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

Before I begin the next level, I just to want to add it is, thankfully, the only level where you have to work extra hard to keep certain targets alive AND cross huge swathes of territory at the same time. In fact, everything after this level is easier in terms of being able to meet objectives.

However, since we are but a few levels away from beating World Tour Mode (afterwards is World Core mode, whose story runs parallel to World Tour and unlocks Overworld Mode, which resolves the two plotlines and leads to the regular and true endings), be advised that I plan to cover World Core and Overworld modes as well, but bear with me, these levels get complicated and introduce a lot of new game twists, for those of you using my LS as a guide.
 
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Before I actually DO the next level, I realized it covers the final act of Gundam X, and for those who never saw it and whose only exposure at best with it is via my SRW Alpha Gaiden LS, here's a condensed version of the essentials so I don't have to go over it in detail later.

Gundam X is an AU version of Mobile Suit Gundam that asks what would happen if the Zeon expy managed to nearly kill off humanity with colony drops and Earth later tried to return the favor in one last war while the sane people on both sides decided that it was utterly idiotic for either side to keep killing each other.

The final act of the show involves both Fixx Bloodman (the Earth leader, a hybrid of General Revil from OG Gundam and Jamitov Hymem from Zeta) and Siedel Russo (the Gihren Zabi expy, with the difference he really believes his own bullshit instead of cynically exploiting the ideals of other for his own gain) making a mad dash for the moon, guarded by D.O.M.E, a stupidly powerful newtype whom both sides want control over since his power is like having the ultimate newtype powered WMD, with Bloodman simply wanting to keep it out of Russo's hands because only a window licker would just sit there and do nothing, and Russo being a total believer Newtypes are the apex of humanity and wanting the most powerful one under his control to put an exclamation point on that.

The heroes of the show throw some wrenches in the plan, but all sides involved basically get invited by D.O.M.E to his sanctum on the Moon where he thumps Bloodman and Russo on the nose and tells them Newtypes are just ordinary people with special abilities, they are not better than anyone else for it, and that they really need to stop shooting each other over dumb shit and that they need to learn to get over their dumb preconceptions and just put the down the guns in general, they have been senselessly shooting each other for no good reason and the reasons they had been shooting each other over were total bullshit.

Bloodman and Russo are totally stunned and a ceasefire is declared on the spot with D.O.M.E officiating, and they and the heroes leave, with Bloodman actually willing to go along with it if Russo will.

Russo, however, being such a believer in his own bullshit about Newtypes even after having D.O.M.E set him straight isn't enough to make him calm the fuck down, and so he backstabs Bloodman and goes Patrick Zala from Gundam SEED level insane.

The Frost Brothers (the ultimate villains who played both sides against each other because they want to see everyone die) then shoot Russo to cause even MORE chaos and the heroes have to stop them in the final act of the show to stop the bloodshed for good.

The next level begins using a super condensed version of the final act mixed with some other Gundam shows for flavor and glosses over a lot of fine details I figured I'd better hash out here in advance.
 
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Stage D5: The Moon Will Always Be There

This stage will be the Gundam X finale in Part 1, the penultimate confrontation of Gundam Wing in the second, and Gundam F91's finale in the last part.

Some Gundam 00 Movie and Char's Counterattack show up for flavor.

I need to mention the first two parts of this will be pretty hard because you have to cover a lot of terrain and accomplish directives under tight restraints, but the last part is fairly easy by contrast.

That said, speed is your friend on this map.

Anyway, I described the final arc of Gundam X above because for game reasons they had to supercondense it and re-order events a little for brevity, but here's the highlights of the game version:

D5a.jpg

His troops are ready, and his top soldier, Lancelow Dowell, the Char analogue and Treize Kushrenada palette swap wonders if Siedel is really going to take this as far as it looks like (he's one of those sane people who realizes bloodshed needs to eventually STOP).

D5b.jpg

Bloodman is none too pleased.

D5c.jpg

The UNE (United Nations Earth) forces sortie, and just as Siedel is all "lol, we'll wipe the floor with them", that's when he gets his ass shot at by D.O.M.E. Bits, autonomous mobile suits that guard the Moon.

Siedel dies in shock over this, and Bloodman lols, but before he can enjoy the moment, the Frost Brothers shoot his ass (it was the other way round in the show)

D5d.jpg

Their mobile suits are now able to tap into D.O.M.E, and they use that to blow Bloodman the fuck up.

Meanwhile, Dowell justs wants the violence to end and falls back for a moment.

That's when the Gundam X heroes show up to get both sides to quit being lunatics (pardon the pun)

D5e.jpg

The goal is to get the DX Gundam piloted by Garrod Ran onto the airspace guarded by D.O.M.E.'S autonomous bits.

The Space Revolutionary Army forces try to screw thing sup, but Lancelow defects to the heroes and decides to help them because both the SRA and UNE forces are batshit crazy at this point.

And this the part where we can sortie our forces, but before you do, check this map:

D5f.jpg


The green area is the goal, the purple dot is the DX Gundam, it must make it there.

The yellow are the SRA forces, piloting Croudas, which is basically Gelgoog analouges.

The red are the UNE forces. They have Balients (Gathebly analogues for you Zeta Gundam fans), and Daughtress Neos (aka GM III stand-ins)

The Aoyagi carriers have reserve Daughtress Neo squads and are pretty ho-hum for carriers.

The HARD part, however, comes from the Frost Brothers, who are in the direct line of ingress to D.O.M.E, and if you kill them, they'll summon a ton of reinforcements on death and/or if Garrod gets near them to further be a pain in your ass. Both hit hard as hell too, so despite the reinforcements, kill them ASAP.

D5g.jpg


The challenge is a slight pain, as the D.O.M.E. bits are suicidal lemmings that love to engage the Croudas closest to them and will all quickly get shot down if you let them do their thing before Garrod makes it to the goal without any support.

Using Movement Up/Act Again spam on Garrod can make this way less tedious, but you still need to keep Garrod and his friends alive and leave a few enemies standing (but far enough away the D.O.M.E bits won't shoot at them) so phase two can begin once Garrod makes it to the goal.

Have your fastest forces make it to goal around the same time, it will make Phase 2 much less a pain in the ass, and this level is why mass 00 Qan(T) and DX Falcons troopers are a great idea.

Anyway, once Garrod makes it to the goal, he's all "sweet, almost home free from here!"

But Tiffa warns Garrod D.O.M.E is refusing them entrance because those burndened by their pasts are still there.

And that's when the Wing Gundam protagonists show up:

D5h.jpg

Short version is these guys broke through while you gave the SRA/UNE guys a headache and trying to prevent Millardo Peacecraft (now in rebel White Fang leader mode) from seizing D.O.M.E for himself.

And sure enough, he's sitting right atop D.O.M.E. and plans to bar anyone from getting near it.

D5i.jpg

Thing is, he want to secure D.O.M.E. to bring all miltary might to heel so all war will cease,not trusting mankind to simply agree to quit killing each other, and after a failed attempt at convincing the GW protags to join him, he sorties a shitload of Virgo II's

He also has Mercurius and Vayeate as mobile doll sidekicks as well.

We get some cool cut-ins where the cast tells Zechs to shove his dolls up his ass, and he's all "then make me!"

D5j.jpg


This is basically a more difficult reprise of the time we had to kill a similar number of first generation Virgos several levels back, same tactics apply, you just need to cover more ground and hit hard and fast to get the challenge.

If you got the challenge, 00 Movie era Graham Aker shows up in his Brave (Commander Type) with some regular Braves you can capture if you kill his ass.

Apparently, he's fighting on D.O.M.E.'s behalf, who told him to get the fuck over his Gundam boner.

D5k.jpg

The Sol Braves are nice units, try to snag them if you can.

Also, the Virgo II's will abuse their Planet Defensors to laugh off beam weapons and weak ballistic attacks, so bukkake their asses with stupid powerful shit.

Finally, if most of the D.O.M.E bits are still alive, they will keep any remaining phase 1 foes busy and even help kill Virgos, another perk to keeping them alive.

Like the Bit units in the Gundam X water level, they will never turn on you, even during Over Impact.

In preparation for Phase 3, make sure most of your units are towards the northern end of the map, Phase 3 gets easier if you do.

Once you pull this off, Gundam F91's Darth Vader ripoff Carrozo Ronah is about to unleash his plans for fucking over the Earth Sphere.

D5l.jpg


Small footnote I find funny, he wears that mask because his wife made him a cuck.

He plans to unleash a shit ton of Bugs, essentially automated bombs, and plans to saturate the Earth and Moon with them to kill everyone.

On top of looking like flying saucers, there are one of the few units in the game you can't build (as well as Gagas), but since their purpose is to blow up, makes sense.

They deploy on a secondary map about the same area as D.OM.E. is on the other map, and opposing them are the few Earth Federation officers who aren't spineless bitches in late UC in the Clop-class Space Ark, captained by Leahlee Edaberry.

Seabook Arno (later Kincaid Nau in Crossbone) deploys in the Gundam F91, Cecily Fairchild (aka Berah Ronah) in her Vigna Ghina, and Birgit Pirjo in the Gundam F91 era version of a Guncannon.

Carozzo Ronah sees his daughter among the enemy forces, and he decides to sortie to hash shit out (AKA, kill her if she defies him), and deploys in the flower shaped Raffelsia mobile armor.

D5m.jpg

Several flavors of F91 era Crossbone Vanguard units lead by Zabine Cheraux deploy to assist, and Seabook is all for kicking this guy's ass before he deploys his bombs.

D5n.jpg


If you got the secret, Quess Paraya show up piloting the Alpha Azeiru and has some Geara Doga reinforcements to make this harder.

This isn't too hard, just murder any Bugs before they get close enough to detonate, cripple Carozzo, and let Seabook get the kill in 5 turns for OI.

The Zamouth Garr has no troops you can capture, just shoot it down ASAP, and Zabine and his chucklefucks aren't too hard either
 
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Stage D5: World's SOS! Shuffle Alliance Forward!

Note: Last regular stage of World Tour Mode

The level starts with Domon Kasshu and the Shuffle Alliance punching Ulube Ishikawa in the dick in Phase 1, Crux Dogatie from Crossbone tries to dick over Earth while the Crossbone Vanguard sorties to stop him, and in Phase 3, CCA-era Char and Amuro decide to punch each other until one of them dies like in the movie.

Some Gundam AGE and Unicorn joins in on the fun.


Anyway, we start with Ulube Ishikawa (now in control of the Devil Colony) telling the world he now has them by the balls.

D6a.jpg

Needless to say, Domon Kasshu is not thrilled.

D6b.jpg

He lols at the idea Domon can kick his ass, but then he gets shot a few times, letting him know Domon isn't his only foe.

D6c.jpg


That's when Natasha Zabikov (Argo Gulski's former gaoler and eventual girlfriend) shows up with the other members of the Shuffle Alliance:

D6d.jpg

They all tell Domon they are here to help,and he's all for all of them taking Ulube down.

Ulube finds this quite amusing,and unleashes his trump card

D6e.jpg


For those who don't know their G Gundam, the Devil Gundam used to be the Ultimate Gundam, meant to terraform and heal the Earth from all the devastation it had suffered in years past, but as the Devil Gundam, it's now attempting to purge the Earth of all life.

Ulube summons the Death Army to prove he's not going to back down, but Allenby Beardsley in the Nobel Gundam and Kyral Meikrel in the Mandala Gundam show up as reinforcements, telling Domon it's okay, all they have to do take Ulube down.

Ulube is still amused, but pleased he gets to be in a Gundam Fight, reminds him of the old days.

So he sorties in the Grand Master Gundam, a Devil Gundam bastardized fusion of all the other assholes Domon had to fight.

And as Domon is all "BRING IT ON!", we get to sortie.

Now, this phase isn't too hard, honestly. If you want to capture some Death Army, two of the six Gundam Heads Ulube has as guards have some, and most of the rest of his forces are laughable Death Bats. Ulube is a hardcase bastard, but once his guards are dead, he's easily overwhelmed.

D6f.jpg


Neither goal is TOO hard to get done, but this means you have to let Domon kill enough small fry and remain in super critical mode when he get the kill strike on Ulube, which can be a hassle if you don't pay attention.

Domon can lose tension if he takes too much damage. And remember Ulube has good range and can deal an assload of damage.

That aside, Phase 1 is not too hard. If anything be prepared for Phase 2, that's when it starts getting hard.

Once you kill Ulube, he's in shock:

D6g.jpg

However, you can't celebrate yet, as while you were fighting the Devil Gundam, Crux Dogatie and the Jupiter Empire are preparing their own death strike on the planet, and the Devil Gundam provided useful as a distraction:

D6h.jpg


D6i.jpg


Karas is all "fuck him, he lost, he's weaker for it, the strong shall triumph".

Dogatie then sorties Karas and Zabine Chereaux to be the vanguard and Zabine is like Karas: fuck the weak, let'em all die.

Karas sorties in the shellfish like Nautilus mobile armor, while Zabine sorties in the Crossbone Gundam X-2 Kai (upgraded version of his original machine back when he was with the heroic version of the Crossbone Vanguard he turned on)

Dogatie admits he doesn't give a shit about anyone who manages to survive his assault on the planet, his goons can use them for target practice for all he cares.

Before we go on, there is a reason he's such a bitter old bastard: his wife died and the Earth Federation, which had prior suggested an alliance with the Jupiter colonies (despite not giving a fuck about them until then), didn't do shit to show good faith on their part, and with his wife, the only woman who was his morality chain, dead, he decided Earth had to pay, and even though he remarried (to Europa Dogatie), he was already dead set on burning Earth to ashes.

Dogatie sorties in the Divinidad.....or to be precise, he sorties in SIX of them, as they contain biodroid clones of his persona.

We cut to the Crossbone Vanguard, where a slightly fucked up Kincaid Nau is desperate to prevent Dogatie's genocide.

D6j.jpg


Tobia in Crossbone X-3 is 0_0 at the size of the Divinidads, and we find out they are essentially gigantic nuclear weapons that, if they detonate in the atmosphere, all life on Earth is FUCKED.

The other Crossbone members are piloting Flints (Mass Produced Crossbone Gundams, get the pirate reference?), and their mission is stop Dogatie from finishing what Ulube tried to start.

D6k.jpg


If you got the secret, Geera Zoi of the Vagans is pissed off and wants to wreak some havoc while Earth is reeling, so he's sortied in the Defurse Mobile Armor, and he's got some the best Vagan MS with him as sidekicks.

Now, let's cover the situation:

On Map 1 is the remnants of the Death Army, and if you got the secret, Geera Zoi will be trying to shoot you in the ass.

On Map 2, the Jupiter Empire has sortied a bit of everything:

D6l.jpg

On top of Dogatie's lieutenants, each Divinidad is 40,000 HP damage sponge with funnels, and you have to kill 5 in five turns for the challenge. His MP Quavarze, Vagons, and Pez Batara aren't too bad by themselves, but the damage they can do when paired with the bosses will hurt.

My suggestion for Phase 2 is hit these fuckers HARD and FAST.

Have some troops near the top of Map 1/2 by Phase 3 though, makes them easier.

Once you take down Dogatie's WMDs, that when we pan above the Devil Colony to see that Char is going to use Axis to do what Ulube and Dogatie intended.

D6m.jpg


Londo Bell's attempt to blow up Axis with nukes fails, so Amuro sorties in the Hi-Nu Gundam to take Char down.

D6n.jpg

Compared to the first two phases, this isn't all that hard.

If you got the secret, Ple/Puru Twelve/Marida Cruz sorties in the Banshee Gundam in brainwashed by the Vist Foundation mode with some Jestas above where the uppermost Divinidad was.

The drill for OI goes without saying, and enjoy this relatively easy level conclusion while it lasts, the last two levels of World Tour mode are gonna get batshit INSANE.
 
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Stage D EX: The Scream of The Universe


This level is gonna be a little different in that we don't really have any other enemies besides the ELS, but that's cool, because they find new ways to be utter tools to take down.

That said, we start as they are facing down the Earth Federation's absolute defense line like they did in the 00 Gundam Movie:

DEXa.jpg


They fire a shitload of missiles, doesn't do a damn thing, so Brigadier General Kati Mannequin decides to send out Mobile Suit squads.

They are led by Patrick Colasour, who, despite knowing Kati got promoted (and he's now married to her, but she kept her maiden name, she still wears the pants and he's cool with that), calls her Colonel.

DEXb.jpg


She lightly reprimands him (it's kinda a term of endearment for them), but before he and his troops can do shit, the ELS assimilate them, Borg Style.

DEXc.jpg

Kati decides not to lose more troops and goes for Plan C: have her ships blast the fuck out of the ELS with saturated particle cannon fire.

And the ELS assimilate them too.

Then this happens:

DEXd.jpg

The ELS converted EFSA forces blow up, and as the blast fades, the source is none other than:

DEXe.jpg


White Fang's colony laser, Libra.

Millardo Peacecraft then shows up to explain he's not exactly a friend of the Earth Federation at this point (though not currently planning to be an antagonist), he believes only mankind can judge it's own, and he will not stand by and let the ELS have their way, and as he joins the EF Space Forces formation, Kati's tactical officer confirms the colonial forces IFF beacons read friendly.

And that's when the Balbadoro shows up behind the ELS formation and summons a LOT more of them.

Millardo recognizes it, and that when Aphrodia appears:

DEXf.jpg

You can sortie at this point, but take a look at this map first:

DEXg.jpg

By Phase 2, it will be SUICIDE to have your troops in the center of the map, move your carriers and other forces to the upper and lower sides of the map, it will be the GENESIS cannons from the B EX map on steroids.

Also, the ELS (Small) can copy any unit they attack and become an exact clone. They won't have the same degree of pilot stats the affected unit will, but are just as deadly. We will want to avoid this because it will make getting to the next phase harder, so kill them all first and keep a wide, bloody hole between their forces and yours.

If you do Phase 1 right, you will be ideally positioned to do Phase 2 well.

DEXh.jpg

If you have the troop setup I do, this Phase is fairly easy, but remember, GET EVERYONE IN POSITION FOR PHASE 2 BEFORE YOU END THIS PHASE.

If you don't, you will hate Phase 2.

It's worth noting the ELS are quite weak HP wise, so killing them is no hard chore if you do it fast and correct.

Once you beat Phase 1, the Balbadoro gets a bit pissed.

So it orders the ELS to target LIBRA.

DEXi.jpg

Yeah, now seems like a good time to panic.

It's at this point Char Aznable shows up in the Sazabi, as does Full Frontal in the Sinanju.

Char is a bit surprised to see his clone joining him as an ally (bit of an injoke here, most crossover media like to pit them against each other).

DEXj.jpg

Frontal calls in some Geara Zulu support, but Libra glasses them to Hell and back, and MORE ELS show up.

Seeing this, Frontal suggests they split off to the flanks to avoid Libra's cannon and shoot it in the ass after taking down it's ELS bodyguards.

Char concurs, and to prevent that, the Balbadoro deploys in front of ELS Libra to defend it.

DEXk.jpg

If you got the secret, some Rig Rings show up:

DEXl.jpg

These rare Pyscommu powered Victory Gundam machines are nice if you can capture them, kill the center one to capture the rest.

However, it won;t be easy, this map just got a LOT harder.

DEXm.jpg


The big red short rectangles are ELS (medium), you need to kill two, but bear in mind Libra's firing arc, the bright white area, stay the hell out of this area,it will do an assload of unblockable damage if you are in it by an enemy turn.

I suggest blowing up the two closest ELS (Medium) and making sure to position everyone out of the firing arc of ELS Libra. Try to make sure that you have all the guest characters close to your own troops to keep them alive, also in preparation for Over Impact.

Once Phase 2 is over, the Balbadoro decides to take off the gloves.

It re-positions behind the ELS Libra, summons some more support, then orders Libra to colony drop itself into Earth's atmosphere.

Thankfully, you get some support from Celestial Being's (00 Movie Era) Gundam Meisters.

DEXn.jpg

ELS Libra won;t attack, but it's a 50,000 HP damage sponge you should carpet bomb the shit out of ASAP.

If you got the secret, these little bastards show up:

DEXo.jpg

If the Devil Gundam had kids, this would be it.

Kill the center one, and you can capture it's two brothers.

Once OI occurs, kill Kati's ship ASAP to capture Patrick's GN-X IV, but shoot down everyone else.

Once you take down the Balbadoro, Aphrodia realizes the Balbadoro has absorbed all the power of the ELS.

The next time you fight it, you MUST take it down, it's quite obvious it gathered all that power it has gained to date to hose over Earth and then some, and the next time will be the last chance to take it down for good.

That said, next level will be the final battle with the Balbadoro, and the final stage of World Tour Mode.
 
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Before I do the next level, little dirty secret the game designers never decided to share with people.

All you have to do, really, is beat the first phase. You are under no obligation to beat the other phases, nor Over Impact.

You can if you are feeling extra ballsy, and I'll cover the strategy for that if you so desire, but it's not necessary.


Also, small list of the few units you will never be able to obtain:


Devil Gundam (Form 2): While the first and third forms are obtainable, the second is non obtainable due to it's sheer size, there is no way they could scale it and make it look like it did in the show and still have it fit the limit of size XL units. It's restricted either to cutscenes or enemy encounters.

Gaga: they only have 2 attacks, Trans-Am and blowing up.

Bug: Carozzo Ronah's bomb units. All they do is explode.

Some ships are also either cutscene only or non obtainable, like those piloted by Siedel and Bloodman in the Gundam X finale stage, the Gorbi II in the G Gundam final stage (Natasha Zabikov is also unobtainable), and a few others are not obtainable, mainly because they have niche uses that make them too useless for regular play (like the ORB aircraft carriers)

Base Jabbers are also unobtainable save for plot reasons, also for reasons of balance, it would make far too many ground based units viable in the air, and they had to find a way to restrict that for game balance purposes, hence why Base Jabber platforms are restricted to guest units. The only workaround are some expensive parts that add terrain ranks where they shouldn't exist, but they tend to be VERY pricey for balance.

World Core/Overworld Mode will add some more unplayable enemy units, but generally for the same reasons as the above.

Some pilots who might have otherwise be playable do exist fully complete in the game data but are not usable normally, like Broom Brooks of the G-Unit cast, but given how early he dies in the source plot and the fact his best unit is a customized Leo, it makes decent sense why.

It's possible to hack them in, but I make absolutely no guarantees this will not corrupt save files.
 
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EX Final: Suicide To The Gravity (Part 1)


Alright everyone, it's time for the big finale of World Tour Mode, but before we start the level proper, let's recap.


The Balbadoro, the security system of the Generations System gone mad, it has tried to destroy Earth and the System by hitting it with A Bao O Qu, GENESIS and the Messiah, the Devil Halo, and ELS controlled Libra.

Along the way, it has absorbed a massive amount of power.

It has grown increasingly desperate in it's attempts to destroy Earth, and it's now putting all it's chips in the pot for one last, do or die attempt to destroy what it was once designed to guard.

And now it located at Point Zero, the origin point of the langrangian nexus that links Earth to nearby celestial bodies, and we MUST take it down this time, or not only will Earth and the Generations System be destroyed, it will destroy what links the Gundam worlds together.

AND IN DOING SO WILL DESTROY EVERY GUNDAM UNIVERSE.

So yeah, the stakes are pretty damn high.

------

As we start the level, despite thwarting it's prior attempt to smash ELS Libra into the planet, the Balbadoro shoots down any remaining Earth Federation ships guarding the Absolute Defense Line, and is boring down fast into Earth's outer atmosphere.

And I'll let Aphrodia elucidate it's end game.

EXFa.jpg


Oh, and that power it absorbed from all the others it used prior, it's putting it to good use, summoning a smorgasbord of minibosses from G Gundam, Unicorn, Chars Counterattack, 00, and SEED Destiny to cover it's descent for self-colony drop.

So yeah, the stage title is QUITE LITERAL, it's literally using the gravity well of Earth to accelerate it's suicide run to smash Earth and the Generations System, augmented by all the power it absorbed prior and using the excess to summon goons to screw over anyone trying to stop it.

Worse, it now has the ability to utterly convert and deploy enemy aces from the different universes to serve it's will AT WILL.

Which is why Char Aznable, Full Frontal, Shinn Asuka, Master Asia, and Ali Al-Saachez all show up to command the various series bosses.

Aphrodia thankfully gets some support from Amuro Rei, Banagher Links, Kira Yamato, Domon Kasshu, and Setsuna F. Seiei to even the score.

As for Aphrodia herself, she's decided to upgrade the Halphas Bose with a Mobile Armor expansion pack to make sure she's able to take the Balbadoro.

And after reminding everyone this is the final battle, her machine merges with her new mobile armor:

EXFb.jpg


Meet the Halpas Bose Halberd.

You can deploy now, but before you do, strategy time.

EXFc.jpg


Here's what you're up against:

Sazabi (Char Aznable), Gyunei's Jadg Doga, Quess's Jadg Doga, Geara Doga (Heavy Type) x 3
Sinanju (Full Frontal), Kshatriya, Rozen Zulu, Geara Zulu (Commander Type) x 3
Master Gundam (Master Asia), Grand Gundam, Heaven's Sword Gundam, Death Bat x 3
Arche Gundam (Ali Al-Saachez), Bring's Garazzo, Revive's Gadessa, Ahead, GN X-III (A-LAWs) x 2
Destiny Gundam (Shinn Asuka), Yzak's Slash ZAKU Phantom, Dearka's Blaze ZAKU Phantom, GOUF Ignited x 3


As for allies, let me be blunt, leave all your guest units at the starting point and consider them useless, the Balbadoro has a new trick to make them useless, this mission is ALL on your troops alone.

The goal here is SPEED, and if you want the challenge, you better be prepared to abuse quick loaded battle saves, it can be a hassle to get, since Aphrodia is an integral part in all the challenge conditions.

Oh yeah, you have 15 Turns in all for this entire mission. Fuck that up, and every Gundam universe goes boom.

EXFd.jpg


Also, you get some "SHIT HAS GOTTEN SUPER FUCKING REAL" music for this specific stage, just to hammer home this is DO OR DIE time.

Before we go further, let's check out Aphrodia's new unit:

EXFe.jpg


As you can see, this is a pretty sweet mobile armor, and if you want the challenge condition, let her get multiple kill on units you cripple, and if you don't screw it up, and get her close enough to the Balbadoro after hitting super critical, you can have her achieve the challenge easy enough, just make sure to keep her from taking too much damage or she loses Super Tension.

After a turn, the Balbadoro reveals it's learned a new trick, one i like to call:

TRAITOR IMPACT


Remember how Over Impact turns all guest allies against you?

Well, now it can turn a random guest ally into an enemy EVERY TURN BEFORE OVER IMPACT.

Basically, your guest allies are now useless to help you because they could shoot you in the back at any time.

My advice is to let them kill each each other and keep advancing your troops and carriers, that removes them from the table as an annoyance.

At any rate, once Aphrodia manages to shoot the Balbadoro in the ass, it's gets pissed, increases it's descent speed into Earth's atmosphere and summons some more goons to kick your ass while it colony drops itself.

EXFf.jpg


Guest allies include:

Gundam F91 (Seabook Arno), V2 Gundam (Usso Ewin), AGE-1 Gundam (Flit Asuno), Wing Gundam Zero (Heero Yuy), ZZ Gundam (Judau Ashta)

Enemy forces now include

Gundam Epyon (Millardo Peacecraft), Mercurius, Vayeate, Taurus (OZ Spec) x 3
Quebley (Haman Kahn), Zaku III Kai, ReGelgu, Schurzum Dias x 3
Gottrlatan (Katejina Loos), Rig Contio (Chronicle Asher), Gedlav x 2, Zoloat x 3
Berga Giros [Crossbone Vanguard Spec] (Zabine Cheraux), De'nan Gei [Crossbone Vanguard Spec] x 2, De'nan Gon [Crossbone Vanguard Spec] x3
Zedas (Desil Galette), Baqto x 2, Gafran x 3

And if you got the secret, you get a Psyco Gundam MK-II with two Psyco Gundam escorts, kill the MK-II to pick up the first gen models, and just kill it anyway, it sits in front of the Balbadoro.

Once you get the second Generation Break, the Balbadoro gets really fucking mad and summons more guardians while tightening it's descent into the upper stratosphere of Earth.

Worse, it's causing the Earth's shield over the Generations System to go berserk, meaning once it enters the atmosphere, you're FUCKED.

Enemy forces now include:

Neue Ziel (Anavel Gato), Rick Dom II x2, Dra-C x 3
The O (Paptimus Scirroco), Bolinaok Sammahn, Pallas Athene, Barzam x 3
Turn X (Gym Ghingham), Bandit x 2, Mahiroo x 3
Nautilus (Karas), Totuga, Quavarze, Abijo, MP Quavarze x 3
Gundam Virsago Chest Break (Shagia Frost), Gundam Ashtaron Hermit Crab (Olba Frost), Daughtress Neo x 2, Balient x 3

Allied forces now include:

GP-03 Denodrium (Kou Uraki), Turn A [Full Power] (Loran Cehack), Crossbone Gundam X-3 (Tobia Arronaux), Zeta Gundam (Kamille Bidan), Gundam DX (Garrod Ran)

If you got the secret, a Grand Zam from Gundam F90 shows up with two Big Zam escorts, do what you did with the previous secret.

EXFg.jpg


This is not hard to accomplish so long as you blow a huge bloody hole through any enemy resistance and let Aphrodia shoot the Balbadoro in the ass again.

Once Over Impact occurs, all that does is turn all remaining allies into enemies, and unless you have some turns to spare, ignore those faggots, and unless they are in your way, ignore any remaining standard enemies.

JUST SHOOT THE BALBADORO DOWN!


Once you do this, Aphrodia gets this cutscene where she lets the Balbadoro know she's HAD ENOUGH OF IT'S BULLSHIT!


 
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EX Final: Suicide To The Gravity (Part 2)

And with that, it's over, the Balbadoro has been stopped, the world is saved.

And Aphrodia is pretty pleased:

EXFh.jpg


Wait, what?!

EXFi.jpg

EXFj.jpg

EXFk.jpg

EXFl.jpg

EXFm.jpg


(All that lives and has form..... everything with be mine! *Mad cackling*)
 
Making another post because I want cover some important ground before we continue.

The Overworld Mode unlocks at this point, though you can't play the mode until beating World Core.

World Core mode is only about five stages, but we will be covering a LOT of story ground in these levels, and while the first few are fairly simple, the final levels make the last levels of World Tour look easy.
 
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World Core 1: Balbadoro


We're gonna start World Core mode now, and in this mode,we have the same people we used to beat World Tour, except this time our protagonist is Code Phoenix, SD Gundam G Generation Overworld's own Char Clone.

For Gao Gai Gar fans, you might notice he looks a LOT like Soldat-J.

Anyway, he's the pilot of the Master Phoenix, the prototype of the Phoenix Gundam, and while the Phoenix Gundam is technically superior in design, the Master Phoenix is nothing to be ashamed of. It's only flaw is the lack of funnels intended for it, which the Phoenix Gundam was able to include.

The Phoenix Zero is also a prototype of the Phoenix Gundam, though the Master Phoenix is considered a better prototype.

The Tornado Gundam, another unit you start with in this game, is unrelated, being an improved and modified RX-78 Gundam that never saw mass production due to high production costs.

That said, let's start:

wc1a.jpg

This is Arby:

wc1b.jpg


We find out the Earth is supposed to be the shield over it, and no random idiot should be able to gain entry, save Aphrodia and those holding the "Code".

Hence Code Phoenix, who, while his origins are a tad hazy, apparently has the 133t hacker chops to brute force the system.

He then asks Arby why it's all gray and quiet.

Arby responds it's the archival area of the Generations System, where old programs are stored.

However, they need to release a specific program.

The Balbadoro program, to be precise.

Phoenix isn't thrilled about that, given it's the security system for the Generations System, and just letting it run wild in free fire mode could turn it into the suicidal asshole we had to kill in World Tour mode.

Arby confirms that's true, but says it's very existence causes Neuros (aka, those it manipulates, like the Gundam universe characters) to go batshit anyway, and say they have no choice but to do this to go any further.

Phoenix worries he'll piss off Aphrodia by doing this (she's kinda his hero), but Arby brushes this off and basically asks if he's chicken.

He's all "the hell I am!" and he starts hacking:

wc1c.jpg

This shifts the backgroud from gray to blue, but it trips the World Signal.

Well, a fake version at least.

Apparently, the system had this as a trip wire in case someone tried to break in, and it summons the White Base and some Neuro controlled One Year War units.

Including a Neuro version of Amuro Rei in the RX-78 Gundam.

We can deploy at this point, here's the map:

wc1d.jpg


I'm not gonna bother with strategy, all of these OYW Feddie goons are laughably weak, but look at the minimap and pay attention to those red marks on the map (not the enemy dots, the non highlighted ones), they'll be important later.

wc1e.jpg

This is not hard at all, just clear a path and let Phoenix take down Amuro.

However, keep in mind something: Amuro will need to be shot down THREE times.

Once you shoot down his base form, he then reappears in the G-3 and Full Armor Gundam forms the next two times, but shooting him down once at least is the goal here.

The White Base has two GM and Ball you can capture if you want.

Otherwise, drill for this goes without saying.

Also, here's Code Phoenix's theme, catchy if you ask me:


Once you take down Amuro, more Neuros, this time from Gundam SEED Destiny, will show up.

Specifically, the Minerva, Rey and Luna's ZAKU's, some GINNs, and Shinn Asuka in the Force Impulse, and he cycle to the other two forms before being shot down for good.

wc1f.jpg

Same drill as before.

If you got the secret, Shiro Amada in the Ez-8 Gundam appears to the right with some Ground Gundams.

The Minerva has some capturable GINNs if you are interested.

Once you pull this off, more show up.

From Gundam AGE, specifically the Diva, some Genoace grunts, a G-Exes and Genoace Custom guard, and Flit Asuno in AGE-1, who cycles to the other two forms before dying for real.

Shoot his ass down in five turns for Core Impact, which, believe it or not, you may want to skip.

Core Impact works a little different than Over Impact. Those red spots on the ground Imentioned earlier can serve as summoning portals for clones of your own units in Core Impact, and this stage can summon three clones of whatever you have deployed to kick your ass, and if they are top-tier units, you may want to avoid Core Impact.

Granted, their Neuro pilot has crappy stats, but the units can still hurt if are they cloned from good ones.

Core Impact is not essential to beating stages either, just a nice bonus you can skip.

If you got the secret, Mu La Flaga will show up behind the Minerva piloting the Mobieus Zero with two Moebius escorts.

If you wish, you can also capture some Genoace from the Diva.

Once you beat the level, the entire place starts shaking, and the Balbadoro awakens:

wc1g.jpg


As it disappears, the stage ends.

And now you know how it became a pain in the ass in World Tour Mode.
 
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World Core 2: Neural Base

Note: For those playing along, note the stage names are said in a different voice than in World Tour Mode. Consider that a hint if you noticed as we started World Core Mode.

We resume World Core mode, with Code Phoenix past the lobby of the Generations System.

WC2a.jpg


Arby explains all the data the Generations System has on the worlds it monitors is here, so why things went batshit in the first place should be mentioned here.

Also, remember when Fake Aphrodia/ Code Amelias pinned the batshit system on the Balbadoro?

As we just saw, it was screwy before we even set it loose, so someone else messed with it, likely the fake Aphrodia.

We just need to figure out how and why.

Interestingly, Code Phoenix has a theory:

WC2b.jpg


For those who followed Unicorn Gundam's plot, Laplace's Box was the storehouse of the original Feddie founding articles, who stated if people adapted to space (Newtypes) were to be discovered, they were to be given equal representation in deciding the affairs of Earth and the colonies. The precursors of the Vist Foundation collaborated with the proto-Federation to bury this because they wanted the colonies to be screwed out of any say in the Federation's affairs, meaning the entire first one hundred years of the Universal Century was all due to these assholes perpetuating a lie at the expense of the colonies, meaning the One Year War and everything since never should have happened.

Phoenix postulates Laplace's Box is the center of more than just this, it's also the pan-dimensional Pandora's Box that caused everything to go batshit in the first place.

Not exactly the case, but it's a nice crossover springboard, and frankly, the SD Gundam writers did more with Unicorn than the guys who wrote Super Robot Wars Z3 did, where Laplace's Box was virtually unchanged from the source, even though in doing so it made the crossover nature of the series gel poorly.

Arby isn't so sure, but does know that if someone hacked the system prior, it would explain why the Gundam Universes are now thrown into a blender.

Aphrodia is the only person who might have done it, but Arby points out that's a shit ton of work to be done one person, even Aphrodia, or even someone of similar abilities, but finding out who is a good idea regardless.

However, trying to access the Neural Base core trips another false World Signal,meaning we gotta fight out of the trap.

In fact, the trap summons Neuro copies of the AEUG from Zeta Gundam on the left and right sides of the map, and Arby warns Phoenix not to mock Kamille's name.

We can sortie at this point, but map time first:

WC2c.jpg


On the left is the Radish carrier with the Hyaku Shiki and Dijeh along with some Rick Dias MS.

On the right Kamille is in the Zeta Gundam with the Methuss and Super Gundam as escorts, some Rick Dias, and their carrier is the Argamma.

Both carriers have some capturable Nemos if you are interested.

WC2d.jpg


This is pretty easy, just be prepared to send troops north after getting this done, more appear there.

Once you shoot down Kamille, some Leos will appear in the north, and Neuro clones of each of the original Operation Meteor Gundams show up to fight.

WC2e.jpg

This is not hard at all, just remember Kamille needs to be shot down two more times in the Zeta Plus and Zeta II, and if you pop one of the Wing Gundam cast, they'll reappear two more times, first in their latter TV series Gundam, then the Endless Waltz version.

If you got the secret, Ryou Roots (protagonist of Gundam Sentinel) shows up in the S-Gundam with three FAZZ.

WC2f.jpg


Once you get this second phase done, Uso Ewin and the League Miltaire show up on the left and right sides of the map (behind where the AEUG sortied).

WC2g.jpg

If you don't want to fight clones of your own units (4 this time), might be good not get Core Impact.

Otherwise, on the left is the Reinforce Jr. carrier, Usso's V2 Gundam, and some Gun-EZs

On the right is the White Ark and several varieties of Victory Gundam.

The Reinforce and White Ark have extra Gunblasters and Gun-EZs respectively

If you got the secret, Millardo Peacecraft shows up at the bottom of the map in the Epyon Gundam (EW version, a redone artwork version of the original backported in newer adaptations of the original series) and some Taurus (White Fang Spec).

Once all foes are dead, both Phoenix and Arby concur someone definitely hacked the system and turned it into the clusterfuck it is now, and since it couldn't have been Aphrodia, she must have been a target of the hacker.

With that, they plan to journey to the heart of the Generations System.
 
World Core 3: Firewall


This is the point World Core's difficulty start ticking sharply upward, so if you though the first two stages were laughably easy, this is when it gets harder.

They arrive in an area that is red backgrounded, it's the "firewall" for the Generations System, no way to get past it, but you need to to proceed further. As Phoenix and Arby debate their options, the system is now really get pissed at the unwanted visitors and has several Regina (basically Mass Produced Halpas Bose) show up to kill Phoenix.

As if that isn't bad enough, Londo Bell Neuro forces from the Char's Counterattack and Unicorn eras show up on either side to made damn sure Phoenix and Arby die, commanded by Amuro Rei in the Nu Gundam.

First, let's cover the Regina:

WC3a.jpg


For what amount to MP Halphas Bose, they aren't too bad one on one, but groups can screw you over, and Phoenix is surrounded by them, they will all make an immediate beeline to kill him, so make them your first targets.

As for the Londo Bell forces, see this:

WC3b.jpg

As the minimap shows, both sides have Londo Bell forces loaded for bear.

On the right is the following forces

Nahel Argamma Kai (with a reserve squad of Jegan Type-D
ReZel (Commander Type), ReZel x 2
Prototype Stark Jegan x 2
Stark Jegan x 2
Jegan Type-D x 4


On the left are:

Ra Calium (with a reserve squad of Jegan)
Jesta x 4 (on Base Jabbers, giving them more movement range than standard Jestas)
Jegan x 4
ReGZ (Refined Gundam Zeta, mobile suit mode)
Nu-Gundam (piloted by Amuro Rei, who will switch to the Nu Gundam HWS and finally the Hi Nu Gundam before dying permanently)

WC3c.jpg


My advice is to FIRST cover Code Phoenix's ass and kill the Reginas FIRST, give the guy breathing room so he doesn't have to worry about being shot to death, THEN cripple Amuro and let Phoenix get the kill.

Once you get the first Phase handled, more Regina appear at the top of the field.

Also, behind the Nahel Argamma Kai appear the Gundam Fighters of G Gundam, led by Domon Kasshu, with the Gorbi II carrier as support.

It's worth noting Code Phoenix literally says "Gundam Fight....GO!" when he realizes he's gonna trade fists with Domon Kasshu.

As a G Gundam fan, I appreciate that kind of hotbloodedness.

WC3d.jpg


Amuro was basically right next to you, but getting to Domon requires doubling back a bit, as he's just behind the Nahel Argamma Kai and Rising Gundam respectively. He'll reappear in the God Gundam, then the God Gundam (Hyper Mode) before dying completely.

If you got the secret, you get Allenby Beardsley showing up at the bottom of the field in her Nobel Gundam with the Berserker System on and her in crazed bloodthirsty lunatic mode on, with some Death Birdie escorts.

The Gorbi II has some Busshi you can capture if that interests you. Some Phantoma and Nobusshi also back up the Gundam Fighters, but they are no major threat.

Once you manage to clear Phase Two, the firewall is getting really, really mad now, and more Regina show up at the bottom of the screen.

And the Crossbone Vanguard of the Crossbone Gundam era also shows up behind the Ra Calium, intent on kicking your ass, commanded by Tobia Arronaux in the Crossbone X-3 (he will switch out to the Skull Heart, then Full Cloth version each time he is defeated).

WC3e.jpg


The exact same strategy you used in Phase 2 works here, just in the other direction.

As for the Vanguard forces, they are as follows:

Mother Vanguard (has a squad of capturable Zondo Gei)
Flint x6
Crossbone Gundam X-2
Crossbone Gundam X-1

If you got the secret, Riddhe Marcenas from Unicorn shows up at the top of the map in a Delta Gundam Kai with some Hyaku Shiki escorts.

Bit of side story on the Delta Gundam Kai

It's basically a video game specific upgrade to a bog standard grey colored Delta Gundam (which is a direct successor to the Hyaku Shiki) with a bright white version of the Hi Nu Gundam's paintjob with some gold highlights.

It's also got funnels, better maneuverability than the original Delta Gundam in mobile suit and wave rider modes, and even has what is called the NITRO system, which lets Oldtypes have some degree of ability to control Newtype weaponry, minus having one's eggs scrambled by being made a Cyber-Newtype first, though it still screws with the brain of the pilot in a similar manner, albeit not as invasively.

Anyway, if you get Core Impact, four clones of any of your units will appear, so skip CI if you don't want to deal with that.


Once you win, more Regina show up, to the frustration of Phoenix, but Arby convinces him to fight on, dying here means the Generations System remains eternally screwed up, and neither want that to continue.

And that's when all the new Regina get taken out by someone.

A new Gundam....one Arby seems to recognize.

WC3f.jpg


Also, for those playing along, note the theme playing, it's like a "light" reprise of the fake Aphrodia's theme.

It even looks like a "good" version of the Halphas Bose.

WC3g.jpg


Fun fact, the word "bose" has Scottish origins, originally meaning "empty/hollow", so if the Halphas Bose was a mere imitation, the real Halphas is better.

Also, Halphas is name derived from the Ars Goetia, a book of 72 demons allegedly under the thrall of King Solomon, forced to serve humanity, and Halphas was a demonic earl with a bird like form who commanded several legions and supplied the means of war to Man.

Speaking of that, Arby has good news:

WC3h.jpg

With that, the stage ends, with the Halphas Gundam leading the way towards the core.
 
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I'm going to get back to this soon, but before I do, some more trivia.


First off Code Amelias is, to a considerable extent, based off the Swamp Witch Werbellia from the Queen's Blade franchise, right down to having a similar design, powers, and even has the same voice actress.

Also, this game actually forced the SD Gundam series creators to retcon the Phoenix Gundam.

When Overworld was produced and debuted Code Phoenix and the Master Phoenix, they had to nerf the Phoenix Gundam from being an obscenely overpowered monster to merely being pretty good though not outstanding.

Before Overworld, it was practically the Mary Sue of original Gundams:

1. So powerful you could get it very early and it pissed all over half the other units in the game, check.
2. Had multi-hit Newtype funnel attacks right out the gate, check.
3. It's backstory basically had it be a combo platter of all the best features of other Gundams, check.

This game forced the creators to severely nerf it's power so it lost the multi-hit attacks, it's backstory was somewhat retconned to be less fanfictionish, and it's a pretty good starting unit but it won't power through the whole game by itself, even when upgraded to it's (Full Potential) form.
 
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World Core 4 "Generation System"

The difficulty ramps up even more this level, and if it give you trouble,the final World Core stage is gonna be hell.

Anyway, we begin this level nearing the Generation System's core, and Arby explains to Phoenix it has to pilot the Halphas Gundam to let the system know whom it's escorting is an approved guest.

And that's when another asshole shows up.

WC4a.jpg


The GGV-Barbatos (not to be confused with the same named Gundam from Iron Blooded Orphans) should be familiar to G Generation World veterans, and it was one of the successors to the Phoenix Gundam in design.

However, instead of a Phoenix, it more has a Peacock design, as you can see above. The altered wing design also reduces aerodynamic drag.

Also, in demonology, Barbatos is an earl and duke of Hell that can divine the future, speak to animals, serves as an ambassador to rulers, and can lead men to hidden treasures.

In this game, the Barbatos is what the Balbadoro would be based off of, and it's badass as hell in it's own right.

It tries to take a potshot at Arby, but Phoenix tanks a hit for Arby. Arby says it was supposed to be the security system for the Generation System Core (while the Balbadoro was intended as an exterior security guard), but it's obviously been corrupted, since it's trying to kill the Halphas Gundam despite it carrying Aphrodia's code.

Apparently, it's been driven mad by Over Impact, which means it's gonna fight till one of you dies.

Worse, it summon the Gundam X cast to kick your ass, with Garrod Ran's GX Gundam, Roybea Rou Leopard, and Witz Sou's Airmaster serving as the control units, while being support by Neuro copies of the GX Divider, the Bertigo/Vertigo, Ennil El's Jenice Kai, Lancelow Dowell's Crouda, and the G-Falcon.

NOTE; The Conditions for this stage are not translated, one line they seem to have missed, but it just says the Barbatos needs shot down.

You can also use the Halphas Gundam this stage, it's basically the Phoenix Gundam with funnels.

Time for the map:

WC4b.jpg


Note the dark octagons in the upper center, they are impassable, meaning you must attack from the left and right wings, and the Barbatos sits in the center, and thus cannot be attacked at melee range.

Keep this in mind for all the phases.

Killing the Barbatos will end the level, but I'll cover the strategy for all phases anyway.

Also, the Barbatos hits like a truck:

WC4c.jpg

It's basically a smaller Balbadoro with LONG range.

WC4d.jpg


Garrod is at the very top, approach him from either side and have Phoenix get the kill shot.

The Leopard and Airmaster only have one extra form apiece, so pop them twice to kill them permanently. Garrod will go from the GX to DX Gundam, then the DX Falcon before dying permanently.

Also, some extra Gundam X grunts like Daughtress/Daughtress Neos will appear as reinforcements after a turn or so.


Once you beat the first phase, the Barbatos summons some Gundam SEED Destiny goons led by Kira Yamato.

WC4e.jpg

He's basically not too far from where you shot Garrod in the face, so shooting his ass down won't be too hard.

Just be advised three DOM Troopers, two Akatsuki and the Gaia Gundam (Waltfield Custom) show up to support him, and Garrod only gets more lethal as his Sattelite Cannon does more damage with each form.

If you get within range of the Barbatos, it will also have fun taking potshots, and it hits hard as hell.

If you got the secret, Gundam F91 era Seabook Arno shows up in his titular Gundam with Vigna Ghina and Heavygun support at the bottom of the screen.

Note that Kira starts in the Strike Gundam (Aile Pack), then goes to the Freedom then Strike Freedom Gundam upon each defeat.

Some M1 Astray Shrike and Murasame show up at the bottom after a turn or so as well.

Anyway, once you shoot Kira in the face, Celestial Being shows up to piss you off.

The Avalanche Exia, GN Archer, Astrea, and Astrea F2 show up as reinforcements.

Each Gundam Meister will go into two more forms before dying permanently. All go from 00 Season 1 form/00 Season 2 form/00 Movie Form.

WC4f.jpg


If you WANT Core Impact, this is not hard if you aren't overwhelmed so far.

Otherwise, try to have all your longest ranged units take down the Barbatos before then. It hits hard, and you'll find it hard to support attack, but it only has 30,000 HP. It has a fun trick where it can teleport from where it's sitting to shoot anyone it wants in the face, but this can work to your advantage, as this can let you support counterattack it to death.

If you get Core Impact, you'll get five clones of your own units to fight as well.

If you got the secret, Loran Cehack shows up in the Turn A Gundam with two Silver SUMO escorts.

Once you've made the Barbatos your bitch, it seems the REAL World Signal is no longer being blocked by all the fakes you've dealt with, and all the enemy Neuro withdraw as if to confirm this.

Arby then positions itself where the Barbatos was to fix the system.

WC4h.jpg

We find out Aphrodia herself was isolated from the system, and THAT is what caused it to go haywire, not the freeing of the Balbadoro as the fake Aphrodia claimed, and it seems the root cause is in the inner BIOS of the Generation system core.

And Arby says we need to crack open the sealed door of the BIOS itself to fix things.

.....WHAT THE FUCK IS THIS SHIT?!

WC4i.jpg

Arby is being rendered inert by this, and Arby's captors take Arby and the Halphas Gundam into the BIOS.

As the level ends, Code Phoenix gives chase, and the next level is going to be the finale, where we either fix the Generations System or die trying.......
 
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WORLD CORE FINAL:

APHRODIA

NOTE: Same epic "this is super fucking real" music from final World Tour stage plays here again.


Alright, it's time for the grand finale of World Core Mode, where we discover who truly fucked up the Generations System and fix the damn thing once and for all or die in the attempt.

And @Jaimas, this level will interest you in particular, they actually reference some cool Turn A Gundam lore you will find very interesting.

Also, remember the final level of World Tour mode? This is one is somewhat harder, given you are under SEVERAL tight deadlines, the enemies are much harder, par time conditions are hard as hell to meet unless you've been using my DX Falcon/00 Qan(T) battle group spam or similar unit tactics, and Core Impact is something you avoid the hell out of unless you are kicking this game's ass.

Towards the end of the level, they do throw you a small bone to make it easier, but it's easy to squander this bit of game leniency if you're stupid.

Also, remember that tip I gave earlier about multi-hit attacks and how you can trick the game into letting you kill weaker enemies while wearing down stronger foes with the other hits in the attack?

If you don't want to die, you'd better abuse the hell out of this tactic through the stage.

That all said, grab your balls people, it's time to do or die again.

------

The opening of this stage briefly recaps the events of the previous stage, I'm skipping that and move straight on to the actual level.

Phoenix follows the captured Arby to the very core of the Generations System BIOS, and it's not good.

WC5a.jpg


Arby had been rendered inert, and the Halphas Gundam is a sitting duck.

Worse, the BIOS has deployed THREE nine man squads of Regina led by the Unicorn and Banshee Gundams to stop Phoenix, and worse there is a MASSIVE laser cannon that will take 5000 damage off the Halphas Gundam each turn until you rescue it, and while it can heal some of the damage, too many turns of this will kill it, and you lose.

Worse, you'll have to destroy a ton of powerful cannons that are in your path to get remotely close.

Also, remember these bastards?

WC5b.jpg


You want to save the Halphas Gundam and Arby? Then these things need to DIE.

As they are what fucked up the entire Generations System in the first place, and they want you dead before you can undo their sabotage.

You can deploy at this point, but view the map first:

WC5c.jpg


As you can see here, a massive cannon has the inert Halphas Gundam in it's line of sight and the Cannon (a Guarder-II) is 30,000+ damage sponge that hits like a sack of bricks:

WC5d.jpg


At least two of these things need to die ASAP in this level.

You'll also have to deal with the smaller but still deadly little brothers:

WC5e.jpg


These are the assholes who need to die to save Arby

WC5f.jpg


It bears noting that, on average, they can reduce ALL damage from everything save special weapons like the Satellite Cannon and Moonlight Butterfly from 30 to 70%, so when you fight these bastards, bukkake the fuck out of them with your strongest attacks.

Also, I didn't cover Phoenix master skills because you likely never needed to use them in the earlier stages, but they will be useful here.

WC5g.jpg


You want to use the first one at least once to keep the Halphas Gundam alive most likely at some point, the second increase everyone's attack power by 30% for a turn, use it towards the end if you need to do some extra damage to final enemies, and the last skill can extra the bonus turns (aka "chance steps") of all units so long as they keep scoring kills, it's also worth using towards the end of this level.


One last thing before we deploy. Due to all the massive Guarder cannons taking pot shots and the layout of the level, the carriers will lag behind somewhat, so your units will need to pull weight without much carrier support fire for the most part.

WC5h.jpg


You want Phase One challenge done? Then if you are a cautious player, hate to tell you this, but you're screwed.

If you want the challenge, or even the base win condition, you'll have to fly your carriers as close to enemy formations as possible then spam the fuck out of multi hit attacks and murder the hell out of as many goons as possible.

Flying close to the mouth of the dragon will put you at extreme risk of getting shot the hell out of if you screw it up, but if you succeed, you can achieve the challenge in under three turns, but whatever you do, thin out the enemy lines as you kill the small Guarders to allow your ships to get as close to the large cannon without getting into the direct line of fire, you'll want the carriers as close to your troops as possible in case of need for emergency resupply and healing, this level is brutal as hell.

Reginas aren't too much harder than last time you fought them, but they have large numbers, and the Unicorn and Banshee can be dangerous if they activate Critical Tension, their NT-D modes will punch bloody holes in your guys, so take them the hell down ASAP.

Finally, STAY OUT OF THE GUARDER-II'S LINE OF FIRE, THEY CAN DO SICK DAMAGE WITH THEIR MAP ATTACKS.

Flank attack them to death instead.

BTW, small note for @NIGGO KILLA and @Kiwi Jeff, you'll be pleased to know Yuria and NIGGO KILLA are my top aces, both have 300+ kills at this point.

Remember each turn the Halphas Gundam will take 5000 damage until the cannon firing at it dies. It will heal about half that damage a turn, and it has 18,000 HP total. Unless you are an idiot, you should be able to keep it alive if you are fast enough getting through Phase 1 and 2.

Once you beat Phase 1, several mobile armors as well as twelve more Reginas will show up on the second part of the map to make your life suck:

Strike Freedom (METEOR)
Infinite Justice (METEOR)
Gadeleza
GN Armor Type-E
GN Armor Type-D

Once you kill the Mobile Armor (save the Gadeleza), you must also kill the mobile suit core.

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The second Phase is pretty doable if you get Phoenix in position to get the kill shot on the Guardidancer and have him be support by a lot of support fire, you just need to remember the cannon taking potshots at the Halphas Gundam can hit everyone who makes it past the first doorway into the second area with a map attack if they are directly in front of it, so everyone who makes up that way needs to flank attack to survive.

You can now kill that damn Guarder-II, I recommend making that a priority so you can quit worrying about the Halphas Gundam taking a beating, then you can murder the Guardidancer without fear of being shot in the ass as well.

However, the second Phase is when you need to make sure everyone gets towards the top end of the map (and try to make sure you have almost all enemies behind you dead, Phase Three is MUCH easier with this done).

If you got the secret, the Gundam ZZ heroes show up behind you to shoot you in the ass, with Judau Ashta's Full Armor ZZ Gundam needing to be shot down, letting you capture (or ignore) the rest.

The Guardidancer hits HARD (fun fact, it's basically a gimped version of the Overworld final boss, so if it's giving you trouble, this is just a taste of what's to come), but it will eventually die.

Once you beat it retarded, it flees like a bitch, but the good news is that it's hold over the Halphas Gundam and Arby are over.

Arby, after thanking Phoenix, tells him to put an end to the madness of the Generations System, the sealed door of the BIOS must be opened no matter what.

And here it is:

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But it's not gonna be that easy, and the music shifts to a nightmarish chorus as the final guardians of the sealed door appear.

And among them is the mightiest Gundam of them all.


THE TURN A, WITH ALL THE POWER IT POSSESSED DURING THE BLACK HISTORY!

If that does not scare the hell out of you, in the final battle of Turn A Gundam, Loran Cehack only used 30% of it's true power AT BEST.

The Turn A as it was during the Black History was one of the most powerful beings in THE ENTIRE GUNDAM FRANCHISE, and in game, it's OP AS FUCKING BALLS!

But Arby decides if that's gonna be one of your final threats, it's time to play the trump card of the Halphas Gundam.

As this card is played, the music then shifts to a super heroic "WE'RE GONNA KICK SOME EVIL ASS" as the power of the real Aphrodia infuses all allies on the field with power, what the game likes to call:

OVERFIRE MODE!


Overfire Mode is basically Super Critical Tension ON CRACK, and Phoenix especially gets this badass portrait change:

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And Arby informs you of your new time limit:

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Basically, EVERYTHING THAT WANT TO KILL YOU MUST DIE IN EIGHT TURNS OR YOU LOSE!

(Units with a white flag over them don't count)

Code Phoenix is all "Let's do this!"

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Due to a font rendering issue in the game code (the translators were unable to fix this), the italicized upside down A of the Turn A Gundam renders as "_" instead.

Also, Core Impact just makes this harder than it should be, so kill everyone save the Turn A (Dark History) in four turns, then murder it on Turn 5 to make your life easier.

If you got the secret, Mufty Nabiyu Erin (Hathaway Flash era Hathaway Noah as a terrorist) will show up in the Xi Gundam with some Messer sidekicks to assist the Turn A (Dark History/Black History) as well as the remaining Regina and Guarders.

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Messers are Hathaway Flash era Zaku IIs, not much of a threat.

But these are:

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This bastard is RIDICULOUSLY STRONG, recovers 25% HP a turn, blunts damage from beam weapons by 50%, all Physical attacks by 30%, is IMMUNE to any and all MAP attacks, and if you want this asshole to die, you had better carpet bomb it with a shitload of Trans-Am/Satellite Cannon blasts, because it can tank like a beast.

It also has VERY HIGH pilot stats despite having an Neuro AI (it has a custom Neuro AI that is far stronger than the others you have fought), and one hit from this thing will make you lose Overfire mode if it doesn't outright kill you, and it can get a high amount of critical hits.

But the worst thing are THESE MOTHERFUCKERS:

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They are Guarder-II's with a huge case of roid rage, and they must DIE ASAP, anything in their line of fire will have the ass shot out of it, and their map attacks are unblockable by any means.

That said, here's your plan for not getting murdered.

Use the Reginas to kill hop, letting your secondary hits wear down the other, nastier enemies, and if you carpet bomb multi hit attacks, it's possible to clear most of the nastier bastards and most of the Regina in two turns.

Overfire Mode really helps, but be wary, getting hit will cancel it, so don't squander the advantage you have.

Arby also has a skill you should abuse at least once too:

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Oh yeah, you really, really should avoid Core Impact because not only do you have to fight SIX clones of your units, they'll be spread all over the map, making your time limit even harder to meet.

Oh yeah, Phoenix get a new Master Skill, make good use of it:

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One last thing, the Turn A can warp anywhere and shoot anyone it wants like the Barbatos before it.


Once all foes are dead, the place starts to shake, and Phoenix is despondent, but Arby is all "Now's our chance!"

Arby then tries to interface with the BIOS, and reveals to Phoenix who it really is:

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THAT'S RIGHT, ARBY WAS ACTUALLY THE REAL APHRODIA ALL ALONG!

As the sealed door opens, the REAL APHRODIA HAS BEEN RESTORED:

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As Aphrodia's heroic version of Code Amelias' 'Fake Aphrodia" theme plays, the Generations System is finally back to normal.

It seems not only was her true form sealed here, someone even tried to kill her.

Three guesses who, first two don't count.

That's right, Code Amelias, that bitch who passed herself as Aphrodia tried to bump off the real one, using the (Over) Impact Code to further make a hash of the Gundam universes, and who must now pay for her crimes.

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You have now beaten World Core mode, and the Moon in the background, that's where we'll find Code Amelias, as the Moon is "Over" the "World".


And next level, it time to take down Code Amelias for good, as the Real Aphrodia puts it:


"To ensure the world returns to its rightful path.........."
 
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Before we proceed to take down Code Amelias, bit of a recap, since this game is basically a followup from G Generation World, though the meat of the story was introduced in Overworld.

Before World, Code Amelias broke into the Generations System, tried to take out the real Aphrodia, somehow lost her powers to the Balbadoro while doing so, and thus had to bide her time until the Balbadoro was released into the outside, giving her a chance to get her powers back and kill it. She also posed as the real Aphrodia to sucker the characters of the Gundam Universes to be her unwitting dupes.

During World, she laid low while the crap her sabotage did to the Generations System got all the Gundam Universes thrown into a massive blender, waiting for the Balbadoro to eventually be released, as she figured, given it's original mission, it would emerge in time.

Just prior to Overworld, Arby (Aphrodia's proxy form) managed to hunt down the 133t hacker Code Phoenix and convinced him to help her unleash the Balbadoro, figuring it would suss out her would be killer.

By the start of Overworld, this happened and the Over Impact signal led Code Amelias to manipulate everyone in World Tour mode to helping her suss out and eventually destroy the Balbadoro.

World Core mode runs parallel to this plot, and by the time Code Amelias gets her powers back, the real Aphrodia has been restored and plans to take Amelias down.

Overworld will fill in any remaining blanks and dovetails the two plotlines mentioned above together, resolving both.
 
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OVERWORLD FINAL:


AWAKENING RELIC (Part 1)

Note: If you love gothic choir battle anthems, this stage has a great one. In fact, it has more than one.


Now we begin the grand finale and can get the normal ending.


We are now inside the Moon, which was the core of the prototype of the current Generations System, now depreciated.

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And guess who showed up:

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Aphrodia confirms they are affiliated with Code Amelias and tells the bitch to show herself.

The Guardidancers obliged and fly up to the main dias, where they merge mobile armor style with a red unit, Code Amelias personal ride, the Queen Amelias.

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As you can see, her Queen Amelias takes that Phoenix theme and just runs that shit into the ground.

It's also basically a mobile armor that is so OP it has the mobility and performance of a mobile suit while retaining the good aspects of a mobile armor.

Aphrodia calls her out:

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She confirms that's what Amelias used to screw up the Generations System (with her Guardidancers staying behind to make sure the damage stuck). However, Aphrodia confirms she had a plan in place for said eventually, hence Arby, her proxy form, and the Balbadoro (which nicked Amelias' Betrayal Code powers) was also part of it, and she got Phoenix to help her release to flush Amelias out, knowing Amelias wouldn't stop until she got her Betrayal Code back.

We also find out the Balbadoro wasn't exactly meant to be a kill switch for the Generations System originally, and in fact the fake Aphrodia lied when she claimed it would destroy the Generations System. In reality, it would have forced open the sealed door of the Generations System BIOS, freeing the real Aphrodia, and while it was destroyed before it got that far, that's why Aphroida enlisted Code Phoenix to help her as a failsafe.

Also, the only reason the Balbadoro sapped power from so many sources was insurance on the plan to brute force the BIOS lock.

Turns out Aphrodia had set all this up from day one in case Amelias ever tried this shit.

In fact, she hid a tracer program on the Balbadoro, so when Amelias got her code back and headed back to the Moon's backup Generations System, the trace led the real Aphrodia right to her would be killer.

Code Amelias applauds Aphrodia's foresight and confirms her code has the power to shift the allegiance of anyone, no matter what.

And she decides to flip Aphrodia the middle finger by proving it with a very specific target:

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He tries valiantly to fight it, but it's a lost cause.

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For you Gao Gai Gar fans, remember how I said he's a shoutout to Soldat-J? Well, Soldat-J was once a brainwashed minion of the villains, so this scene is basically a tip of the hat to Code Phoenix's inspiration.

And Code Amelias grinds the glass in:

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Aphrodia is pissed and tells Amelias to fuck off. Amelias is all "the world is my bitch, even if I have to corrupt it little by little".

With that, Amelias decides she wants her rival dead for good this time and has a new trick:

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Remember how the Bugs and Gagas could explode and do shit tons of damage?

Think of Neuro Balls as those assholes on steroids.

We can launch now, but check the map first:

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The very top of the map has an inviso wall like in the stage with the Barbatos, meaning you can only shoot Amelias from long range or if she decides to move from the uppermost dais.

Now for the Neuro Balls:

OWFj.jpg


As you can see, if these thing get next to your units and explode, it will assuredly kill them, and two are likely to murder even the Soliel carrier.

The explosion damage is COMPLETELY unblockable, and you will have to work your ass off to keep these things (six at the start of the battle) the hell away from your units at all times.

They move like molasses, but their explosion radius is quite large, so destroy them before they can get next to you and blow up.

Now for the brainwashed Phoenix:

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Not much has changed, though his pilot passive skill is Aggressive, which isn't half as nasty as his default pilot skill, though it does give him a mild attack and reaction boost.

Now for Amelias:

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As you can see, she's basically like the Turn A (Black History), except she also has a MULTI-HIT version of the Unicorn Gundam's Newtype Destroyer, and critical hits can and WILL kill her targets.

She's got basically the same resistances as the Turn A (Black History) as well two more annoying factors.

Once her HP goes below 50% she gets a huge stat boost.

Also, even you shoot her down, remember she's a mobile armored MS, so you'll have to kill her twice, and even her stock form is only slightly weaker.

She has mile high stats (40 in everything) and she has the Foresight pilot skill,meaning any special bonuses another MS pilot has to do extra damage to her are nullified. In effect, she has the ability to cancel out any innate bonuses like Pressure, which gives Newtypes extra damage with Newtype weapons, and so on.

OWFn.jpg

This isn't too hard so long as you are fast and keep the Neuro Balls from getting too close. Just cripple some Regina near Aphrodia so she can kill hop up to Phoenix, cripple him, and let her get the kill on him.

The hardest part is that Phase 2 is when it's really gonna suck, so if you murdered most of the Neuro Balls and punched a wide bloody hole to Amelias while getting your carriers as high up the map and preferably in the center of the battle field, Phase 2 will be slightly more bearable.

Again, remember the multi-hit trick?

Abuse that with reckless abandon here, it really helps wear down the Neuro Balls especially while using Regina kills to spam bonus moves.

It's worth pointing out not only does Aphrodia still have her spell to refresh use of Master skills, her stats are through the roof and she also has the Foresight pilot skill.

Once you snap him out of it, Aphrodia is not happy Amelias tried to fuck him over.

OWFo.jpg

And as he snaps back to normal, she activates the Overfire Code to give him an extra boost to kick Amelias' ass.

Even he's cheesed off pretty royally about it.

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Amelias obliges him by calling in more troops and Neuro Balls.

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If you got the challenge, a Neuro controlled Halphas Bose with several Phoenix Zero sidekicks shows up as well in front of Amelias' throne.

As for this Phase it fairly easy, but it also has a subtle trap in that it can set you up to trigger Core Impact very easily in Phase 3, making this fight pretty hellish.

In this Phase, fulfill the bare minimum conditions for the challenge at least, and keep careful track of ANYONE at Super Critical Tension, this is important in Phase 3 if you want to avoid Core Impact.

This Phase is actually kinda easy in terms of getting it done, but Phase Three introduces even MORE Neuro Balls, and the Core Impact requirements can fuck you in the ass hard.

OWFs.jpg

If you kill one of the Neuro Balls in Super Critical Tension (the first two phases will have likely made several characters in this state, Core Impact will force you to fight EIGHT clones of your troops, and unlike the gimpy stats of the World Core versions, these are a lot closer to full strength, and can only make survival much harder.

It's around this phase, if you got the secret, the Halphas Bose Halberd will show up at the bottom of the map with some Phoenix Gundam sidekicks to piss you off.

Also, this is when Amelias quits filing her nails and decides to be a bigger mega-bitch than Audrey Belrose from Huniepop.

Like the Turn A (Black History), she is a superb tank, to the point she can even laugh off multiple Satellite Cannon blasts to the face.

Your smartest move for taking her down is to mass support fire everything you have at her, because at this point, the faster you take her down, the better you'll survive, as at this point, she's got a ton of goons in ideal positions to shoot you in the ass, and if you want this level to end in your favor, drop everything and just focus on dropping every WMD you can dredge up on her ass.

She thankfully doesn't have the warp anywhere bullshit of the Turn A (Black History)/ Barbatos, but she still has impressive movement range, and if she's in an ideal position to spam multi hit attacks, she will use them, and her accuracy is VERY good.

Once you manage to destroy her outer mobile armor form, she's all, "not dying just yet!"

OWFt.jpg

The core form of the Queen Amelias is both weaker and stronger than the MA version:

OWFu.jpg

Her defense is a lot lower, but her mobility is through the roof now, giving her superb evasion.

However, if you have anything left in reserve, ignore everyone else on the battlefield and just frag her ass with everything you have left. She's immune to map attacks, but she's lost all the defense her mobile armor form gave her, so if you still have several blasts of Trans-Am, Moonlight Butterfly, Nuclear Cannons, or anything else that is retarded strong and you have pilots with superb shooting scores, have them all dogpile the ever loving fuck out of this bitch.


It will be hard, but eventually, despite her power, you will triumph.....

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OVERWORLD FINAL:


AWAKENING RELIC (Part 2)


When we pick up where we left off, Aphrodia decides to give us a little history lesson.

(note the Fake Aphrodia theme in the background, kind of a meta way to grind the glass in)

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To summarize, the Moon had the prototype of the current Generations System, and Amelias used to run things, but after a lot of tards fought to control it, eventually Amelias herself was basically punched out (and sealed away) and a new System was made on the Earth itself since the old system had exhausted itself when the morons who were supposed to be managing it ran it into the ground having a dickwaving contest over power.

Aphrodia then decides to seal her away for good this time.

One bright flash as Aphrodia rescinds Amelias' Code later, and it seems doing so effectively reset Amelias back to being a child.

OWFze.jpg


Before we go on, this is a reverse homage to the anime Queens Blade, where one of the villains was frozen aging wise while under the control of the Swamp Witch Werbellia, and once she was no longer under Werbellia's control, she could age normally and her memories of her villain days were effectively mindwiped.

The same staff that made this game also worked on the Queens Blade PSP games (I've played them, they have similar mechanics and somehow managed to be LESS perverted than their source material, since the T rating meant they had to tone down quite a bit of the cheesecake), FYI.

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See what I mean?

Aphrodia is all "okay, you've effectively been forced to start from square one again, seems like sufficient atonement for all the crap you pulled to me".

Basically, Code Amelias' attempt to get her old job back backfired so hard she's now basically been given a second chance to live life minus being an amoral sociopath, and Aphrodia, who isn't a total bitch, figures that's fair enough.

But that's when alarm klaxons begin blaring all over the place, and Aphrodia realizes this is NOT good.

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Despite having no system admin, it's basically running on automatic control now, and Aphrodia is all "oh shit, this could cause trouble if starts to pick a fight with the Earth", which has it's own Generations System.

Unfortunately, this scares the shit out of Amelias.

OWFzh.jpg


Apparently, the old Generations System really wants its old admin back and basically remote controlled the Queen Amelias to the BIOS.

Basically, now the proto-Generations System is awake, it wants marching orders, dammit, and it's planning to forcefully shove Amelias back into that role even though she has no power anymore.

Shit starts going berserk, and Aphrodia tries to convince Phoenix not to bother, place is likely to implode on itself and solve the problem.

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She'd rather try to keep the old system in stasis mode since that would be safer. Phoenix, however, realizes the genie is out of the bottle, and his only choice is to punch the BIOS in the diodes until it goes dead and he plans to make sure it doesn't try to force Amelias to be the admin again since she's now little more than a terrified little girl being manipulated against her will.

Here's his plan:

OWFzj.jpg

Aphrodia is surprised at his daring, and worries he could be trapped inside the system in the process even if he succeeds.

He's prepared for that risk:

OWFzk.jpg

With that, he bids her farewell as he prepared to make another system his hacker bitch:

OWFzl.jpg


And with that, this stage is over.

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You are given a chance to save your game, do so.


You then get to see the normal ending credits at this point, but the game is NOT over.

Far from it.


Because when you load your save file back up, ominous music plays, because you just unlocked:

OWFzo.jpg


And you now get some cool bonuses:

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If you go back to Overworld Mode, you'll notice a new Stage:

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This means you can now take on the HELL stages, get the true ending, and get several secret units you could never acquire until now (the Halphas Gundam can be bought in the unit purchase menu to serve as the base for doing so), and you will need them.

Because the bonus levels truly are.......






HELL.......
 
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