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SD Gundam G Generation/Gather Beat/Flow Chart

From Akurasu
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Primary Missions: Red Sub Missions: Yellow Talk Events: Uncolored Units in Black join your team.
Units and Pilots in Orange are available for that stage, then leave.
Units in Blue have special requirements. Check the Secrets page for more details.
Units in Red previously joined, but from this point, are rendered unusable. Those lost permanently are marked so, while others rejoin later on.
Information in Green are upgrades for units already in your party.

All Extra Scenarios in this game are completely optional to play and can be skipped. Playing them will not force you to skip any other scenarios.

Main Scenario 1: Side 7
Victory Condition: Shoot down all enemies.
Defeat Condition: Gundam or White Base is shot down.
Unit Acquisition:
  • Gundam (Amuro)
  • Guncannon (Kai)
  • Guntank (Hayato)
  • Core Fighter (Ryuu)
  • White Base (Bright)
  • White Base cannot take action.

Unit Acquisition (Post-Stage):

  • Core Fighter
  • (Sayla)
Main Scenario 2: Atmosphere
Victory Condition: Survive for 9 turns, or shoot down all enemies.
Defeat Condition: White Base is shot down.
Unit Acquisition:
  • Salamis (Reed)
  • White Base cannot move.

Communication Events:

  • Amuro can communicate with Char.
  • After Sayla attacks Char, Sayla can communicate with Char.

Secret Requirements:

  • Keeping Sayla after Main Scenario 13:
    • Let Sayla fight Char, then have her communicate with Char. This event will also cause Sayla to leave after this scenario and sortie in a Prototype GM as a temporary NPC in Main Scenario 3.

Unit Acquisition (Post-Stage):

  • Sayla (If communicated with Char).
Main Scenario 3: North America Continent
Victory Condition: Shoot down all enemies.
Defeat Condition: White Base is shot down.
Unit Acquisition:
  • Prototype GM (Sayla)
    • Rejoins Player Team if communicated with.
  • GM Command (Yuu)
  • GM Ground Type (Phillip)
  • GM Ground Type (Samana)
  • Gunperry (Alph)
  • Core Fighter (Federation Soldier)
  • Core Fighter (Federation Soldier)
  • Gunperry (Matilda)
  • Zaku II J (Doan) (secret)

Communication Events:

  • Amuro can communicate with Sayla from Turn 2 onwards. This will allow Sayla to be controllable again. She will still rejoin your team after the scenario even if Amuro doesn't communicate with her.
  • Sayla can communicate with Char
  • Let Amuro or Hayato fight Doan, then after Doan's hesitation event, either of them can communicate with Doan.
  • Anyone in the Player Team can communicate with Yuu, Phillip, Samana, and Alph.

Secret Requirements:

  • Zaku II J (Doan)
    • After Amuro or Hayato fights Doan, there will be an event where Doan refuses to fight the Player Team, causing Garma to order his troops to kill Doan as well. Have Amuro or Hayato communicate with Doan, and he will become an ally NPC. After the scenario, he will join your team.
  • Extra Scenario 1:
    • Clear this scenario within 16 turns.

Unit Acquisition (Post-Stage):

  • Prototype GM (Sayla) (if hadn't been communicated with yet).
  • GM Command (Yuu)
  • GM Ground Type (Phillip)
  • GM Ground Type (Samana)
  • Gunperry (Alph)
  • Zaku II J (Doan)
Extra Scenario 1: North American Zeon Laboratory
Victory Condition: Any ally unit reaches the Zeon Laboratory, or all enemies are shot down.
Defeat Condition: White Base is shot down.
Unit Acquisition:

Secret Requirements:

  • (Marion):
    • Shoot down the Efreet Kai. This will allow you to receive the "EXAM Unit" part after Main Scenario 5, allowing you to build the Blue Destiny I. This is one of the requirements to obtain the pilot Marion.
Main Scenario 4: Mexico
Victory Condition: Shoot down all enemies.
Defeat Condition: White Base is shot down.
Unit Acquisition:
  • Amuro cannot use any ID Commands.
    • Remedied when Ryuu communicates with Amuro.

Communication Events:

  • Ryuu can communicate with Amuro.
  • Sayla can communicate with Ramba Ral.
  • Amuro can communicate with Ramba Ral.

Secret Requirements:

  • ID Command upgrade for Amuro:
    • Have Ryuu communicate with Amuro. This will allow Amuro use ID Commands again, while also granting him a new, enhanced set of ID Commands.