by an invisible defense modifier, making those assholes far tougher than they had any right to be.


HELL mode does this to all enemy forces, meaning even a humble GM can take a decent beating.


Second, all enemy forces scale in stats by 1.3-2.5x (both units and pilots if not a static pilot pointed allotted Neuro AI) relative to their stock values.

Meaning they are FAR tougher out the gate than they should be by default, and the tougher the unit in question is by default, the harder they are to kill in HELL difficulty.

Meaning a GM will tank like the GP-02, and the GP-02 will tank like the Big Zam, and so on.


All their attacks are also tougher than their base stats by the same values.


They also gain a bonus "armor piercing" modifier, meaning their attacks all have a higher chance of critical hits.


HELL Stages (those specific to Overworld Mode) also have the following additional "fuck you's"

1. You can only use ONE Carrier.
2. Core Impact will make you fight six to eight FULL STRENGTH versions of your own troops, who will ALSO benefit from all the above advantages.


You can now also try to play all the old stages in HELL difficulty if you want, they are now FAR harder because of all the above stacking the deck in their favor. The game lets you switch difficulty on the game mode select screen, but if you are in Normal difficulty, you cannot play the HELL stages in Overworld Mode.



tl;dr: HELL difficulty is Bandai Namco's way of saying "Thought you were a badass, huh?"

"LET'S SEE IF YOU STILL ARE AFTER WE STACK THE DECK AGAINST YOU TO A RIDICULOUS DEGREE!"




Finally, the 00 Qan(T)/DX Falcon spam tactic I used for regular game difficulty will NOT be enough. They might be borderline decent for the first HELL stage at best, but you want the super secret units you can only get after you unlock HELL mode to stand a chance, and before I cover those stages, I'll cover those units you can unlock.
 
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At 99% mech completion, you are awarded a very slightly gimped Code Amelias.

She lost one of her master skills and had it replaced by a generic, but otherwise she's still just as OP as when we had to fight her.
 
Going to cover the HELL levels soon, but some information for those who used my LS as a game guide on why the HELL levels are no longer are suitable for DX Falcon/00 Qan(T) spam.

On a stat based level, while this tactic is fine for the base game, these units will be pretty long in the tooth when it comes to the HELL levels, simply because every enemy unit gets a stat buff, and they roll out some pretty tough units, and even the weaker ones are hard hitters now, so on a stats based level, these units lag behind unless you waste your life grinding to keep them up to par, which gets harder as they get higher in levels as EXP required goes up geometrically.

Also on the stats level, their stock stats are barely acceptable, and you'll likely have have used these units till they hit level 20 by now and that is still barely at the treading water stage of being able to power through the HELL levels.


Another thing that goes against this strategy as that both units are pretty damn frail, and the HELL levels will put a premium on tanking over dodging when push comes to shove. Their best attacks have a very long minimum long range too, and this works against the player, as the HELL levels are kinda cramped, gimping their best multi-hit attacks.


Other units I don't recommend for the HELL levels:


ANY Mobile Armors: Granted, some of the tougher ones might be short-term useful, but the cramped levels work against them, and dogpile tactics work against mobile armors, and the HELL levels are designed to allow dogpile tactics by the enemy.


Series Whoring: (Using pilots/MS that fit a theme) Being a SEEDfag or a Crossbone cuck is just dumb for these levels because even the humblest enemy Zaku II hits hard enough to punch bloody holes in most units, you'll want some of the secret units, which have stats robust enough out the gate to tank hits.


Shit Bots/Ironman Challenge (aka the @Power Armor strategy): While it's possible to make it through a fair majority of the game with crap tier units with careful strategy and LOTs of grinding, HELL mode will make this nigh impossible.
 
I've been level grinding for all the secret mecha, and I'm going to show off some of them below.

FYI, once you level grind the Halphas Gundam, you can using it as a stepping stone to get all sorts of stuff, like the Master Phoenix, Barbatos, Balbadoro, Halpas Bose/Halberd, Code Amelias and so on.

Some more grinding later, and I got these, Dynasty Warriors Gundam fans will love this:

Knight Gundam.jpg

Musha Gundam.jpg

Musha Gundam MK II.jpg

All three are absurdly strong melee units, and the Knight Gundam has the STRONGEST melee in the game.

You can, if you want to make things a bit inceptional, get Knight Gundam the pilot and put in the Knight Gundam itself, which is technically his own body.

Have fun figuring out how that works.

I don't plan to go into the HELL levels with these units, my strategy is somewhat different, but they are strong enough to be useful there regardless.
 
HELL 1:

NIGHTMARE AGAIN


Alright, time to begin the HELL levels.

Note: Code Phoenix does the voiceovers for the level titles.

For these levels, we only have one carrier with two teams and a Master pilot, so here's who I have in the Soliel, my carrier of choice for the HELL level due to it's stats being the best in the game, and @Jaimas, correct me if I'm wrong, it's the most OP ship in the franchise.

Zenon Tiegel: Captain
Marina Ismail: XO
La Mira Luna: Operator
Ernst Yeager: Helmsman
Kay Nimrod: Mechanic
Rachael Ransom: Guest

It's advised all crew be at Level 30+ and have all their specific pilot skills bought and leveled to max, it makes the Soliel FAR more viable in HELL mode in case it needs to tank or fight, which WILL be necessary.

The Soliel itself should be strapped down with two Booster parts, and I recommend the strongest Beam Generator possible as the last part, allows the Soliel to take down some of the weaker grunts or cripple the stronger ones if need be.


As for pilots, this who we got (all are piloting Queen Amelias or Turn A (Dark History) units:

Mark Guilder: MASTER
Judau Ashta: Team 1 Leader
Guy Fieri: Team 2 Leader
Code Amelias, @NIGGO KILLA, Code Phoenix, Yuria (@Kiwi Jeff), Eterna Frail, and Yurin L'Ciel

With the exception of the Turn A's, Newtypes or similar should pilot the Queen Amelias, their best attacks make use of Awaken skills.

For parts, load all mecha down with the best parts for healing damage/EN per turn and increasing damage done by their best weapons, you will want to stack the deck as high as possible in your favor.

Once you done all this, let's begin, out first HELL level wastes no time dropping you headfirst into the shit.

-----

We cut to where the Queen Amelias core block is being remote controlled through the first layer of the proto-Generations System, and where the terrified Amelias just wants to get off this ride:

Hell 1a.jpg

Phoenix shows up to bail her out, but it seems the proto system is trying to exert some form of mind control of some sort on her, as she thinks she's going "back home", which, while technically true, means in reality she's gonna be forced to be the system admin again even though she can barely go to the bathroom on her own at night now.

Phoenix gives chase to try and interdict her before that happens, but no sooner does he do this, we, who are playing catchup, have to deal with the now pissed security system of the proto system, which has a shitload of Guarder-IIs and several boosted grunt units from OG Gundam, Gundam Wing, and Gundam SEED to dance with us.

Before we deploy, check the map:

Hell 1b.jpg


As you can see, we can only deploy ONE carrier. Worse, the big red squares are the Guarder II's, and three will be present in each phase, as thankfully only three activate per phase, else this level would suck even more.

All the units we are fighting are bottom tier Leos, Zolos, Zaku IIs, and GINNs, commanded by Char's Zaku II, Chronicle's Zolo, the Tallgeese, and a CGUE.

In HELL mode, they aren't deadly one by one, but the cuts will add up, so taking them down ASAP is wise.

Hell 1c.jpg


Two things, note the ominous music, this is gonna suck.

Second, this phase is not too hard, but we will want to beat it carefully, Phase 2 will suck ass hard, especially if you get the challenge, so do this.

First, concentrate on making sure the Soliel is NOT in the firing radius of a Guarder-II without moving it, there really is no completely safe spot anyway. This means using the multi hit trick to focus on the grunts while weakening the Guarder-IIs on either side during the first turn, and ideally deploy all your forces by the end of the first turn of this phase, leaving the Guarder-II on the upper right alive for a turn so you have troops ready for Phase 2.

Note that after each Guarder-II dies, you'll see the lights on the upper part of the map (it will pan up to give you a reminder) will shift from green, to yellow, then red. Use this to keep track of how many Guarder-IIs have died per phase.

In case you need more reminders, the base of the Guarder-IIs will glow with the same colors.

Ideally, by the end of the first turn, all but the last Guarder-II on the upper right will be dead.

Once you beat Phase 1, three more Guarder-IIs will light up, and more Neuro will show up.

If you got the challenge, FOUR Nuclear Missiles (the same model Amuro shot down during the One Year War) will appear to piss you off as well.

It should be noted that getting secrets rewards you with some of the most METAL music in the game, attached is a small sample of the main refrain for the "YOU ARE FUCKED NOW!" music that plays.

(tried to find a Youtube video for this, couldn't, attachment will have to do)

If you got these bastards, KILL THEM FIRST!

Hell 1d.jpg

Not as powerful as the Neuro Balls, but have a much wider explosion radius and can do just as much damage in a tighter space overall, so they MUST die ASAP.

Tactical Map:

Hell 1e.jpg

Only one Guarder-II in direct line of sight, but much tougher goons on all sides, not to mention the nukes.

Your new grunts and their leaders are:

  • Geara Doga x2, Geara Doga (Heavy Arms Type) x2, Sazabi
  • Death Army x2, Death Bat x2, Master Gundam
  • Geara Zulu x2, Geara Zulu x2 (Commander Type), Sinanju
  • Gaza C x2, Gaza D x2, Qubeley

Keep in mind these might have been laughworthy in regular mode, but they can be DEADLY now, so multi hit trick the shit out of everyone to cut down them down ASAP.

Again, leave at least one Guarder-II alive at the end of the first turn of this Phase to make sure you have as many troops ready for Phase 3.

Once you beat Phase 2, the gloves come off as some REALLY TOUGH grunts and series bosses show up,and if you got the challenge, four more nukes show up as well.

Hell 1f.jpg

This technically wrong, they are Guarder-IIs, but given how souped up HELL mode makes them, this is a pretty fair rename on a stats level.

Anyway, I REALLY RECOMMEND avoiding Core Impact, unless you feel like getting shot at by four full strength copies of your own team (HELL 1 goes slightly easy on you here, be grateful), and besides, these are who you have to kill besides the Guarder-IIs, which are bad enough:

  • Mahiroo x4, Turn X
  • Amakusa x3, Jurisdis Sinistra Dictus, Libertas Dicstra Dictus
  • Taurus x4, Hydra Gundam
  • Daughtress Neo x3, Gundam Virsago Chestbreak, Gundam Ashtaron Hermitcrab

Map time:

Hell 1g.jpg


No Guarder-IIs in direct line of sight, but don't kill them while in Super Tension, even with indirect fire. Use any units in Super Critical, however, to murder the tougher bosses and grunts.

If you want to speed this up, it should be okay to be a bit dangerous and go nuts with in close mass fire, your guys should be able to tank a few hits at least, and if you have too many in Super Critical and you want to avoid Core Impact, this may be a good idea to get kicked out of SC mode to avoid that.

Once you beat this phase, the wall with the lights goes nova, opening the path to the next stage.

You are also awarded the Origin Memory Part for production for beating this level, which is a super strong attack enhancer part for any unit that boosts Awaken through the ceiling.
 

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As someone who followed this thread along with playing the game I enjoyed it so far, is there any games that is like this besides SRW of course ?

If you're a Touhou fan, they have a few games in this vein, many fan translated.

If you can stand the Nasuverse, they have Battle Moon Wars.

Project X Zone and it's prequel Namco x Capcom are general Namco/Capcom/Sega/Nintendo crossover games with a similar theme.
 
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Heya, been following this for a bit, but I've been curious. Is there room for more support focused suits, ZAKU Live with MP Gain for example, in the upcoming battles? What about suits with special defenses like GN Fields or Defensors or the two Nu suits and their F.F. Shields, if not for direct assault than for suppport? Or are they just not needed because the suits you're using are just THAT strong?
 
Heya, been following this for a bit, but I've been curious. Is there room for more support focused suits, ZAKU Live with MP Gain for example, in the upcoming battles? What about suits with special defenses like GN Fields or Defensors or the two Nu suits and their F.F. Shields, if not for direct assault than for suppport? Or are they just not needed because the suits you're using are just THAT strong?

The ones I'm using are the most OP in the game.

Regular game is fine for all the ones you mentioned, do some grinding to keep them up to par and you're good.

HELL mode unfortunately makes them far less useful because their stock stats are pretty low and even after a LOT of grinding they barely are up to par with the better units I've been using. I had to retire the DX Falcons and 00 Qan(T)'s I was using because it would have been too cost ineffective to keep grinding them to keep up with HELL mode's stages.

HELL mode boosts even the weakest enemies to the point that unless you are using epic-tier units out the gate, a horde of GMs could be a legit threat if they decide to dogpile you.

Having Level 99 pilots with max stats could even the odds a little, but a Dra-C is still a flying bomb waiting to happen because it's stats are just that poor and pilot stats only serve as a bonus 1/4 to 1/3 modifier when the game tallies up hit/miss numbers in combat.
 
HELL 2:

DREADNOUGHT CIRCUIT



NOTE: To achieve 100% completion, you must at least do the first Generation Break.

This level is going to be a mobile armor beatdown fest, and oddly enough, it's actually one of the levels in HELL mode that, depending on your strategy, can be fairly easy, but if you want to do more than just clear the level, it gets harder.

In fact, you have three strategies:


1. Speed Run: Strap your carrier down with boosters, abuse Act Again spam, and haul ass for the goal.

Do this if you are horribly underleveled, the last level you barely survived, you are doing a speed run or trying to get to the end with shit bots, or just don;t give a damn about silver or gold ranks, you just want to beat it.

Surprisingly viable strategy so long as you can get your ship past the first couple of enemies actually, but all you do is clear the level, no silver or gold for you.

I would recommend using the Soliel only if you do this, it's the only ship that can possibly survive running the gauntlet.

TIP: To extend your survival, if you have the Turn A (Dark History), have it use the Moonlight Butterfly to rape the energy of all forces on the map. It WILL affect your carrier,meaning it can't attack, but it also will affect all enemies for an entire turn, this is useful for making sure the Speed Run strategy works, as your carrier can still move. Ordinary units that are NOT immune to MAP attacks on your side are also affected, so be wary, this is a double edged sword.


2. Normal (Core Impact optional) Do all objectives up to Phase 3, then either kill all enemies or get to the goal. Either one works fine so long as you take some precautions to not let your carrier get overwhelmed.

(I'm going to proceed with this path, but just modify things for the other two options as necessary.


3. Full Assault: This is the dangerous yet fun route where you go hell for leather full steam ahead and try not to let your ship get shot up too bad while letting your units kill everything that gets close. If you are feeling sufficiently badass, do this. Killing all enemies on the map is a great way to farm for pilot upgrade points if you do this, given how the level is set up.

-----

Anyway, we begin.


Phoenix has dropped down the hole and it leads to the core, hence his plan is the following;

Hell2A.jpg

As he speeds on ahead, the system deploys Guarders along the hallway to stop us as we try to follow, and the level begins for real:

Hell2B.jpg

This is basically a LONG hallway of DEATH, and each turn (two already deploy as we start), two more mobile armors will show up on each side to fuck us up.

In order:

  • Big Rang, Shamblo (Turn 2)
  • Regnant, Apsalus III (Turn 3)
  • Byg Zam, Neue Ziel (Turn 4)
  • Psyco Gundam, Psyco Gundam Mk-II (Turn 5)
  • Quin Mantha, Destroy Gundam (Turn 6)
  • Alvatore, Defurse (Turn 7)
  • Grand Master Gundam, Alpha Azieru (Turn 8)
  • Rafflesia, Divindad (Turn 9)
  • Psyco Haro x2 (Turn 10)
  • Haro x2 (Turn 11)

Since this is HELL Mode, that means the longer we stick around, the more likely we'll get dogpiled, which is why if you want to speed run, do it FAST. Also, all these mobile armor got a major boost in power, and the nastier ones can even punch bloody holes in the Turn A (Dark History).

As you can also see from the above map, the Guarders flank both sides, and each phase adds more flanking the middle, then the bottom.

The Guarders have excellent aim, and all enemies will prioritize shooting your ship if they can, and you lose if it dies.


As for Phase 1, beating it requires killing all Guarders in 5 Turns, the challenge requires killing them all in 4.

Not hard to do if using Queen Amelias/Turn A (Dark History) units, but be careful, getting the challenge will put your ship at extreme risk if you just leave it sitting at the starting line, even if you murdered the Agrissa Type 13 and Val Varo ASAP.

Because if you get the challenge, you have to deal with THIS nightmare:

Hell2C.jpg


Note this is the only form of the Devil Gundam you cannot obtain for yourself, and that it can tear bloody holes in your carrier and THUS IT MUST DIE ASAP.

It's also surprisingly speedy for something so huge, and it WILL give chase.

For Phase 2, continue to move your ship down, keep the mobile armors that keep showing up off it's ass, and pay careful attention to which units have achieved Super Tension, Phase 3 can trip Core Impact if you don't, and you will likely want to avoid that.

Once you beat Phase 2,more Guarders appear towards the end, and pay attention to this:

Hell2D.jpg

If you want to avoid fighting EIGHT full powered clones of your own guys, avoid doing this at all costs.

It can make this level incredibly painful, especially given the lack of room to move around.

Oh yeah, if the Devil Gundam didn't scare you, THIS SHOULD:

Hell2E.jpg

In HELL mode, it's best attack will hit like a MULTI HIT NEWTYPE DESTROYER attack.

Meaning all Awaken powered units will take massive damage from this asshole, and it's effectively unblockable by your carrier.

SO KILL THIS MOTHERFUCKER ASAP!

Now that we've reached Phase 3, and if you aren't gonna stick around to kill everyone, just murder all enemies currently standing or haul ass for the goal after taking down the Patulia to win.

If you do decide to kill everything, including all the increasingly dangerous mobile armors, without getting Core Impact, kill all the Guarders taking care to avoid a Super Critical kill on any of them, then just have your units turtle up around your carrier and continue to shoot down everything until everything is dead.

Keep in mind the tougher mobile armors are just as bad as the Patulia and Devil Gundam, and HELL mode makes dealing with them massed up incredibly lethal, so cut the grass down early before the deadly weeds overwhelm you.

At any rate, assuming you killed everything or ran like a bitch for the goal, you will have beaten this level.

You can then get the Another Generation Part, which boosts Attack and mobility for any unit through the roof.

NOTE: Don't be ashamed to be a wuss on this level, especially trying to avoid Core Impact, this level can be obscenely hard if you let it, and if you are barely managing, spare yourself some pain.
 
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HELL 3:

FEARSOME HEROES



This level is the polar opposite of the previous one. If the last one was a mobile armor assault, this one is a mobile suit massacre.


We start this level with Phoenix speeding through an eerie cemetery like room with a bunch of mobile suits set in grayscale in the background. It's not the core, which seems to be ahead, but he remarks it's creepy as hell as he makes for the northern exit.

Unfortunately, as we're about to follow, the zombies arise from their graves.

Before deploy, check the map:

Hell3a.jpg

As you can see, the map name is apropos, every Gundam here was a "hero/protagonist" of their respective series.

Here's the progression of Gundams, in order:

  • Gundam AGE-1
  • Zeta Gundam

Enemy Reinforcements:

  • Turn A Gundam (Full Power), Gundam Ez-8 (Turn 2)
  • Beginning 30 Gundam, Gundam GP-01Fb (Turn 3)
  • Gundam F-90 A.D.S. Mixed Equipment Type, Gundam Alex (C.A.) (Turn 4)
  • ZZ Gundam, Ex-S Gundam (Turn 5)
  • Neo Gundam, Gundam F-91 (Turn 6)
  • Xi Gundam, Gundam Greipe (Turn 7)
  • Crossbone Gundam X-1 Full Cloth, Gundam DX (Turn 8)
  • God Gundam, V2 Assault Buster (Turn 9)
  • Destiny Gundam, Nu Gundam (Turn 10)
  • Unicorn Gundam, Wing Gundam Zero (Turn 11)
  • Strike Freedom Gundam, 00 Qan[T] (Turn 12)
  • RX-78 Gundam (Turn 13)

All of them must die to complete this map (that are activated), and the map has a handy visual aid towards the top to keep track:

Hell3b.jpg

There is a matching series of pillars on the right side, and one on each side will light up per turn.

Also,remember how mentioned those boosted Guarder-IIs could be called Guarder-IIIs.

Scratch that.

THESE ARE GUARDER-IIIs!

Hell3c.jpg


They are basically Big Guarders from World Core at medium size with better stats. (slightly worse by raw numbers, but HELL mode boosts apply to it, making it stronger)


Once we begin, first Phase completion goes like this:

Hell3d.jpg

First phase isn't too hard, honestly, but position everyone carefully, Phase 2 punishes you if you left anyone in front of a Guarder position, because once you ice the first three, three more show up.

Also, if you got the secret, MORE Gundams show up in those blue alcoves to the sides, these to be exact:

Ground Type Gundam, Gundam Unit 04, Gundam GP-00, Gundam Mk-V, Gundam F-90 (Mars Zeon Spec), Silhouette Gundam, Mandala Gundam, Hyperion Gundam, Gundam Astraea, 0 Gundam (Combat Color)

They aren't too much a pain the ass, but getting them all killed can push a lot of units closer to Super Tension, which you need to watch if you are either intending to go for Core Impact or avoid it by Phase 3.

The Phase 2 win/challenge conditions get slightly harder, needing to have the Guarders dead in 5 turns while the challenge requires 4.

It by Phase III it gets nasty:

Hell3e.jpg


If you don't feel like fighting eight full strength clones of your team while also getting dogpiled by most first and second string Gundams in the game, don't do this.

If you got the challenge again, then the extra deployed Gundams get a LOT nastier:

Gundam Unit 05, Gundam Unit 07, Crossbone Gundam X-2 Kai, Kowloon Gundam, Legend Gundam, Dreadnought Gundam, Arche Gundam, Delta Gundam, Gundam Burnlapius, Gundam AGE-2

If you beat this map, relax, the last level is coming up, you're almost to the true ending.

You can also make the New Generation Part now, which is like the Raiser System part on CRACK.
 

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HELL FINAL (Part 1)

HIDDEN PAST


Now we begin the final level, and before we begin, bit of a shocker for you all.

There are no phases, Core Impact, or Secrets at all.

Sounds easy compared to the other HELL levels, right?

Trust me, it's not as nice as it sounds

So, for the last time, grab your balls, this is gonna be our last time to do or die.

----

We start this level off inside the proto-Generations System Core.

And Phoenix is 0_0 at what he's seeing:

HF1a.jpg


The original script basically is referring to the core being where the system admin is basically someone plugged into it biocomputer style, which loses some meaning in the English version.

Only this core's original admin was Aphrodia (Amelias was supposed to be her successor, but after she went power crazy, she got sealed away by the former).

He tries to warn Amelias to back away, but she's still brainwashed into thinking she's gone "home", and when he tries to tell her the core is Aphrodia (which she isn't), she accidentally gives it the proper password to force jack her into the system core.

HF1b.jpg


Phoenix is nearly about to shit himself as the system finally notices him and is about to call security Neuros on his ass, but he decides, screw it, he's gonna power past the goons and stop the system if he has to punch it's diodes retarded.

We can deploy now, but first, map time:

HF1c.jpg


Phoenix lacks his Flames of Rebirth master skill, as it would make this a lot easier, and he can not be allowed to die.

Also, the map has a simple gimmick:

Each alcove (there are three) will deploy three man Neuro squads of various and second string mobile suits buffed as high as they can be in HELL mode at you, and here's the rundown of each:

Initial units:




    • Full Armor Gundam, Perfect Gundam, Full Armor Gundam Mk-II (Top)
    • Neros Gundam, Kowloon Gundam, John Bull Gundam (Left)
    • Gundam AGE-1 Titus, Gundam AGE-1 Normal, Gundam AGE-1 Sparrow (Right)
Enemy Reinforcements (Top Side):




    • Angel Diona, Diona x2
    • Gundam GP-00, Gundam GP-04, Gundam GP-02 MRLS
    • FAZZ x3
    • Delta Plus, Delta Gundam, Delta Chi
    • Gundam F-90, Gundam F-90 A.D.S. Mixed Equipment Type, Gundam F-90I (Jupiter Battle Version)
    • Record Breaker x3
    • Bala Totuga, Vigna Ghina II (Jupiter Battle Version), Arana Abijo
    • Nightingale, Sinanju, Sazabi
    • Second V, V2 Gundam, V2 Assault Buster
Enemy Reinforcements (Left Side):




    • Leo-S, Leo-R, Leo-N
    • Crouda (Lancelow Custom), Crouda x2
    • Bearguy, Beginning 30 Gundam, Forever Gundam
    • Gold SUMO, Silver SUMO x2
    • Tallgeese II, Tallgeese, Tallgeese III
    • Vayeate Shuivan, Hydra Gundam, Mercurius Shuivan
    • Gundam Airmaster Burst, Gundam DX, Gundam Leopard Destroy
    • Gundam Aesculapius, Gundam Griepe, Gundam L.O. Booster
    • Wing Gundam Zero, Wing Gundam (EW), Wing Gundam Zero (EW)
Enemy Reinforcements (Right Side):




    • Kerberos BuCUE Hound x3
    • DOM Trooper x3
    • Gundam Astraea, 0 Gundam, Gundam Astraea F2
    • Astray Red Frame, Astray Blue Frame Second L, Astray Gold Frame Amatsu Mina
    • Blu Duel, Strike Noir, Verde Buster
    • Trilobyte x3
    • Brave (Standard Test Type) x2, Brave (Commander Test Type)
    • Arche Gundam, Gundam Throne Zwei, Jagd Arche Gundam
    • 00 Raiser, 00 Qan[T], 00 Raiser (GN Sword III)

The objective is to flush the system guardian out, and that means you must survive to punch out TEN squads from ANY one side, doesn't matter which one.

If you want to stay alive, because even the weakest of these goons is tough, abuse long range stuff and cycle units in and out of the carrier frequently. Parts like Lalah's Mind being equipped on units is insanely useful, and the longer you can keep enemy forces out of attack range, the better.

Phoenix and your carrier will be priority targets for the Neuro squads, and neither can be allowed to die.

Not going to bother with too much more strategy save to say you can either turtle up and snipe enemies until you kill ten squads from any side, but if you aren't the cautious type, make a point of staying near one side and kill anything that so much as looks at you funny as it appears until you reach this aim while fending off flank attacks.

Either strategy works, so pick your poison on this one, just remember killing all members of a Neuro squad trips the next one's appearance in the sequence listed above to kick your ass.

Also, this map is special, as the enemies can ignore terrain weaknesses (the Trilobites are sea units and this is not a water map), which doesn't apply to you.

Once you achieve this condition, a unit very similar to the Barbatos appears:

HF1d.jpg


Meet the super prototype of the Barbatos, the Barbatos Mirage:

HF1e.jpg


Outside of HELL mode, it's weaker than the Barbatos stat wise, but as a HELL mode boss, it's basically able to make the BLACK HISTORY TURN A Gundam it's bitch.

Thankfully, once this monster shows up, the win condition is easy:


KILL THE BASTARD!


Once you do that, it's time to save Amelias.......
 
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HELL FINAL (Part 2)

HIDDEN PAST

HF2a.jpg


Enjoy the true ending credits sequence, complete with hilarious subtitled gag lines of the in-universe Gundam characters bragging about kicking each others' ass in SD Gundam.


Once you restart the game, a little bonus:

HF2b.jpg


And this, another super part for any MS/MA:

HF2c.jpg


NOTE: ONE CHARACTER IS STILL NOT ON OUR TEAM UNTIL WE GET 100% UNIT COLLECTION

Once We Do.......

HF2d.jpg


Unlike Phoenix and Amelias, you get her AT FULL STRENGTH!

NOW TRY AND BEAT ALL THE LEVELS IN HELL MODE!
 
And with this, this Let's Sperg is at it's end.

I'd first like to thank Gundam fanboys like @Jaimas, @Kiwi Jeff, and @NIGGO KILLA, the latter two I must thank for their custom pilots, who served me well during this LS, and no less than three have served so well they went into HELL and back and still were kicking ass and taking names.

@Power Armor has my thanks for backstopping me on game strategy and whose desire to Ironman his way through a game like this has my deepest respect, a most hearty semper fidelis for you, good sir.

My gratitude also goes to GG Overworld Wiki, which I got some valuable information for this LS from.

I'd like to thank Bandai Namco, for making a kickass Gundam fan's wet dream in playable format.

All other Gundam fans, on and off the farms, if you enjoyed this, I'm glad to have done this for you all.

And finally, @Null continues to have my gratitude I'm allowed the privilege of sharing these Let's Spergs with all of you on his site.
 
Dusting this off to give some added technical info many may not know.

The game LS I did included the "HD Pack", which had upscaled and sharpened version of the ingame unit graphics, and if you installed this via the original patch, it should come with this by default.

You don't need it, but the HD pack merely smooths the original graphics and polishes their details for fidelity at very high resolutions, the originals are poor for upscaling on TVs or emulators.

Pro-tip: You can even "mod" these to give units a specialized map appearance so long as you don't change the filenames, all they are is high res PNG files in the same format the game uses. It will not affect in battle graphics, they use 3D CGI, but you can make things on the map look goofy if you so please.
 
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