ZZZZZZZZZZZZZZZZZZZZZZZZZZ /
                      Z::::::::::::::::::::::::Z /
                      Z:::::::::::::::::::::::Z /
                      Z:::ZZZZZZZZZZZZZZ:::::Z /
                      ZZZZ            Z:::::Z /
                                     Z:::::Z /
                                    Z:::::Z /
            _  _ ____ ___  _ _    ____    ____ _  _ _ ___
            |\/| |  | |__] | |    |___    [__  |  | |  |
            |  | |__| |__] | |___ |___    ___] |__| |  |
            ______ _     _ _    _ ______   _____   __ __
           |       |     | |\   | |     \ |_____| |  |  |
           |  ____ |     | | \  | |      }|     | |  |  |
           |_____| |_____| |  \_| |_____/ |     | |  |  |
                           / Z:::::Z
                          / Z:::::Z
                         / Z:::::Z              ZZZZ
                        / Z:::::ZZZZZZZZZZZZZZZZ:::Z
                       / Z:::::::::::::::::::::::::Z
                      / Z::::::::::::::::::::::::::Z
                     / ZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
       _  _  __  ___     ___  ___  ___  __  _  _  __  _     ___
       |__| |  |  |     [__  |    |__/ |__| |\/| |__] |    |___
       |  | |__|  |     ___] |___ |  \ |  | |  | |__] |___ |___


Mobile Suit Zeta Gundam: Hot Scramble
System: Nintendo Entertainment System
Genre: Shooter

Written By: Necropenguin
Version: 1.0

Started: February 02, 2004
Finished: February 29 (Leap Day! Woohoo!), 2004


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This document is copyrighted to [email protected], that's me, and
this document may NOT be altered, reproduced, sold for profit, or
especially plagiarized in any way shape or form without my permission,
which you won't get so don't ask. As of tonight August 13, 2002,
GameFaqs is authorized by my decree to display this document for public
use. If I find out that my hard work (well not really hard, but you sit
here and try doing this) is being ripped off I will be forced to take a
rather unhappy legal action, plus Ill just plain find you and hurt you.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Version Information:

1.0: Thank God for infinite continues, otherwise the guide wouldn't be
done, which it is! So thank God already!

=======================================================================
=======================================================================

1) Introduction
2) Game Controls
    ~ First Person Shooter Controls
    ~ Side-Scrolling Shooter Controls
3) Game Screen
4) Walkthrough
    ~ Stage 1
    ~ Stage 2
    ~ Stage 3
    ~ Stage 4
    ~ Stage 5
    ~ Stage 6
    ~ Stage 7
    ~ Stage 8
    ~ Stage 9
    ~ Stage 10
    ~ Stage 11
    ~ Stage 12
    ~ Stage 13
    ~ Stage 14
    ~ Stage 15
    ~ Stage 16
    ~ Stage 17
    ~ Stage 18
    ~ Stage 19
    ~ Stage 20
    ~ Stage 21
    ~ Stage 22
    ~ Stage 23
    ~ Stage 24
    ~ Stage 25
5) Mobile Suits List
6) Mobile Suit Zeta Gundam Story Synopsis
7) Thanks


]==========================[ Introduction ]===========================[


  On a fervent quest to cover some of the ancient relics of Gundam
gaming, I miraculously managed to snag a copy of this game. Zeta
Gundam: Hot Scramble is based on the popular Japanese animated series
Mobile Suit Zeta Gundam. It covers the events that take place during
the Gryps War, the conflict between the rebel A.E.U.G. (Anti-Earth
Union Group) and the Titans, a fascist military group spun off from the
ruling Earth Federation. The game itself is a pretty brainless shooter,
switching between first person and side-scrolling aspects as the stages
progress, but the game can be very difficult, especially when you are
being swarmed by squadrons of powerful mobile suits. One downside is
there is very little story actually in the game, and given the powerful
story actually presented in Zeta Gundam, it's quite unfortunate. But
it's still a fun and very challenging game to just sit captivated with
for an hour or two vaporizing waves of foes. So enjoy the guide, and
don't forget to always believe in the sign of Zeta!


]==========================[ Game Controls ]==========================[

First-Person Shooter Controls
-----------------------------

D-Pad Up: Increase the Zeta Gundam's Waverider mode altitude
D-Pad Right: Turn the Zeta Gundam's Waverider mode to the right
D-Pad Down: Decrease the Zeta Gundam's Waverider mode altitude
D-Pad Left: Turn the Zeta Gundam's Waverider mode to the left

Start Button: Pause the game
Select Button: Change selection on the start screen.

A Button: Increase Speed
B Button: Fire Beam Rifle


Side-Scrolling Shooter Controls
-------------------------------

D-Pad Up: Move Zeta Gundam up
D-Pad Right: Move Zeta Gundam to the right
D-Pad Down: Move Zeta Gundam down
D-Pad Left: Move Zeta Gundam to the left

Start Button: Pause the game
Select Button: Change selection on the start screen.

A Button: Jump
A Button (hold): Transform Zeta Gundam into Wave Rider Mode
B Button: Fire Beam Rifle

]===========================[ Game Screen ]===========================[

  On the game screen there are a few things you should pay attention
to. Underneath the main game area is the status bar.

-On the left is your ENERGY gauge. It is the Zeta Gundams life bar. It
has three red bars, three orange bars, and four blue bars. As you take
hits, the ENERGY gauge will decrease from right to left. When it is
completely empty, the Zeta Gundam will explode and you will be booted
to the start screen where you can either start again from Stage 1, or
continue from the stage you were destroyed on.

-In the center is the POWER display. Any power-ups you pick up, such as
increased shielding or a more powerful weapon, will be displayed here.

-On the right is the Score Display. It will display what stage you are
currently on, and display your current score.


]===========================[ Walkthrough ]===========================[

-------
Stage 1
-------

  You will start off cruising on Earth in Wave Rider mode. The enemies
consist mainly of blue Hi-Zack mobile suits riding Base Jabbers, which
are small blue sub-flight hovercrafts. They are pretty mild mannered in
this level, so they will hardly even fire at you. Use your target
reticle in the center of the screen, line it up with the circle around
the target you wish to send to hell, and fire the beam rifle with the B
Button. Blast a few Base Jabbers and you will blast off into space.
Here you will encounter swarms of Hi-Zacks, which are a lot more
aggressive then those sissies back on Earth. Blast as many Hi-Zacks as
you can as you cruise forward. Use the D-pad to try to avoid their
fire. After a while you will arrive at a colony.

+--------------------------+
|        MAP KEY           |
+--------------------------|
| S = Starting Point       |
| PS = Shield Power Up     |
| PR = Beam Rifle Power Up |
| E = Energy               |
| T = Gun Turret           |
| * = Beam Barrier         |
| /D\ = Teleporting Door   |
| L = One-Way Door         |
| I = Laser Barrier        |
| BOSS = Stage Boss Room   |
+--------------------------+

|----------------------------------|--------|--------------|   |
|                                  |        |              |---|
|                                PS|        |              |   |
|   |------------------------------|    |   |  |---|---|   |---|
|   |                  |                |   |  |   |   |   |   |
|   '---------------|  '   ---------    |   |  |---|---|   |---|
|                   |                   |   |  |   |   |   |   |
|------------   ------------------------'   |  |-------|   |---|
|                                           |  |             | |
|S                                          |  |             \_/
|--------   ---------   ----|--------   ----|  |       BOSS   O
|   |                       |               |  |             /-\
|   |                       |               |  |             | |
|   |----   |---------------|------------   |  |----------------
|           |                               |  |   |   |   |   |
|   --------|   -------------   |   --------|  |---|---|---|---|
|           |E                  |              |   |   |   |   |
|-----------|---------------------------------------------------

  Avoid the GM IIs that jump move around the map. Use the B Button to
transform into Wave Rider mode to cruise around the map easier. Cruise
around and use your beam rifle to clear out any GMs in front of you.
Head up to grab the Armor Power Up, and then down to get the Energy
refill. Then head to the boss room. The boss is a power reactor. The
room will seal off when you enter. Transform into Wave Rider Mode and
blast the orange energy beam in the middle of the reactor. The reactor
will release an arc of fireballs in your direction if the energy beam
is hit. Head to the rear wall and try to maneuver in between the
fireballs, because they hurt if they hit you. The easiest way to do
this is to fly into the upper-left corner. NEVER TOUCH THE REACTOR
ITSELF!!! You will lose 9 ENERGY if you do! After taking five hits the
reactor will explode. Your remaining life will be added to your score
and the stage will end.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 2
-------

  Starting again on Earth, the sky is a bit darker and you will be up
against more Earth Federation Hi-Zacks riding Base Jabbers. They move a
little quicker this time, and will fire more frequently. Zap as many as
you can before the game blasts you off into space. Besides the standard
Hi-Zacks, a few Galbaldy Betas will appear. Destroy what you can while
dodging incoming fire. After awhile a Musai will appear. This Musai
hits hard, and its shots are accurate as hell. Hit it four times and
you will zoom in and go inside it.

|-------------------------------------------|--------------|   |
|                                           |              |   |
|                                         E |  |---|---|   |---|
|   |----------------   -----   -----   ----|  |   |   |   |   |
|   |                                       |  |---|---|   |---|
|   '   ---------      ---------    -----   |  |   |   |   |   |
|                                           |  |---|---|   |---|
|----                                       |  |             | |
|           |   ---------       |-----------|  |             \_/
|S          |           |       |              |    BOSS      o
|------------   -----   |------------       |--|             /-\
|                       |                   |  |             | |
|   ---------------------   |   ---------   |  |----------------
|                           |               |  |   |   |   |   |
|----------------   -----   |--------   ----|  |---|---|---|---|
|                       |                      |   |   |   |   |
| PR                    |                      |---|---|---|---|
|----------------------------------------------|   |   |   |   |

  If your badly damaged after dealing with the Musai, then head up to
get the ENERGY refill. After you get that, head down to get the beam
rifle power up, then head to the boss room. The boss is another power
reactor thing. With the power up for yur beam rifle in effect, it can
be defeated in three shots. Destroy it and the stage will end.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 3
-------

Back on Earth, the sky is dark. The blue Hi-Zacks on Base Jabbers will
be here. Blast as many as possible and after awhile you blast off into
space. The enemies consist mainly of Galbaldy Betas, and Hi-Zacks, and
towards the end a few Marasais. After awhile you will enter a colony
cylinder.

|----------------------------------------------------------------------
|                                              E|           |   BOSS->
|   -----------------   |   -----   |-----------|   -----   |   -------
|   |               |   |           |               |       |   |   |
|   |              E|   |-----------|   ------------|   ----|   |---|
|   |   -------------   |           |               |       |   |   |
|   |                   |           |               |       |   |---|
|   ---------   |-------|   -----   |------------   |----   '   |
|S              |                                   |           |
|--------   ----|                                   |           |
|               |   |   --------|   |---------------------------|
|               |   |           |   |    PS                     |
|   |-------|   '   '--------   |   |   ---------   ---------   |---|
|   |       |                   |   |                           |   |
|   |       |-------|   --------|   |--------------------       |---|
|       |           |                                           |   |
|       |           |                                           |---|
|---------------------------------------------------------------|   |


  Besides the standard GM IIs, there will now be Hi-Zacks running
around in the area. Get the two Energy pacs and then go grab the Shield
Power Up in the bottom. Head up and down the corridor to enter the Boss
chamber to find another Power Reactor. Destroy it to end the stage.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 4
-------

  Starting on Earth as usual the enemies will be, for the majority,
Hi-Zacks on Base Jabbers, and towards the end a few Asshimars will
appear. After you blast into space. The enemies consist mainly of
Galbaldy Betas with a few Marasais and Hi-Zacks here and there, and a
few Messalas towards the end. At the end a Salamis Kai space cruiser
will appear. It hits pretty hard and is pretty accurate, so dodge like
crazy. Hit it six times with your beam cannon and you will board the
ship taking you into side-scroller mode.

-----------------------------------------------------------------------
|     E             |           |                         PR|    BOSS->
|   -------------   |   -----   |   ---------   |   --------|   -------
|                               |               |           |   |   |
|                               |               |--------   |   |   |
|----------------------------   |----   -----               |   |---|--
|                                       |   |               |   |   |
|                                       |   |               |   |------
|----------------   |----   -----   ----|   |---------------|   |
|                   |                           |               |
|S                  |                     T     |               |
|----------------   |----   -----   |   |----   |   ---------   |----
|                                   |   |       |               |
|                                   |   |       |               |
|----------------------------   ----|   |       |--------   ----|------
|                               |                               |   |
|                               |                               |---|--
|   -------------   |   -----   |   ---------   ------------|   |   |
|                   |           |                           |   |---|--
|     E             |           |                         E |   |   |
|----------------------------------------------------------------------

  This area is swarming with GM IIs and Hi-Zacks. There are thre
Energy pacs, so grab them all and the beam rifle power up. Take caution
around the turret in the middle of the area. Fly over it and down
between its shots, or line up your shot before it is on the screen and
fly towards it firing to try and take it down. The boss is a power
reactor, but they placed a ledge sticking out of the left wall, which
makes escaping from the reactors retaliatory fireballs a little more
difficult. Destroy the reactor and the stage will end.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 5
-------

  Starting flying on Earth, as usual. A few Asshimars and Hi-Zacks on
Base Jabbers will pester you, and the blue spires on the ground will
now periodicaly fire at you. At the end the Psyco Gundam will appear in
mobile fortress mode. Hit it once and you you blast into space. In
space you will have to deal with mostly Galbaldy Betas. Towards the end
you will be attacked by an even mixture of Hi-Zacks, Marasais, and
Messalas. At the end you will land on an asteroid.

|----------------------------------------------------------------------
|                               |               |
|   |   ----|   -------------   |   ---------   |--------   -----   |--
|   |       |                 E |                                   |
|   |----   |   ----|   |-------|   ----------------------------|
|                   |   |                   |                 E |
|   -------------   |---|   |   ---------   |   |----------------------
|S                          |                   |
|----   -----   ---------   |   |   ------------|   --------|   -------
|                           |   |                           |
|   |----   ----------------|   |   -------------       |   |-------
|   |                       |               |           |
|       |-------------------|------------   |   |----   |-------   ----
|       |                                       | E
|----------------------------------------------------------------------


---------------------|---|
    |               |   |
--   |   |---|---|   |---|
    |   |   |   |   |   |
----|   |---|---|   |---|
    |   |   |   |   |   |
-----|   |---|---|   |---|
    |   |             \ /
--   |   |       BOSS   o
    |   |             / \
    |   |---|---|---|---|
    |   |   |   |   |   |
-----|   |---|---|---|---|
T       |   |   |   |   |
--------------------------

  The GM IIs and Hi-Zacks are even more voracious. Collect the Energy
packs and move to the boss area. Fly over the turret to avoid its
powerful fire an head up and drop into the reactor room. The reactor is
much more fierce. The fireballs it releases when hit now travel much
faster, and it takes eight hits to be destroyed. Bummer. Line up your
shot with the reactor center, fly towards it and fire once. If you hit
it, fly back into the upper-left corner to try and avoid them. When the
reactor is destroyed the stage will end.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 6
-------

  Cruising on Earth, you will be assaultd by Hi-Zacks on Base Jabbers
and gun turrets on the ground. Towards the end a few Asshimars will
appear, and at the end a Gaplant will arrive. Destroy the Gaplant and
you will blast into space. In space you will be attacked by Hi-Zacks in
the beginning. A few Marasais and Gabthleys will appear towards the
end. At the end an Alexandria cruiser will appear. Hit it nine times
and you will enter it.


|----------------------------------------------------------------------
|                   |                   | E     |
|   |--------       |   -------------   |----   |   ---------   |   ---
|   |                                           |               |
|   |   ---------   ----|----   -------------   |   |   ---------------
|   |                 E |                       |   |
|   |   ----|   --------|   --------------------|   |   ---------------
|S          |                       |       |                       |PS
|--------   |--------   --------|   |   |   |   --------------------|--
|           |                   |       |
|   |----   |   ----------------|   |   |   ---------------------------
|   |                           |   |                   |
|   |------------   |   -----   |   |--------   -----------------   |
|                   |         E |                                   |
|----------------------------------------------------------------------

-----|---------------|---|
    |               |   |
--   |   |---|---|   |---|
    |   |   |   |   |   |
--   |   |---|---|   |---|
    |   |   |   |   |   |
--   |   |---|---|   |---|
    |   |             \ /
-----|   |   |  BOSS    o
    |   |   |         / \
-----|   |----------------
        |   |   |   |   |
-----   |---|---|---|---|
        |   |   |   |   |
---------|---|---|---|---|

  The GM IIs and Hi-Zacks will now be accompanied by Marasais. Grab
all the Energy packs, and the Shield Power Up, and head to the boss
chamber. This fight can be tricky because tehre is a vertical ledge in
the ground which can make manuevering from the reactors fireballs
tricky. Just try to stay in the upper-left corner to evade. Destroy the
reactor to move on to the next stage.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 7
-------

  Starting in waverider mode on earth, you will be confronted by blue
Hi-Zacks on Base Jabbers, and now Marasais on Base Jabbers. At the end
a Gaplant will show up. Destroy it and you will launch into space.
There will mainly be Hi-Zacks and a single Gaplant, with several
Marasais and the occasional Gabthley, Messala, and Hambrabi appearing
towards the end. At the end you will enter an asteroid.

|---------------------------------------------------------------------
|                 E |               *                    /D\
|   |--------   ----|   ---------   |   -------------   |----   ------
|   |                               |                   |
|   '   |   --------|---|   |-------|   -------------   |   |   ------
|       |           |   |   |       |                       |
|----   |   --------|   |   |   |   |--------   ----------------|   --
|S                          |   |   |                   *       |
|--------   |   ------------|   |   |-------|   ------------|   |-----
|           |                               |               |
|   ----------------------------------------------------|   |   ------
|                   |           |                       |   |
|------------   ---------   |   |   -----------------   |   |---------
| E                         |                         E |/D\
|---------------------------------------------------------------------

----------|-----------|---------------|-------|
         |         E |               |   |   |
------|   |   |-------|   |---|---|   |---|---|
     |   |   |       |   |   |   |   |   |   |
---   |   |   |   |   |   |---|---|   |---|---|
         |       |       |                \ /
-------   |       |-------|     BOSS        o
         |               |                / \
----------------------|   |-------------------|
     |               |   |   |   |   |   |   |
---   |------------   |   |---|---|---|---|---|
             |           |   |   |   |   |   |
--|--------   |   -----   |---|---|---|---|---|
 |                 T     |   |   |   |   |   |
--------------------------|---|---|---|---|---|

  The area will again be flooded with Hi-Zacks and Marasais. Grab a
few Energy pacs and head to the upper right. You will encounter your
first moving beam barrier in the top-right. You need to get past it to
continue. It will move up and down on a fixed track. Wait until it
begins to move back up and fly underneath it in Waverider mode.
Continue down, and through another beam barrier in the corridr. Fly
down, but stick to flying at ceiling hieght to avoid the gun turret on
the ground. Fly up and over past the turret. And into the boss room to
fight yet another reactor. Six hits will destroy it.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 8
-------

  On Earth you will be assaulted by red Marasais and blue Hi-Zack
suits on Base Jabbers, and towards the end a few Asshimars, as well as
the guns turrets on the groud. Blast away and soon you will enter
space. In the beginning you get a pretty even mix of Hi-Zacks and
Marasais harrassing you, and towards the end a few Hambrabis and Gaza
C's. At the end a Gwadan class battleship will appear. Hit it eight
times with your beam cannon and you will enter the ship.


|---------------------------------------------------------------------
|                                               | /D\
|   |------------   |----   ---------   |   ----|-------|   -----   --
|   |               |                   |/D\            |
|   |   ---------   |   ----|---|       |--------   |---|   |   ------
|                           |   |                   |       |
|   --------|   --------|   |   |-------|   -----   | * |-----------|
|S          |           |               |           |   |           |
|--------   |           |------------   |-----------|   |   -----   |--
|                                                       |
|       ---------   ----------------|   ----------------|       |   |--
|         T                         |                           |   |
|   ---------   -----------------   |   ---------   |   --------|   |
|                                 E |               |     E         |
|-----------------------------------|---------------|---------------|

--------------------------------------|---|
     *               |               |   |
--|----------------   |   |---|---|   |---|
 |                   |   |   |   |   |   |
--|   -------------   |   |---|---|   |---|
                     |   |   |   |   |   |
---------------------|   |---|---|   |---|
         |           |   |   |         \ /
-----|    |----   |   |   |   |   | BOSS o
    |            |       |       |     / \
-----|   ---------|   |---|-------|--------
          T          |   |   |   |   |   |
---------------------|   |---|---|---|---|
                         |   |   |   |   |
--------------------------|---|---|---|---|

  This place is absolutely swarming with Gaza C's. They move faster
and shoot faster then anything you have encountered yet. After
collecting the Energy pacs, head up to the door (symbolized on the map
by the "/D\" symbol). Taking the door will tansport you to the door it
is linked too. By taking the doors you avoid having to deal with the
beam barriers, which makes your life just that much easier. Head down
and right to the boss room to duel another power reactor. There are two
columns in this room, giving you damn near NO room to maneuver in what-
so-ever. Get behind the first pillar on the bottom, and fly up over the
pillar and blast he ractor, and then fly back down behind the pilar.
You will have just enough room to escape the wrate of the fireballs if
you can get back behind the pillar in time. Six hits will destroy the
reactor so you can move on.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 9
-------

  Back on solid ground, you are getting swarmed by Base Jabbers, and
Asshimars. At the end you will be hassled again by that pesky Gaplant.
Destroy the Gaplant and you will launch into space. In space you will
be engaged by Marasais and Gabthleys out the wazoo, with the occasional
Messala. Towards the end a couple of Barzams and Hambrabi will show up.
At the very end a large blue battleship will appear. Hit it twelve
times and you will enter it.

|---------------------------------------------------------------------
|     E     |                        /D\        |   |             E
|   ----|   |   -----   |   -----------------   |   |   -------------
|       |               |                       |
|----   |--------   |   |----  |----------------|   ---------   |   --
|                   |          |                                |
|   -----   --------|   |------|    ---------   --------|   ----------
|S                  |   |                       *       |
|------------   |   |   |------------   ------------|   |-----------|
|               |       |/D\                        |               |
|   ------------| * ----|------------------------   |-----------|   |
|                                                               |   |
|   -----------------   |   -------------   |   -------------   |   |-
|                       |                   |                 E |
|---------------------------------------------------------------|-----

--------------------------------------|---|---|
 |   |               |               |   |   |
 |   |   |--------   |   |---|---|   |---|---|
     |   |           |   |   |   |   |   |   |
--|---|   |   --------|   |---|---|   |---|---|
 |   |                   |   |   |   |   |   |
--|   |   ----------------|---|---|   |---|---|
 |               | E     |   |            \ /
 |   ---------   |---|   |   |   BOSS      o
 |                   |   |                / \
 |   |---------------|   |-------------------|
     |               |   |   |   |   |   |   |
------|   ---------   |   |---|---|---|---|---|
                         |   |   |   |   |   |
--------------------------|---|---|---|---|---|

  This place is swarming with Barzams and Hi-Zacks. The Barzams pack a
powerful shot. Collect a few energy pack and head up and to the right
to the door. Stand in front the door to get transported to the other
door. Head up and to the right to get to the boss room. The reactors
fireballs now move even faster and with the pillar in the ceiling, this
an even more dangerous problem. Line yourself up by the bottom of the
pillar and the beam in the reactor. Fire at the reactor and head
straight down and you should squeeze just between the fireballs that
come flying at you. Six hits will blow the reactor sky high.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 10
--------

  Back on Earth there will now be Barzams on Base Jabbers, as well as
Marasais on Base Jabbers. At the end the Psyco Gundam will re-appear in
mobile fortress mode and unleash a devastating hail of fire power. Hit
it once and you will go into space. In space you will be attacked by a
mixture of Hi-Zacks, Marasais, and Barzams, with Hambrabis appearing
towards the end. At the end you will enter a colony cylinder.

|-------------------------------------------|-------------------------
|             E                             |             E         |
|   -------------------------------------   |   |-----------|       |
|               |                           |   |           |
|------------   |   ------------|-----------|   |   -----   |---------
|                               |       *
|   -----   --------------------|   ----------------|   -------------
|S                                                  |         T
|----------------   |   ---------   |----   --------|---|   ----------
|                   |               |               |   |       |
|   |   ---------   |--------   |   |   ---------   |   |       |   |-
|   |                           |                       |           |
|   |--------   -----   --------|   ---------   --------|-------|   |
|         T                               T                     |
|----------------------------------------------------------------------

----------------------|---------------|---|---|
                     |               |   |   |
 -----------------   |   |---|---|   |---|---|
                   PS|   |   |   |   |   |   |
----------------------|   |---|---|   |---|---|
 |                   |   |   |   |   |   |   |
 |----   ------------|   |---|---|   |---|---|
 |                   |   |                \ /
--|----------------   |   |      BOSS       o
                     |   |                / \
-------   ------------|   |-------------------|
               T         |   |   |   |   |   |
 --------|   ------------|---|---|---|---|---|
         |               |   |   |   |   |   |
--------------------------|---|---|---|---|---|

  Head to the top to grab the Energy pacs and the Shield Power Up.
Head down and through the beam barrier and stick low to the ground to
get past the gun turret. Drop through the hole and continue to the
right and stick to the ground to avoid the next gun turret and fly up
into the boss chamber. There is nothing in your way in the reactor
chamber and the fire balls seem to actually have slowed down since the
last battle! Destroy it to move on.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 11
--------

  On Earth you will be assualted by Asshimars and Barzams on Base
Jabbers, and towards the end nothing but Hi-Zacks on Base Jabbers and a
Bound Doc in mobile armor mode. After you launch into space you will be
swarmed by an even mixture of Barzams, Marasias and Hi-Zacks. A Messala
will appear towards the end, hit the Messala once and it will explode.
You will then be attacked by a HUGE pink battleship. Hit it fifteen
times and you will enter the battleship.

|-------------------------------|-----------|-----------------------|-
| E                       E     |           |                       |
|--------   --------|-----------|   |-------|   -----------------   |
|                   |               |         E                   E |
|   ----------------|   ---------   |   |   -----   |---------------|
|                                   |   |           |
|------------   |--------   |-------|   |--------   |   -------------
|S              |           |                       |
|---------------|   -----   |   ------------|   ----|   --------------
|                                           |       |
|----------------------------------------   |-------|---|   ----------
|            /D\      T             |                   |       |
|   -----   -----   ---------   |   |   -------------   |----   |   --
|                               |                       |/D\
|-------------------------------------------------------|-------------

--|-------------------|---------------|---|---|
 |                   |               |   |   |
 |   -------------   |   |---|---|   |---|---|
 |                   |   |   |   |   |   |   |
 |----   ------------|   |---|---|   |---|---|
                     |   |   |   |   |   |   |
 |-----------|       | * |---|---|   |---|---|
 |           |           |                \ /
--|   -----   |   --------|----   BOSS      o
             |           |                / \
-------   ----------------|-------------------|
                         |   |   |   |   |   |
-----------   ---------   |---|---|---|---|---|
T                       E |   |   |   |   |   |
--------------------------|---|---|---|---|---|

  Getting here was the hardest part. Fire your beam cannon the second
the area starts to take out a nearby Hi-Zack. Then head up to collect
the Energy Packs to refil your energy. Head to the bottom of the area
and enter the door to be taken to the other side of the level. Grab the
last Energy Pack and head into the boss area. Be careful with the beam
barrier blocking the entrance, it can be tricky to negotiate. Just
enter Waverider mode before going near it and fly under it waiting for
it to move. DO NOT JUMP WHILE YOU ARE UNDERNEATH THE BARRIER!!! It will
tear you apart. Approach the barrier and fly through it. The boss fight
with the reactor is not very tough. In fact the ledge in the chamber
makes it quite easy. Using the ledge coming out of the left wall as a
guide to level yourself with the reactor core, fire upon the rector and
then manuever into the upper-left corner. Be careful as the fireballs
have increased in speed once again. Six hits will dust off the reactor.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 12
--------

 On Earth the main opponant is Barzams on Base Jabbers, with a few
Marasais on Base Jabbers towards the end. You will launch into space
only to be confronted by Barzams and Messalas, with a few Bolinoak
Samaans and several Hambrabis towards the end. After all is said and
down you will enter the asteroid fortress of The Gate of Zedan.

|-----------------------|-------------------------------|-------------
|                       |                               |
|   ------------|   ----|   |--------   -------------   |   |---------
|         E     |           |                           |   |
|   |--------   |--------   |   ---------   --------|---|   |   ------
|   |                             T                 |
|   |   ---------       |---------------|   -----   |   -----   |   --
|S                      |               |           |           |
|------------   |   ----|----           |   --------|   --------|-----
|               |                       |
|   ------------|   -----   |----   ----|---|   ---------   ----------
|                           |               |
|       -----------------   |   ---------   |   -------------   |-----
|        E                    T             |                   |PS
|-------------------------------------------|-------------------|-----

---|-----------------------------------|---------------|---|---|
  |         T                   E     |               |   |   |
---|   |   ---------   -------------   |   |---|---|   |---|---|
      |                               |   |   |   |   |   |   |
----   |-------|   -----   ------------|   |---|---|   |---|---|
              |                       |   |   |   |   |   |   |
------------   |--------------------   |   |---|---|   |---|---|
              |                       |   |                \ /
-------|       |        ---------------|   |       BOSS      o
      |       |                       |   |                / \
----   |   ----|-----------|   -----   |   |-------------------|
      |       *           |     E     |   |   |   |   |   |   |
-------|----------------   |-----------|   |---|---|---|---|---|
                                          |   |   |   |   |   |
-------------------------------------------|---|---|---|---|---|

  This place is crawling with Marasais and Barzams. Start by getting
the two Energy Pacs on the top and bottom and then head straight for
the beam barrier. Go under the beam barrier when it goes up and head to
the right and drop into the hole. Head left to get the Shield Power up
and then head right and into the boss room. Six hits and the reactor
and KER-BLAMMM!!!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 13
--------

  On Earth theres not much to worry about besides Marasias on Base
Jabbers and Asshimars. Towards the end the Bound Doc will show up.
Blast the Bound Doc and you will launch into space. In space you will
be swarmed by Barzams and a Bolinoak Samaan. Destroy the Bolinoak
Samaan and several Marasias, Hambrabis, and Byarlants will begin to
appear. After awhile of blasting you will arrive at the colony laser.

|-------------------------------------------------------------------|-
|         E                                   E                     |
|   |--------       |       ---------   |------------   |   --------|
|   |               |                   |               |
|   |   ---------   |------------       |   --------|   |-------------
|                                                   |             E |
|   ------------|----   |------------   |-----------|---|-----------|
|S              |       |               |               |
|------------ * |       |   ---------   |   --------|   |   ---------
|               |                                   |
|       --------|-------------------|--------   |   |-----------------
|                               *   |           |       L
|   -----------------   -----   |   |-----------|----------------   |
|                               |                                   |
|-------------------------------|-----------------------------------|-

--|-----------------------------------|---------------|---|---|
 |                                 E |               |   |   |
 |   -------------       ------------|   |---|---|   |---|---|
 |                                   |   |   |   |   |   |   |
--|------------   |--------   --------|   |---|---|   |---|---|
                 |                   |   |   |   |   |   |   |
 -------------   |       --------|---|   |---|---|   |---|---|
                                 |       |                \ /
---   |------------ * ----|-------|       |       BOSS      o
     |                   |               |                / \
--|   |       ---------   |   ------------|-------------------|
 |                       |               |   |   |   |   |   |
 |   ----------------|   |------------   |---|---|---|---|---|
 |                   |                   |   |   |   |   |   |
--|-------------------|-------------------|---|---|---|---|---|

  Another stage filled with Marasai and Barzams. Head up from the
start an grab the first Energy pack and the head to the right to get a
second energy pack, then head down and to the right. Just in case you
are wondering, the metalic-colored wall in the area (indicated by an
"L" on the map) is a one-way door. It will open when it is approached
from a certain direction, in this case the right, but it will shut when
you get on the other side. You will not be able to go back through the
door, hence the term one-way! You can however shoot your beam cannon
through the silver door. But wnough about that, you don't need to be
around that door anyway. Head over the area with the silver one-way
door, and then further to the right and down, and then up the tunnel to
get to the boss chamber where you have to destroy another power
reactor. Six shots and it will be destroyed. YAY!!!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 14
--------

  On Earth you will be swarmed by Barzams on Base Jabbers and Marasais
on Base Jabbers. Towards the end Asshimars and a Bound Doc will attack
you. Destroy the Bound Doc and you will launch into space. Back in
space, you will be attacked by Barzams and Marasais and Bound Docs.
Towards the end Hambrabis and a Pallas Athene will show up. Be careful
because the Pallas Athene can easily tear you a new one plus two, so
avoid it like crazy. Soon after that The-O will appear. At the very end
the Jupitris space cruiser will appear. Score twenty direct hits on the
Jupitris with your beam cannon and you will enter the belly of the
beast.

|-----------------------|-------------------|-------------------------
|                       |                   |
|--------   --------|   |   ----|--------   |   -------------   ------
|       I           |           | E         |
|   ------------|   |   -----   |-----------|       |------------   |-
|               |               |                   |               |
|--------   ----|---------------|---|   ---------   |---------------|
|S                                  |                       I
|------------   -----   ---------   |--------   ------------|   ------
|                                   |                       |
|   ----|--------   -----   |----   |---|   ----------------|----   --
|       |                   |           |                   |
|----   |   -------------   |   -----   |----------------   |   ------
| E                                   E                     |
|-----------------------------------------------------------|---------

------|---------------------------|-------------------|---------------|
     | T      /D\                |             E     |               |
---   |---|------------   |-------|   |   ---------   |   |---|---|   |
  /D\|   |               |           |               |   |   |   |   |
------|   |   |   --------|   -----   |       --------|   |---|---|   |
             |           |           |                   |   |   |   |
 ---------   |--------   |-------|   |-------------------|---|---|   |
             |                   |                       |
----------|   |   -------------   |--------------------   |   BOSS
         |                       |                       |
------|   |-----------------------|-----------| * |-------|------------
     |                                       |           |   |   |   |
---   |       ---------   |   -------------   |   -----   |---|---|---|
     |         E         |                               |   |   |   |
--------------------------|-------------------------------|---|---|---|

  The inside of the Jupitris is crawling with mean ol' Barams and
Marasais. Since you probably took a beating getting here head straight
down and get the first energy pac. Head straight to the right and get
the second energy pac, and continue going right and go up. Go all the
way to the top of the area, and then go right. Head to the wall and you
will find a teleporting door. Enter it and you will be transported to
the other side the wall. There will be a turret firing at you the
instant you exit the door, so be prepared to enter Waverider mode and
fly up and to the right until the turret stops firing. Head down and to
the left until you get to the bottom. On the way you will see a laser
barrier (designated by an "I" on the map). DO NOT TOUCH IT!!! Any time
you happen to touch one, you will lose three energy. Which will kill
you pretty quick. You can fire through it, or go through it but you
will be damaged. So just stay away from it. When you get to the bottom,
head to the right. Get the energy pac on the ground, and continue to
the right. When you get to the end, head up through the beam barrier
and continue up to the top of the area to grab the last energy pac.
Then drop down two ledges and head right and up to get into the boss
chamber. There are no surprises during the boss fight. Just nail the
reactor six times with your beam cannon and evade those fire balls it
shoots back when hit, and it will be destroyed.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 15
--------

  On Earth you will be assaulted by Asshimars galore. Nothing but
Asshimars until you launch into space. Once you go into space, you will
be swarmed by Barzams and a Bound Doc. After a while you will be
attacked by Hambrabis and the Pallas Athene. If you destroy the Pallas
Athene, The-O will appear. At the very end, a large red Gwanzan battle
cruiser will appear. Hit it twenty-five times and you will enter it.

|---------------------------------------|-----------------------------
|             E                         |                       *
|   |   ---------   -----------------   |   |   ---------   |---------
|   |                                   |   |               |
|   |----------------   |---------------|   |--------   |   |   ------
|                       |           *                   |
|   ----|   -----   ----|   ----------------|   -----   |------------
|S      |                                   |
|----   |------------------------   |-------|---|   -------------   |-
|       |         T                 |           |                   |
|   ----|   -----   |---------------|   -----   |-----------|   |   |-
|                   |                                       |   |
|   -------------   |   |   -----------------------------   |   |-----
|                       |                             PR    |
|-----------------------|-----------------------------------|---------

--------------------------|---------------------------|---------------|
                         |                           |               |
--------------|--------   |-------|   ------------|   |   |---|---|   |
             |                   |               |   |   |   |   |   |
--------------|   |------------   |   --------|   |   |   |---|---|   |
             |   |               |           |           |   |   |   |
 |-----------|   |   ---------   |-------|   |-----------|---|---|   |
 |                 T                     |               |
--|   --------------------|   ---------   |--------   |   |   |  BOSS
                         |/D\          E |           |   |   |
------|   ---------   |   |---------------|   --------|   |------------
     |               |                                   |   |   |   |
---   |-----------|   |------------   -------------       |---|---|---|
       E         |        /D\                            |   |   |   |
------------------|---------------------------------------|---|---|---|

  There will be Gaza-C's a plenty during this romp through Axis Zeon's
flagship. From the start, head straight up and to the right to get the
first energy pac. From there head all the way down to the bottom of the
area and head to the right to get the beam rifle power up. Head back to
the left and up, destroy the turret hanging from the ceiling.  Turn
right, then go up, turn left and go up and right through the beam
barrier. Head down to the bottom and collect the Energy pac, then head
to the top of the area and head right through the moving beam barrier.
Head to the right and down though the hole. Turn right to avoid having
to deal with a turret, and grab the energy pac, and then head left and
go through the door to be transported to the bottom of the area. When
you exit the teleporting door, head to the right and up to get to the
boss chamber. In the reactor room there is a ledge sticking out of the
ground which can get in the way. Luckily with the beam rifle power up,
the reactor will be blown away in only three shots.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 16
--------

  Again on Earth you will be swarmed by Asshimars. At the end the
Psyco Gundam will appear in mobile fortress mode. Hit the Psyco Gundam
once to destroy it and you will go into space. In space you will be
attacked by several Barzams and The-O. Destroy The-O and you will be
attacked by Gaza-C's. The Qubeley will show up soon after. The Qubeley
is a monster, because it will release funnels, which will appear as
samall light gray dots, and they will fire at you constantly. Just
evade erratically to avoid the funnels. Hit the Qubeley once and you
will destroy it, however the funnels will remain. The Psyco Gundam Mk.
II will now appear in mobile fortress mode. Hit it once to destroy it
and you will enter the asteroid fortress Axis.

|-------------------------------------------|-----------------------|-
|                                           |                       |
|   -----   |----------------------------   |   ---------   |   ----|-
|           |                             E |               |
|--------   |   --------------------|-------|   ------------|   ------
|                                   |                         T
|----   -----   ----------------|---|   --------|   ----------------|
|S                              |               |                   |
|----------------   ------------|   ---------   |---------------|   |-
|                               |                               |
|   -----   -------------   |   |--------   --------|   -----   |----
|                           |                       |           |
|------------------------   |----   -------------   |   ----|---|-----
| E                         |                 T             |
|---------------------------|-------------------------------|---------

------|---------------------------|---|-------------------------------|
     |                 E         |   |                               |
---   |   -----   -------------   |   |----------------   ---------   |
     |                           |                                   |
---   |---|   -----   ------------|   ---------   ----|   ------------|
         |                                 T         |               |
 -----   |-------|       ---------   |-----------|   |               |
                 |                   |           |                   |
--|   ---------   |   ----------------|   -----   |---------------|   |
 |             PS|                                               |   *
 |---------------|   -----------------------------   |--------   |----
                                                     |
-----------   --------|   -------------   ---------   |   -------------
                     |                             E
----------------------|------------------------------------------------

---------------|---|---|
              |   |   |
  |---|---|   |---|---|
  |   |   |   |   |   |
  |---|---|   |---|---|
  |   |   |   |   |   |
  |---|---|   |---|---|
  |                \ /
  |----    BOSS     o
  |                / \
---|-------------------|
  |   |   |   |   |   |
  |---|---|---|---|---|
  |   |   |   |   |   |
---|---|---|---|---|---|

  This place is harder then HELL!!! The only real worry you have here
is the Qubeley... and its endless hordes of funnels!!!! Just getting
here was a pain in the ass enough, but the Qubeley and all the funnels
are overkill. Just stay the hell away from the Qubeley. You can not
destroy it anyway, so if you see it lurking around just stay the hell
away because it is not only powerful, but utterly invincible as well!
The Qubeley's funnels on the other hand can be destroyed, but their
movement is so erratic and they are so small that they are very
difficult to hit. From the start, go up and to the right to get an
energy pac. Then head down to the bottom-left to get anotehr energy
pac. Head to the right and get the shield power-up. Continue to the
right and get the next few energy pacs. Go through the beam barrier to
get to the boss chamber. There is a ledge in the left wall in the
reactor room. You can easily use it as a guide to line up with the
reactor core and then flee into the upper-right corner when the
fireballs come flying back at you. Eight shots will destroy the
reactor.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 17
--------

  On Earth, your back to seeing Barzams and Marasais on Base Jabbers
and a few Gaplant will show up. After a little while you will launch
into space. ZOOOOOOOM!!! In space you will face a legion of Hi-Zacks.
Soon a Messala, and a Pallas Athene will show up. At the end you will
enter a colony cylinder.

|-----------------------|-----------------------|---------------------
|                       |             E         |
|   ----------------|   |   |---------------|   |   ------------|   --
|                   |   |   |               |   |               |
|   -------------   |   |   |   |--------   |   |-------|   |   |-----
|                       |   |   |           |           |   |   I
|   -------------   ----|   |   |   |       |   |   |   |   |   |   |-
|S                      |       |   |           |   |   |   |   |   |
|--------   --------|   |   ----|   |   --------|   |   |   |   |   |
|                   |   |           |               |           |   |
|   ----|--------   |   |----   |   |--------   |   |--------   |---|
|       |           |   *       |               |               |
|-------|   --------|   --------|----   |-------|----   |   ----|   --
|                                       | E             |
|---------------------------------------|---------------|-------------

------|---------------|---------------|---------------|---|---|
     |               |               |               |   |   |
------|   --------|   |   ----|---|   |   |---|---|   |---|---|
     |           |           |   |   |   |   |   |   |   |   |
---   |   |---|   |-------|   |   |   |   |---|---|   |---|---|
     |   |   |           | E |   |       |   |   |   |   |   |
--|   |   |   |   ----|   |---|   |---|---|---|---|   |---|---|
 |       |   |       |   |       |   |   |   |            \ /
 |-------|   |---|   |   |   |   |   |   |---|---| BOSS    o
         |       |   |   |   |   |   |   |   |   |        / \
 |---|   |   |   |   |   |   |   |   |   |---|---|-----------|
 |   |       |               |   |   |   |   |   |   |   |   |
--|   |   |   |--------   ----|   |   |   |---|---|---|---|---|
     | E |                             PR|   |   |   |   |   |
------|---|-------------------------------|---|---|---|---|---|

  The colony is full of Gaza-C's and Barzams. Collect the energy pacs,
and the Beam Rifle Power Up. Head to the boss chamber. The room is
filled with blocks which take up most of the room. But worry not, these
blocks make it incredibly easy. The fireballs move much faster, but if
you level yourself on top of the block and fire at the reactor core in
Waverider mode the fireballs will pass right over and under you.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 18
--------

  On Earth there will be the usual threat of Barzams on Base Jabbers.
At the end you will be atacked by a few Asshimars as well. You will
launch into space soon after, where you will be confronted by legions
of Galbaldy Betas. Been a while since we last saw some of those, huh?
Some pesky Gaplants and Hambrabis will soon show up. Destroy the
Hambrabi and Gaplants and a squad of Hi-Zacks and Marasais and the
Bolinoak Samaan will arrive. At the end a Musai space cruiser will
arrive. Hit it eight times and you will enter it.

|---------------|-----------------------|-----------|-----------------
|               |                       |           |         E
|   ------------|-------|   |--------   |   ----|   |   ------------|
|                       |   |           |       |                   |
| * |   ------------|   |   |-----------|----   |---|   --------|   |
|   |               |                               |           |   |
|   |-----------|   |---|---------------------------|---|----   |   |
|S              |       |                               |       |
|----   |-------|       |---|   ----------------|----   |   ----|   --
|       |                   |        /D\      T |       |
|-------|----------------   |-------------------|   |---|-----------|
|                           |                       |               |
|   ------------------------|   -----      ---------|-----------|   |
|                 E                                             |
|---------------------------------------------------------------|------

--|-------|----------------------------------------------------------
 |       |
 |   |   |-------|-----------------------|   |--------   -----------
 |   |           |PS                     |   |
 |   |--------   |-------|--------   | * |   |-------|   |   -------
 |   |                   |           |   |           |   |
 |   |   |   ----|-------|-----------|   |--------   |   |--------
 |/D\    |       |                       |               |
--|-------|----   |------------   |-------|   ----|-------|   -------
 |       |                       |               |
 |   ----|   |-------------------|   --------|   |   |---|   -------
 |           |                               |   |   |   |
 |   --------|   ----------------------------|   |---|   |   -------
E |                                                     E |
--|-------------------------------------------------------|----------

--|---------------|---|---|
 |               |   |   |
--|   |---|---|   |---|---|
 |   |   |   |   |   |   |
--|   |---|---|   |---|---|
 |   |   |   |   |   |   |
 |   |---|---|   |---|---|
 |   |   |            \ /
--|   |   |----  BOSS   o
     |                / \
--|---|-------------------|
 |   |   |   |   |   |   |
--|---|---|---|---|---|---|
 |   |   |   |   |   |   |
--|---|---|---|---|---|---|

  The Musai is teeming with Barzams and Gaza-C's. At the start, head
up through the moving beam barrier. Head to the right and down, then
left and down to the bottom of the area. Head right, grab the energy
pac, and head up and then left. Make sure you are in mobile suit mode
before you drop into the hole. If you are in Waverider mode transform,
and drop into the hole and head right sticking to the ground. Enter the
door and you will be teleported across the area before the turret
starts firing, that is if you were in mobile suit mode. From the exit,
head down to the bottom of the area, and all the way to the right to
get an energy pac. Turn around and head up and to the right. Enter the
passage in the wall to go up and drop down into the boss chamber.
Inside the reactor room there will be an overhanging platform taking up
a lot of room. Use it to your advantage. Stand on top of the platform
and transform into Waverider mode. Make sure you are just above the
ledge and tap the left and right directions repeatedly while hitting B
to fire your beam cannon and stay over the ledge. The fireballs will
pass harmlessly over and under you if you positioned yourself
correctly, and you will make short work of that reactor. Six hits is
all it takes.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 19
--------

  On Earth, you will be harrassed by Marasais on Base Jabbers and a
Byarlant on a Base Jabber. Destroy the Byarlant on the Base Jabber and
you will move into space. In space, Hi-Zacks, Barzams, and Marasais
await. After awhile you will be swarmed by strictly Marasais. Then two
Gabtheleys, a Byarlants, and a Bound Doc will attack you. Destroy them
and you will enter a colony.

|-------------------------------|-----------|-------------------------
| E                             |           |
|--------------------   --------|   |----   |-------------------| * --
|                               |   |                           |
|   ------------------------|   |   |   --------|   --------|   |----
|                           |   |   |           |           |   |
|----------------   |   |   |   |   |   |   |   |--------   |   |   |
|S                  |   |   | E |       |   |               |   |   |
|------------   |---|   |   |---|   ----|   |---|-----------|---|   |-
|               |       |                   |   |               |   |
|   |--------   |   |   |   -----   |----   |   |   |----   |   |   |
|   |               |               |       |   |   |       |   |   |
|   |-----------|   |---------------|   ----|   |   |-------|   |   |-
|             E |                   |               |/D\  T     |
|---------------|-------------------|---------------|-----------|-----

----------|---------------|---|-------|-------------------|------
      /D\|               |   |       |                   |
--|-------|-----------|   |   | E |   |-----------|----   |------
 |                   |   |   |---|   |           |           *
 |   ----|   |-------|   |           |   |----   |   |   |------
         |   |           |           |   |       |   |   |
 ----|   |---|   |-------|----   ----|   |-------|---|   |------
     |   |       |                       |       |       |
---   |---|   |   |   -----------------   |   |   |   ----|   ---
     |       |                           |   |
 ----|-------|   ----|   |   ------------|   |   |   --------|
                     |   |                   |   |           |
-------------------   |   |----------------   |   |--------   |--
       E             |                       | T
----------------------|-----------------------|------------------

-----|---------------|---|---|
    |               |   |   |
--   |   |---|---|   |---|---|
    |   |   |   |   |   |   |
--   |   |---|---|   |---|---|
    |   |   |            \ /
-|   |   |---|   |  BOSS   o
|       |   |   |        / \
-|---|---|---|---|-----------|
    |   |   |   |   |   |   |
    |   |---|---|---|---|---|
    |   |   |   |   |   |   |
-----|   |---|---|---|---|---|
      PR|   |   |   |   |   |
---------|---|---|---|---|---|

  This place is full of Barzams. From the beginning, go to the top and
bottom of the area to get the energy pacs. Head to the right to the
teleporting door. There is a gun turret covering the opening. In
Waverider mode, tap up and down repeatedly before dropping into the
section with the door to watch for any any Barzam. Take them out with
your beam cannon, and drop down in between the shots from the turret.
Go through the door and when you exit on the other side of the area,
head to the left and down through the hole past the beam barrier. Head
to the bottom of the area and head right, grab the energy pac, then
head up and to the right. Grab the next energy pac at the top of the
area. Continue to the right and grab the Beam Rifle power up at the
bottom of the area. Head to the boss chamber to duel another reactor.
There will be two blocks taking up one-fourth of the room, and a pillar
in the middle of the room. The pillar will make things easy. Stand on
top of the pillar, and transform into Waverider mode. Level with the
pillar and tap left and right while firing your beam cannon. The
fireballs will pass harmlessly around you as long as the Zeta Gundam is
level with the top of the pillar. Eight shots will destroy the reactor.
Four shots if you have the beam rifle power up.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 20
--------

  Back on Earth like always, there will be Barzams on Base Jabbers and
Asshimars swarming you. Towards the end Bound Docs will begin to
appear. You will launch into space soon after. In space you will be
assaulted by Messalas and a Pallas Athene. Destroy the Pallas Athene
and soon you will be attacked by a Barzam squadron and a few Messalas.
At the very end you will be attacked by a Salamis Kai battleship. Hit
it six times and you will enter the battleship.


|-------|-------|-------------------------------------------|---|-----
|       |       | E                                         |   |
|----   |   |   |-----------|----   |---|-------|--------   |   |   --
|       |   |               |       |   |       |           |   |
|   ----|   |-----------|   |   |---|   |   |   |   --------|   |-----
|                       |       |           |   |    PR     |
|   ----------------|   |   |---|   |   |   |   |-----------|   |-----
|S                  |   |   |       |   |   |                   |
|----------------   |   |   |   |   |   |   |       |   --------|   |
|                   |   |       |   |               |               |
|   |----   --------|   |-------|   |------------   |   |   |   ----|-
|   |                                               |   |   |
|   |   |   -------------   ----------------|   ----|   |   |--------
|       |                             E     |           |
|-------|-----------------------------------|-----------|-------------

----------------------------------|-------|-----------|---------------|
                                 |       |           |             E |
------|   ------------|--------   |   |   |   |   |   |   ------------|
     |               | E         |   |       |   |                   |
---   |   --------|   |-----------|   |-------|   |---|   ---------   |
     |           |               |           |       |               |
 ----|   |----   |   ------------|   |---|   |   |   |   |---|       |
         |       |               |   |   |       |   |   |   |
 --------|   |---|------------   |   |   |   |---|   |   |   |   ----|
             |                   |   |   |   |   |       |   |       |
--|   ----|   |   ---------   ----|---|   |   |   |---|   |   |   |   |
 |       |                           |       |       |       |   |
 |----   |-----------|   ------------|   ----|----   |   ----|   |----
                     |     T                    T    |
----------------------|-------------------------------|----------------

-------------------|-------|-----------------------|------------------
                  |       |                       |
  |   |--------   | * |   |-------|   --------|   |   ----|   -------
  |   |           |   |           |         E |   |       |     T
  |   |   |-------|   |-------|   |-----------|   |---|   |   ----|
  |       |       |           |   |                   |   |       |
---|   |   |---|   |--------   |   |   |   --------|   |   |---|   |
      |       |   |           |       |           |       |   |   |
  ----|----   |   |   |   |   |-------|---|----   |       |   |   |--
              |   |   |   |               |       |           |
--------   |   |   |   |   |-----------|   |   |   |-------|   |------
          |           |               |   |   |           |   |
----   |   |-----------|------------   |   |   |--------   |   |------
      |                                   |               |
-------|-----------------------------------|--------------------------

-----|---------------|-------|-------|---|---------------|---|---|
    |               |       |       |   |               |   |   |
-|   |   --------|   |   |   |   |   |   |   |---|---|   |---|---|
|   |           |       |   |   |   |   |   |   |   |   |   |   |
|   |----   |---|-------|   |   |   |   |   |---|---|   |---|---|
            |     PS        |   |   |   |   |   |   |   |   |   |
-----   ----|   |-----------|   |   |   |   |---|---|   |---|---|
            |   |               |       *   |                \ /
--   ----|   |   |-------|   |---|---|-------|   |---| BOSS    o
        |   |           |   |   |   |       |   |   |        / \
-----|   |   |-----------|   |   |   |   |   |---|---|---|---|---|
    |   |                       |       |   |   |   |   |   |   |
--   |   |   ---------   --------|-------|   |---|---|---|---|---|
    |                   I                   |   |   |   |   |   |
---------------------------------------------|---|---|---|---|---|

  This is quite a lengthy level, and it is chock full of Gaza-C's hell
bent on destorying you. In the beginning head up to get the Beam Rifle
Power Up an energy pac, then head straight down and to the right to get
another energy pack. Go down to the bottom and stay high to avoid a
turret on the ground, and when you reach an upward passage pull up
quickly to avoid fire from a turret hanging from the ceiling. Go to the
right and up past the beam barrier, then continue right, and go up and
left to get the energy pac. Go back out and go right. There will be a
turret haging from the ceiling, so fly over the platform it is on, and
come down on its right side so you have a pillar blocking its incoming
fire. Head to the right and up to get the Shield Power Up, then head
back out of the nook the Shield Power Up is in and head to the bottom.
Head right and go up when you see the Laser Barrier. DO NOT TOUCH THE
LASER BARRIER!!! Go up and to the right, slip past the beam barrier and
head up and drop into the boss room. There is a box in the middle of
this reactor room. Stand on top of the box, enter Waverider mode and
just fly back and forth level with the top of the box firing on the
reactor core. You are garunteed to hit, and the fireballs will miss
you. Eight hits will destroy that pesky reactor.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 21
--------

  On Earth you will be assaulted by waves of Asshimars in the
beginning. As the sequence goes on you will be attacked by Barzams on
Base Jabbers and Gaplants. Destroy the Gaplant and you will go into
space. In space you will be attacked by Bolinoak Samaans in the
beginning. Soon Galbaldy Betas, Marasais, and a couple of Gabthleys
will take over the attack. This will be followed by an attack by
Hambrabis and a Pallas Athene. After all that is over with you will
land on an asteroid.

|-------------------------------------------------------------------|-
|                                         T                         |
|   |--------       |       ---------   |------------   |   --------|
|   |               |                   |               |
|   |   ---------   |------------       |   --------|   |-----------|-
|                                                   |               |
|   ------------|----   |------------   |-----------|---|-----------|
|S              |       |               |               |
|------------   |       |   ---------   |   --------|   |   -----------
|               |                                   |
|       --------|-------------------|--------   |   |-----------------
|                         T         |           |   L
|   -----------------   -----   |   |-----------|----------------   |
|PS                             |                                   |
|-------------------------------|-----------------------------------|-

--|-----------------------------------|---------------|---|---|
 |                                   |               |   |   |
 |   -------------   ----------------|   |---|---|   |---|---|
E |                                 E |   |   |   |   |   |   |
--|------------   |--------   --------|   |---|---|   |---|---|
                 |                   |   |   |   |   |   |   |
 -------------   |       --------|---|   |---|---|   |---|---|
                                 |       |                \ /
---   |------------   ----|-------|       |      BOSS       o
     |                   |               |                / \
--|   |       ---------   |   ------------|-------------------|
 |                       |               |   |   |   |   |   |
 |   ----------------|   |------------   |---|---|---|---|---|
E |                   |                 E |   |   |   |   |   |
--|-------------------|-------------------|---|---|---|---|---|

  Thankfully, this board is much much shorter then some of the last
few. This place is packed with Marasais and a few Barzams. From the
beginning, head down to get the shield power up and then head to the
right to get the energy pac. Backtrack to the beginning and then head
up and to the right past a turret to get another energy pac. Head down
and right across the middle of the stage. Get another energy pac and
then head up into the boss chamber. The reactor here fires fireballs
back at a much slower pace then previous bosses, but the room is free
of obstructions. Hit the reactor and fly into the upper-right corner of
the room to escape the fireballs. Six hits and the reactor will be
destroyed.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 22
--------

  On Earth there is nothing but Marasais on Base Jabbers in the
beginning. Towards the end you will be swarmed by Asshimars, and the
Psyco Gundam in mobile fortress mode. You will launch into space soon
after the Psyco Gundam arrives. In the beginning you will be attacked
by three Byarlants, followed by steady waves of Byarlants, Galbaldy
Betas, and Barzams. Two Bound Docs will then show up, followed by
Gaplants and Hambrabis. At the end a brown space cruiser will arrive.
Hit it ten times with your beam cannon and you will enter it.

|-----------------------|-------------------|-------------------------
|PR                     |                   |
|--------   --------|   |   ----|--------   |   -------------   ------
|                   |           |           |
|   ------------|   |   -----   |-----------|       |------------   |-
|               |               |                   |               |
|--------   ----|---------------|---|   ---------   |---------------|
|S                                  |         T             *
|------------   -----   ---------   |--------   ------------|   ------
|                                   |                       |
|   ----|--------   -----   |----   |---|   ----------------|----   --
|       |                   |           |                   |
|----   |   -------------   |   -----   |----------------   |   ------
|         E                                                 |
|-----------------------------------------------------------|---------

------|---------------------------|-------------------|---------------|
     |        /D\    I           |                   |               |
---   |---|------------   |-------|   |   ---------   |   |---|---|   |
  /D\|   |               |           |               |   |   |   |   |
------|   |   |   --------|   -----   |       --------|   |---|---|   |
             |           |           |                   |
 ---------   |--------   |-------|   |-------------------|    BOSS
   T         |                   |                       |
----------|   |   -------------   |--------------------   |------------
         |                     E |                       |   |   |   |
------|   |-----------------------|-----------|   --------|---|---|---|
     |                                       |           |   |   |   |
---   |       ---------   |   -------------   |   -----   |---|---|---|
     |                   |                             E |   |   |   |
------|-------------------|-------------------------------|---|---|---|

  This area is full of lots of pesky Gaza-C's. From the beginning,
head up to the top-right corner of the area to find a beam rifle power-
up. Next, head straight down to the bottom to get a full refil on
ENERGY from one energy pac. SCORE! From where you found the energy pac,
head right until you hit a wall, and then go up. Destroy the gun turret
hanging from the ledge, and go up and right. Go through the moving beam
barrier, and drop down one level and continue right. Head down to the
bottom and to the right, and go up when you reach the end. Go up and to
the right and drop into the boss chamber. There are no helpful or
hurtful obstructions in this room, but with the beam rifle power-up,
the reactor will go down in only four hits. Just fly into the upper-
right corner to avoid the fireballs.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 23
--------

  The stage starts off back on Earth, where you will be swarmed by
Asshimars. Towards the end of the Earth segment you will be attacked by
Marasais on Base Jabbers and an occasional Gaplant. You will launch
into space soon afterwards, where you will be accosted by Gabthleys.
Soon waves of Galbaldy Betas, Barzams, and Marasais. This will soon be
replaced by and attack by The-O, a Bolinoak Samaan, Pallas Athene. Soon
you will enter an asteroid.

|---------------------------------------|-----------------------------
|                         E             |
|   |   ---------   -----------------   |   |   ---------   |---------
|   |                                   |   |               |
|   |----------------   |---------------|   |--------   |   |   ------
|                       |                   I           |
|   ----|   -----   ----|   ----------------|   -----   |------------
|S      |                                   |
|----   |------------------------   |-------|---|   -------------   |-
|       |                           |           |                   |
|   ----|   -----   |---------------|   -----   |-----------|   |   |-
|                   |                                       |   |
|   -------------   |   |   -----------------------------   |   |-----
|         E             |                                   |
|-----------------------|-----------------------------------|---------

--------------------------|---------------------------|---------------|
       E                 |                           |               |
--------------|--------   |-------|   ------------|   |   |---|---|   |
             |                   |               |   |   |   |   |   |
--------------|   |------------   |   --------|   |   |   |---|---|   |
             |   |               |           |           |
 |-----------|   |   ---------   |-------|   |-----------|   |  BOSS
 |                 T                     |               |   |
--|   --------------------|   ---------   |--------   |   |---|--------
                         |/D\            |     T     |   |   |   |   |
------|   ---------   |   |---------------|   --------|   |---|---|---|
     |               |                                   |   |   |   |
---   |-----------|   |------------   -------------       |---|---|---|
               PR|        /D\                            |   |   |   |
------------------|---------------------------------------|---|---|---|

  This stage has Barzams a plenty. From the beginning head up to get
an energy pack, and then down to the bottom of the area to get an
energy pac. You are going to need full health and those energy pacs
should do it. Head to the middle of the area and go to the right. Pass
through the laser barrier. You will be damaged by the barrier, usually
three energy bars, but more if you stay in it longer. So get through as
quickly as possible by walking through it in mobile suit mode instead
of Waverider mode. Drop down to the bottom of the area and head right
to get a beam rifle power up, then head to the very top of the area.
Head right and you will find an energy pac, grab it and continue right.
Drop down when the ledge ends, and go to the right to avoid a gun
turret. Drop down a few more levels and go in the teleporting door.
When you exit the door at the bottom, continue to the right. When you
reach the wall, head up. The wall to the left will block the fire from
a gun turret. Head left and up to the top of the area, the right and
down. Drop into the boss chamber to meltdown another pesky power
reactor. There is a pillar in the floor. Stand on it and transform into
Waverider mode, and using the pillar to line up your shots, fire at the
reactor. If you are lined up properly on top of the pillar the
fireballs will pass harmlessly over and under you making the reactor
core an easy target. Four hits with the beam rifle powered up and the
reactor will be destroyed.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 24
--------

  On Earth you will be attacked by Earth Federation Hi-Zacks on Base
Jabbers. After a few waves you will be attacked by Asshimars and Bound
Docs. You will launch into space after a little while where you will be
assaulted by Gaza-Cs. The Qubeley and its swarms of funnels will show
up soon after. Zig-zag and move eratically to avoid the funnels fire.
Soon a light red battleship will appear. Hit it eight times and you
will enter the battleship.

|-------------------------------------------|-----------------------|-
|                 E                         |                       |
|   -----   |----------------------------   |   ---------   |   ----|-
|           |                             PS|               |
|--------   |   --------------------|-------|   ------------|   ------
|                                   |
|----   -----   ----------------|---|   --------|   ----------------|
|S                              |               |           *       |
|----------------   ------------|   ---------   |   ------------|   |-
|                               |                               |
|   -----   ----------------|   |--------   --------|   -----   |----
|                           |                       |           |
|------------------------   |----   -------------   |   ----|---|-----
| E                         |                 E             |
|---------------------------|-------------------------------|---------

------|---------------------------|---|------------------------------
     |             E             |   |         E
---   |   -----   -------------   |   |----------------   ---------
     |                           |
---   |---|   -----   ------------|   ---------   ----|   -----------
         |                                           |
 -----   |-------|       ---------   |-----------|   |   ---------
                 |                   |           |
--|   ---------   |   ----------------|   -----   |---------------|
 |             E |                                               | E
 |---------------|   -----------------------------   |--------   |--
                                                     |
-----------   --------|   -------------   ---------   |   -----------
                     |                         T
----------------------|----------------------------------------------

-|---------------|---|---|
|               |   |   |
|   |---|---|   |---|---|
|   |   |   |   |   |   |
-|   |---|---|   |---|---|
|   |   |   |   |   |   |
|   |---|---|   |---|---|
|   |                 \ /
|   |----   BOSS       o
    |                 / \
-----|-------------------|
    |   |   |   |   |   |
--   |---|---|---|---|---|
    |   |   |   |   |   |
-----|---|---|---|---|---|

  This area is another HUGE pain in the ass. The Qubeley is back,
running around spamming funnels. Avoid the Qubeley at ALL COSTS!!! You
can NOT destroy it, and it will tear you apart. Just run from it. From
the beginning head to the bottom-left corner of the area and get an
energy pac, and then head back up to the top of the area to get another
energy pac. Go right to get a shield power up and head back down to the
center of the area and go right. Grab the energy pac at the bottom of
the area and then head up. Head right and pass under the moving beam
barrier. Continue to the right, and then head up. Grab the energy pac
at the top of the area, and head back to the center and continue to the
right. Go up to get the next energy pac, and continue to the right. Get
the energy pac and then head up into the boss chamber to destroy your
next reactor. There is a platform in the left wall. Transform into
Waverider mode and use the platform in the left wall to level yourself
with the reactor core. Fire at the core and the fireballs will pass
safely over and under you. As lond as you stay level with the ledge,
and stay in Waverider mode you will make short work of this reactor.
Six hits with the beam cannon are all it takes.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stage 25
--------

  In the beginning you will be swarmed by Asshimars. Soon, Barzams on
Base Jabbers and a blue Gaplant will start to do fly-bys. Destroy the
blue Gaplant and you will launch into space. In space you will be
attacked by Galbaldy Betas, Messalas, and Marasais. Soon a Gaplant, and
a Hambrabi will appear. After awhile only Messalas will appear. Soon
after you will enter a colony.

|-----------------------|-----------------------|---------------------
|                       |                       |
|   ----------------|   |   |---------------|   |   ------------|   --
|                   |   |   |               |   |               |
|   -------------   |   |   |   |--------   |   |-------|   |   |-----
|                       |   |   |           |           |   |   I
|   -------------   ----|   |   |   |       |   |   |   |   |   |   |-
|S                      |       |   |           |   |   |   |   |   |
|--------   --------|   |   ----|   |   --------|   |   |   |   |   |
|                   |   |           |               |           |   |
|   ----|--------   |   |----   |   |--------   |   |--------   |---|
|       |           |   *       |               |               |
|-------|   --------|   --------|----   |-------|----   |   ----|   --
|                                       | E             |
|---------------------------------------|---------------|-------------

------|---------------|---------------|---------------|---|---|
     |               |               |               |   |   |
------|   --------|   |   ----|---|   |   |---|---|   |---|---|
     |           |           |   |   |   |   |   |   |   |   |
---   |   |---|   |-------|   |   |   |   |---|---|   |---|---|
     |   |   |           | E |   |       |   |   |   |   |   |
--|   |   |   |   ----|   |---|   |---|---|---|---|   |---|---|
 |       |   |       |   |       |   |   |   |             \ /
 |-------|   |---|   |   |   |   |   |   |---|---|  BOSS    o
         |       |   |   |   |   |   |   |   |   |         / \
 |---|   |   |   |   |   |   |   |   |   |---|---|-----------|
 |   |       |               |   |   |   |   |   |   |   |   |
--|   |   |   |--------   ----|   |   |   |---|---|---|---|---|
     | E |                             PR|   |   |   |   |   |
------|---|-------------------------------|---|---|---|---|---|

  This area is chock full of Gaza-C's and Barzams. From the start,
head straight down to the bottom of the area and head right. Jump up
when you hit a wall and continue right. Drop back down to the bottom
level and head left to get what is probably a much needed energy pac.
Continue right and go up one level right before the path deadends. Drop
into the hole to get an energy pac. Jump out and continue right to get
a beam rifle power up. Head back to the left, and then up to the very
top of the area. When you get to the top, head right, get the energy
pac, and go up. Drop into the boss room to destroy the power reactor.
There are three boxes taking up room in the left side of the room.
Stand on the top of the box and transform into Waverider mode. This
will give you a clean shot at the reactor core, and allow you to escape
the wrate of the fireballs it shoots back in retaliation. With the beam
rifle power up the reactor will be destroyed in a mere four hits.

  After this stage, and from this point onwards, the areas will begin
to repeat the side-scrolling areas for stages eighteen through twenty-
five every eight stages. If you get destroyed, you will see the credits
roll, but so far I have never seen the game actually end. So this is
where my walkthrough will end. I hope you had fun!



]=========================[ Mobile Suits List ]=======================[


MSZ-006 Zeta Gundam
-------------------
Height: 19.85 meters
Head Height: 18.7 meters
Weight: 28.7 metric tons
Equipped Weight: 62.3 metric tons
Generator Output: 2,020 kW
Thruster Output: 112,600 kg

  The Zeta Gundam will be the unit you pilot in this game. The Zeta
Gundam was one of the A.E.U.G.'s most powerful mobile suits, piloted by
Camille Bidan. Although it was outperformed by many newer model mobile
suits, the Zeta Gundams biosensor easily closed the gap in performance.
The bio-sensor could amplify a Newtype pilots powers several fold,
allowing them to tap their full Newtype potential, and release
terrifyingly powerful abilities from both the Zeta Gundam, and the
pilot. It could also transform into a jet-like Waverider Mode, allowing
increased speed and mobility.


RGM-179 GM II
-------------
Height: 19.1 meters
Head Height: 18.1 meters
Weight: 40.5 metric tons
Equipped Weight: 58.7 metric tons
Generator Output: 1,518 kW
Thruster Output: 62,000 kg

  The GM II was the improved model of the One Year War's mass-prduced
GM mobile suit. The GM II featured improved generator performance,
thrusters and acceleration, and the new panoramic cockpit gave the
pilot a 380-degree view of the entire battlefield. The GM II was the
most mass-produced mobile suit during the Gryps Wars, being fielded by
both the Earth Federal Forces, and their Titans military branch, as
well as captured units being fielded by the A.E.U.G.


RMS-106 Hi-Zack
---------------
Height: 20.6 meters
Head Height: 18.0 meters
Weight: 38.7 metric tons
Equipped Weight: 59.6 metric tons
Generator Output: 1,428 kW
Thruster Output: 64,800 kg

  After the end of the One Year War, the former Zeon mobile suit
specialists were hired by the Earth Federation to design new mobile
suits. One of the first new designs was the Hi-Zack. Based heavily on
the Principality of Zeon's Zaku II, the Hi-Zack featured several
improvments such as stronger and lighter titanium armor, larger fuel
tanks, better thrusters, increased speed, mobility, and acceleration
and a 380-degree panoramic cockpit. However, it did not feature a
generator powerful enough to power beam weaponry. It was mass-produced
heavily by the Earth Federation, which fielded them painted blue, and
the Titans special forces, which fielded them painted green.


RMS-117 Galbaldy ß
------------------
Height: 19.0 meters
Head Height: 19.0 meters
Weight: 36.3 metric tons
Equipped Weight: 56.9 metric tons
Generator Output: 1,507 kW
Thruster Output: 63,200 kg

  Following the defeat of the Principality of Zeon in the One Year
War, the Earth Federation began to design mobile suits based on seized
Zeonic design schematics. One of the mobile suit designs was the MS-17
Galbaldy Alpha, which was redisgned and produced by the Earth
Federation as the Galbaldy Beta. It featuring trimmed down armor for an
increase in mobilty, and had the ability to support beam weapons,
however it was made of inferior metals which gave it lower durability.
All in all it was still on par with the Hi-Zack in terms of all-
pourpose performance.


RMS-108 Marasai
---------------
Height: 20.5 meters
Head Height: 17.5 meters
Weight: 33.1 metric tons
Equipped Weight: 59.4 metric tons
Generator Output: 1,790 kW
Thruster Output: 74,600 kg

  The Marasai was designed by Anahiem Electronics for use by the rebel
faction, the A.E.U.G., however when the Titans began to become
suspicious of Anahiems' loyalties they supplied the Titans with the
Marasai as a means to stay on the Titans good side. The Marasai was a
huge step up in performance from the Hi-Zack. It featured a higher
output power generator giving it the ability to use beam weapons and a
slight increase in speed and maneuverability. It was also constructed
from gundarium alloys giving it far superior durability to mobile suits
made of titanium or steel.


NRX-044 Asshimar
----------------
Height: 23.1 meters
Head Height: 19.3 meters
Weight: 41.1 metric tons
Equipped Weight: 63.8 metric tons
Generator Output: 2,010 kW
Thruster Output: 68,200 kg

  The Asshimar was the first mobile suit ever created that could
accomplish sustained atmospheric flight under its own power. It could
also transform into a mobile armor mode, which resembles a UFO. In this
mode it has gets an incredible increase in air speed and agility. It
also has thick armor, making it impervious to standard small arms fire.


RMS-154 Barzam
--------------
Height: 24.2 meters
Head Height: 19.4 meters
Weight: 40.1 metric tons
Equipped Weight: 62.3 metric tons
Generator Output: 1,670 kW
Thruster Output: 80,400 kg

  B! A! R! Z! A! M! BARZAM!!! B! A! R! Z! A! M! BARZAM!!! The Barzam
was designed as a high performance/low cost unit to replace the already
overwhelmed GM II forces, and the expensive limited production models
already being fielded by the Titans. It was designed to be able to be
able to use parts from other suits, such as the Gundam Mk IIs vulcan
pods, as well as weapons from the Hi-Zack, Marasai, and GM II. However
since it did not have any unique features, the design was decided to be
too plain, so it only saw limited production.


AMX-003 Gaza-C
--------------
Height: 22.5 meters
Head Height: 18.3 meters
Weight: 40.8 metric tons
Equipped Weight: 72.5 metric tons
Generator Output: 1,720 kW
Thruster Output: 79,200 kg

  After the defeat of the Principality of Zeon, the remnants of Zeon
fled into the farther reaches of space to build their forces for a
later attack on Earth. The largest group, which used the asteroid Axis
as a base of operations, developed the Gaza-C. Made from parts from the
construction mobile suits the Gaza-A and Gaza-B, the Gaza-C featured an
extremely simple transformation feature. Overall it was a cheap and
efficient unit, and would be heavily fielded when the Axis Zeon entered
the Gryps War.


PMX-000 Messala
---------------
Height: 30.3 meters
Head Height: 23.0 meters
Weight: 37.3 metric tons
Equipped Weight: 89.1 metric tons
Generator Output: 4,900 kW
Thruster Output: 96,000 kg

  The personal hand-made mobile suit of Paptimus Scirocco, the
Messala, was designed to operate in the intense gravity well around
Jupiter. When Paptimus came back to Earth with the Jupiter Energy Fleet
to make an alliance with the Titans, the high performance of the
Messala was increased with the lesser gravity of Earth not putting the
drag on it. It featured an insane ammount of fire power, and could
transform into a mobile armor mode, giving it a further increase in
speed and performance.


ORX-005 Gaplant
---------------
Height: 25.2 meters
Head Height: 19.8 meters
Weight: 50.7 metric tons
Equipped Weight: 94.2 metric tons
Generator Output: 3040 kW
Thruster Output: 185,000 kg

  Designed as a space combat unit, the Gaplant was found to be just as
effective on Earth as it was in space due to it's incredible speed in
mobile armor mode. It was the fastest mobile suit of its time, and was
able to change its flight path without changing the direction that the
suit is facing due to the movable pivoting active thrusters on its
sides. However the incredible G-force strain it put on its pilots
limited it to being piloted by only the absolute toughest of humans. It
also had an incredibly high fuel consumption rate, which greatly
limited its combat time.


RX-110 Gabthley
---------------
Height: 18.5 meters
Head Height: 18.5 meters
Weight: 32.6 metric tons
Equipped Weight: 56.2 metric tons
Generator Output: 1800 kW
Thruster Output: 25,200 kg

  Another mobile suit designed by Paptimus Scirocco, the Gabthley
featured an extremely powerful weapon called a feyadeen rifle. Perhaps
the most powerful handheld weapon of its time, its incredible strength
made it easily capable of destroying all but the toughest of mobile
suits in a single shot. It also featured pivoting beam cannons on its
shoulders and could also transform into a mobile armor mode, which gave
it a huge boost in speed. However in the end it was deemed much too
expensive, and plans for mass-production were canned.


RX-139 Hambrabi
---------------
Height: 19.9 meters
Head Height: 19.9 meters
Weight: 34.6 metric tons
Equipped Weight: 56.9 metric tons
Generator Output: 1540 kW
Thruster Output: 59,800 kg

  The Hambrabi was an experimental transformable mobile suit deployed
during the Gryps Wars. One of its most unique features was the five
mono-eye cameras located all over its body. The cameras could cover all
angles and allow the Hambrabi to keep track of opponants all around it
in both mobile suit and mobile armor mode. The wing stabalizers gave it
superior mobility which complimented its astonishing speed. It could
carry two beam rifles, and a extendable wire-guided grappling weapon
called a sea serpent, which could deliver an extremly powerful
electrical shock to its victims. It could also be equipped with the
Gabthley's feyadeen rifle, giving it added firepower.


RX-160 Byarlant
---------------
Height: 23.1 meters
Head Height: 18.6 meters
Weight: 34.2 metric tons
Equipped Weight: 54.7 metric tons
Generator Output: 1760 kW
Thruster Output: 86,400 kg

  The Byarlant was a unique mobile suit in the aspect that it was
incredible fast and agile, yet did not have to transform into a mobile
armor mode to achieve it. It mounted high powered thrusters on its
shoulders, back, and waist, making it capable of atmospheric flight
under its own power. Its downside was a lack of weapons, with only two
beam sabers and two mega particle guns mounted in its tiny hands. Due
to this lack of firepower it never saw mass-production.


NRX-055 Bound Doc
-----------------
Height: 29.7 meters
Head Height: 27.3 meters
Weight: 82.7 metric tons
Equipped Weight: 129.4 metric tons
Generator Output: 2,260 kW
Thruster Output: 145,800 kg

  Perhaps the wierdest mobile suit EVER created, the Bound Doc was
able to achieve great speed and manueverability in mobile armor mode.
It featured a psycommu system, which allowed a Newtype pilot to
interface directly with the suit, giving it a substantial increase in
performance. It had a scattering mega particle gun in its left arm,
giving it incredible fire power. Only three of these odd units would be
produced, and all three were destroyed during the Gryps War.


PMX-002 Bolinoak Samaan
-----------------------
Height: 19.9 meters
Head Height: 19.9 meters
Weight: 31.6 metric tons
Equipped Weight: 56.2 metric tons
Generator Output: 1,720 kW
Thruster Output: 40,080 kg

  The Bolinoak Samaan was the third mobile suit designed by Paptimus
Scirocco. Only was one ceated, and it was assigned to a search and
destroy role. It featured sophisticated surveillance equipment in its
head, and forearms, and rocket launchers in its shoulders. Two beam
guns mounted in the large shield on its right arm could also be used as
grappling pincers in close combat. The beam guns could also be removed
and doubled as a beam saber or beam tomahawk.


PMX-001 Pallas Athene
---------------------
Height: 27.4 meters
Head Height: 21.6 meters
Weight: 65.0 metric tons
Equipped Weight: 80.0 metric tons
Generator Output: 1,790 kW
Thruster Output: 76,000 kg

  The second mobile suit designed by Paptimus Scirocco, the Pallas
Athene was designed as a heavy assault mobile suit. It featured several
beam cannons in its torso, and a double beam gun. It could also be
equiped with eight battleship class missiles on launchers attached to
its back, and a shield full of small missile launchers giving this
mobile armor an utterly devastating ammount of firepower.


MRX-009 Psyco Gundam
--------------------
Hieght: 41.0 meters
Head Hieght: 40.0 meters
Weight: 214.1 metric tons
Equipped Weight: 388.6 metric tons
Generator Output: 33,600 kW
Thruster Output: 668,000 kg

  The massive Psyco Gundam was a monster. It was capable of
transforming into a huge mobile armor, which was called the mobile
fortress mode. Using a Minovsky particle craft system it could achieve
atmospheric flight in mobile fortress mode. It had fifteen beam cannons
and mega particle guns giving it a devastating amount of fire power.
When piloted by a Newtype, the psycommu system installed in the Psyco
Gundams cockpit allowed for it to be controlled by thought making it
even more deadly.


MRX-010 Psyco Gundam Mark II
----------------------------
Hieght: 40.74 meters
Head Hieght: 39.98 meters
Weight: 187.8 metric tons
Equipped Weight: 283.9 metric tons
Generator Output: 19,760 kW
Thruster Output: 564,240 kg

  The Psyco Gundam Mk. II features all of the design features of the
original Psyco Gundam but was even deadlier then its predecessor. With
a psycommu system and a psyco-control chair, the massive monster mobile
armor could be controlled by a Newtypes sheer thoughts. It could also
transform into a huge mobile fortess mode. With almost thirty beam
cannons and mega particle guns placed over its body, it could attack
any target at any angle. Its hands also featured large beam sabers, and
could even separate from the arms and be controlled psychichly. The
Psyco Gundam Mk. II also featured two reflector bits, which could be
used to reflect incoming beam fire, or to reflect its own beam fire to
hit targets hiding behind cover. In case of emergency, the Psyco Gundam
Mk. II's head could eject from the main body, and still put up a fight
with two-barrel mega beam gun mounted in the head.


PMX-003 The-O
-------------
Height: 28.4 meters
Head Height: 24.8 meters
Weight: 57.3 metric tons
Equipped Weight: 86.3 metric tons
Generator Output: 1,840 kW
Thruster Output: 135,400 kg

  The-O! The-OooooO! The-O! The final mobile suit created by Paptimus
Scirocco and his personal mobile suit during the last battles of the
Gryps War, the massive The-O still managed to achieve incredible speed
and maneuverability due to the ingenious placement of over fifty apogee
motors and thrusters all over its frame. Although it only had one beam
rifle, and four beam sabers, it still had a few surprises. It had a
hidden pair of arms underneath its front skirt armor, each one capable
of wielding a beam saber. The-O was also equipped with a bio-sensor,
much like the one in the Zeta Gundam, making it extremly deadly in the
hands of a Newtype as powerful as Paptimus Scirocco.


AMX-004 Qubeley
---------------
Height: 18.9 meters
Head Height: 18.4 meters
Weight: 35.2 metric tons
Equipped Weight: 57.2 metric tons
Generator Output: 1,820 kW
Thruster Output: 61,600 kg

  The personal mobile suit of Axis Zeon leader Haman Kahn. The Qubeley
had beam guns mounted in its arms, which could double as beam sabers in
close combat. It also had ten funnels that were stored in its large
tail binder. The funnels, which were small self-contained beam guns
with thrusters, could be deployed from the Qubeley and controlled by
the pilots thoughts by a psycommu sytem installed in the cockpit making
it an incredibly deadly unit.


Base Jabber
-----------

  The Base Jabber is a hovering gun platform for use by terrestrial
mobile suits to gain extra fire power and a huge speed advantage. They
can be seen on earth being ridden by a wide array of suits, such as Hi-
Zacks, Marasais, and Barzams.



]--------------[ Mobile Suit Zeta Gundam Story Synopsis ]-------------[

                              WARNING!!!!

  This section WILL contain several spoilers for Mobile Suit Gundam,
Mobile Suit Gundam 0083: Stardust Memory, and Mobile Suit Zeta Gundam.
If you do not want these shows spoiled, I suggest you quit reading. On
the other hand, if you would like to know the great back-story to this
game, then I implore you, read on. Since Hot Scramble has literally no
actual story present in the game, I thought I could do a story synopsis
for those who are intrigued by what they saw and hunger for more, so
without further adu...

  In the far future, mankind was overpopulating the Earth. The
planet's resources were taxed and it needed a solution, or all of
humanity would suffer and the planet would die. The human race needed a
place to call home for billions of people over-crowding the planet, and
so they reached up. The Universal Century dawned with the construction
of giant orbiting space colonies at gravitational points of stability
around Earth's atmosphere called La Grange points. These clusters of
colonies, called Sides, became home to countless billions of space-
dwelling humans, which became known as spacenoids.

  Over time, insecurity began to arise amongst the colonists.
Spacenoids felt they were being treated unfairly, and being ruled by an
oppressive Earth Government. Talk of self-government for spacenoids
began to circulate, and a powerful political speaker named Zeon zum
Daikun began to work towards a solution that would be beneficial
towards both sides. However, Zeon zum Daikun was assassinated, leaving
a political vacuum. This void was filled by the Zabi family, who
renamed Side 3 the Principality of Zeon after their murdered leader.
They hastily began to build up arms, and would soon declare war on the
Earth Federation in Universal Century 0079.

  The discovery of Minovsky Particles changed the face of war. The
mysterious particle had the effect of jamming radar, sonar, and most
other forms of long-range detection, and communication. Long-range
warfare was rendered completely obsolete. This allowed for the creation
of the mobile suit as the ultimate combat weapon. With its mobile suit
fleet, the forces of the Principality of Zeon easily dealt devastating
blows to the Earth Federal Forces, invading Earth and conquering most
of North America. Without mobile suits over their own, the Earth
Federal Forces could not effectively combat the Zeon. However without
more resources, and with their supply lines stretched to the breaking
point, the Zeon could not deal a decisive death blow to the Earth
Federation to win the war, and so it drug on.

  For seven months the war raged, neither side gaining sway for long,
but the Earth Federation was producing mobile suits of its own. Soon,
three prototype units were made along with a new generation battleship
to transport them. The mobile suit carrier White Base arrived at Side 7
to pick up the experimental mobile suits, but the transport came under
attack from a scouting party lead by one of Zeon's top mobile suit ace
pilots, Char Aznable, the "Red Comet". Looking for a way to save the
people in the colony, a young boy named Amuro Ray climbed into the
cockpit of the Federations experimental mobile suit, the Gundam. Using
the Gundams incredible power, Amuro was able to repel the attack and
evacuate the survivors of the attack to White Base. Commanded by a
young captain named Bright Noa they fled the colony, with Char Aznable
hot on their heels.

  Over the following months, the Federation began to mass-produce
mobile suits. At the cost for poorer performance for superior numbers,
the Federation's mobile suits were able to over run the Zeon and
eventually push them back into space. As the war continued, the
rivalries of Char and Amuro grew. Neither one able to defeat the other,
and they began to grow, and soon they both realized that they were
special. They were Newtypes.

  The existamce of humans in space caused them to evolve many new
traits. Telepathy, an increased sense of empathy for others, and
superior reactions compared to a normal human, among several other
traits. Humans who developed such extrodinary traits were called
Newtypes. Amuro and Char both realized their abilities as Newtypes, and
both fell in love with a young girl named Lalah Sune, who was also a
Newtype. Hoping to use Lalah as a way to help defeat Amuro, Char
trained her to be a soldier. Amuro tried to dissuade her from fighting,
but he accidentally killed her in an attempt to kill Char. This only
worsened the amount of hatred Char and Amuro felt for each other.

  Time after time the Zeon were defeated by the Federations superior
numbers. As the month of December drew to a close, the Battle of
Solomon was lost and the Zeon prepared to make their last stand at the
asteroid fortress of A Baoa Qu. In this battle Amuro Ray finally
managed to defeat Char Aznable, but the Gundam was destroyed and Char
escaped. Wanting revenge for his murdered father, Char revealed himself
as Casval zum Daikun, the long lost son of the martyered former Zeon
leader Zeon zum Daikun. Char takes up arms and kills Kycilia Zabi, the
last remaining ruler of the Zabi family. With its ruling family
eliminated, Zeon Prime Minister Darcia Bahkarov signed a peace treaty
with the Earth Federation, ending the One Year War.

  Several extremist members of the former Principality of Zeon fled
after their defeat at the Battle of A Baoa A Qu, hoping to gather
strength and renew conflict after time. Char Aznable fled with one such
group of renegade Zeons to the asteroid city of Axis. Another such
renegade group was the Delaz Fleet, commanded by Aguille Delaz. In
Universal Century 0083 the Delaz Fleet launched Operation Stardust, in
which they were able to steal the Earth Federation's Gundam prototype
GPO-2A, a Gundam that was armed with a nuclear warhead. Anavel Gato
"The Nightmare of Solomon", a former Zeon ace, sought to atone for
Zeon's humiliating defeat at the Battle of Solomon by using the Gundam
and its nuclear payload to obliterate the Federation Fleet. The Earth
Federal Forces was staging a military revue near the asteroid of
Solomon, which they had renamed Konpei Island, and fell easy victim to
the GPO-2A and its nuclear warhead, destroying or crippling much of the
Federal Forces space fleet.

  Having successfully dealt a severe blow to the Federal Forces, the
Delaz Fleet could now carry out its true objective: To drop a colony
onto Earth. The Delaz Fleet was able to hi-jack a colony during
transportation and during an intense battle above Earth's atmosphere
they successfully dropped it onto Earth. However due to the
intervention of Anavel Gato, it missed the Federation's main military
base in Jaburo, South America and landed in mid-western North America.
The Delaz Fleet was all but utterly defeated in ensuring the success of
the colony drop, and although the drop succeeded, the remaining Delaz
Fleet members had to flee to the asteroid Axis or face certain death at
the hands of the Federation.

  After the embarrassing incident caused by the Delaz Fleet, the Earth
Federation allowed for the formation of a radical military branch
called the Titans. The Titans duty was to hunt down remaining Zeon
renegades, and to suppress anti-Earth Federation sentiments throughout
the colonies. However, the Titans proved to be a vicious organization
and gas a colony during a peaceful protest, killing all three million
inhabitants of the colony.

  The Titans are able to cover up the evidence of the gassing, but
several spacenoid groups find out about this. Soon the Anti-Earth Union
Group is formed to attempt to over throw the oppression of the Titans.
A familiar-looking man named Quattro Bagina joins the cause for the
A.E.U.G. Due to the backing of several wealthy companies that are
suffering under the wrath of the Titans, the A.E.U.G. is able to rebel
effectively with supplied mobile suits and battleships of its own. They
are even able to steal several of the Titans own mobile suits and
battleships. During a raid on a colony in Side 7, Quattro Bagina is
able to steal two Titans prototype Gundam Mk. II's, along with a stow-
away boy named Camille Bidan. Having gotten into a fight with a Titans
officer, Camille used the A.E.U.G.'s attack to escape custody and hide
in the cockpit to avoid apprehension. Sensing natural talent, Quattro
decides he can become an A.E.U.G. pilot.

  Hoping to exploit Camille to get his stolen Gundam back, Titans
commander Bosque Ohm uses Camille's parents as bait. The A.E.U.G. uses
this situation to steal the third Gundam Mk. II, but both of Camille's
parents are killed in the process, leaving Camille with an extreme
hatred for the Titans. The A.E.U.G heads to the moon to meet with one
of its supporters, and to pick up supplies.

  The A.E.U.G. steals several Federation cruisers while at the moon,
and they began the process of planning an invasion of the Federation's
base at Jaburo. On the way to Earth they rescue Bright Noa from a
mysterious mobile armor piloted by an even more mysterious man named
Paptimus Scirocco. With the addition of an experienced ship captain
like Bright, the A.E.U.G. becomes even stronger.

  The A.E.U.G. drops some of its mobile suit forces over Jaburo where
they meet up with little resistance. After successfully taking over the
base, the A.E.U.G. learns that it was practically abandoned, and they
learn why. The Titans had expected their attack and had deserted the
base, except for an armed nuclear warhead waiting for the A.E.U.G.
forces. Upon discovering the bomb, the A.E.U.G. forces scramble to flee
Jaburo, hi-jacking several transport planes and barely making it out
before the base disappears in a nuclear fireball.

  The A.E.U.G. forces meet up with the Karaba military group, an
allied Earth-based anti-Titans group who agrees to launch as many
A.E.U.G. pilots as they can back into space on an antiquated space
shuttle. The launch is successful, and the A.E.U.G. leaves its mobile
suits behind for Karaba, who was in desperate need of supplies. Camille
stays behind, where he meets former One Year War ace pilot Amuro Ray.
Together they help Amuro escape from house arrest and fight of the
pursuing Titans forces. They fly across the ocean to Hong Kong.

  In Hong Kong, Camille meets a young blue-haired girl named Four
Murasame. They develop feelings for each other almost instantly.
Unfortunately, Four is the pilot of the Titans massive monster mobile
armor, the Psyco Gundam. Refusing to kill Camille, Four assists them in
escaping back into space where they rejoin the main A.E.U.G. forces.
Upon Camille's arrival they have a surprise waiting for him, the Zeta
Gundam.

  The Titans begin to strengthen their forces. They take over the
asteroid fortress of A Baoa Qu and rename it the Gate of Zedan. They
then begin to convert the colony Gryps into a giant laser cannon in an
attempt to easily crush the A.E.U.G. forces. They also inlist the help
of the devious Paptimus Scirocco from the Jupiter Energy, who swears a
blood oath to assist the Titans. The Titans invade the lunar city of
Von Braun, and take complete control of the entire Earth Federation
military. Now unrivaled, the Titans begin to gas several colonies that
are considered to be a haven for A.E.U.G.-sympathizers. The founder of
the A.E.U.G. is tracked down and assassinated, and as he dies he tells
Quattro Bagina to reveal that he is truly Char Aznable and to step up
to lead the A.E.U.G.

  The remaining Zeon fleet arrives soon after with their asteroid home
of Axis in tow. The A.E.U.G. and Titans are both eager to inlist the
Axis Zeon as allies, but Haman Kahn, leader of the Axis Zeon, and
Mineva Zabi, the eight-year-old last remaining member of the Zabi
family, choose to meet with Char first. Haman reveals Char was just a
spy for Axis all along, but Char accuses Haman of using Mineva as a
puppet to get the power she wants, destroying all chances of an Axis
Zeon alliance with the A.E.U.G.

  The A.E.U.G. heads to Africa where they assist Karaba in attacking
the Titans base in Mount Kilamanjaro. Camille and Four are reunited,
but Four is killed by her fellow Titans while she helps Char and
Camille escape, which deeply hurts Camille. The fortress falls and the
A.E.U.G. moves on and captures the Federation capital at Dakar, where
Char gives a televised speech about the Titans evil-doing while the
Federation congress is held hostage. The Federation parliament is
swayed by Char's speech and withdraws its support of the Titans.

  Enraged, the Titans step up their colony gassing and begin to fire
the Gryps 2 colony laser, destroying several more colonies. The Titans
decide to destroy Anaheim Electronics and Von Braun along with it for
their support of the A.E.U.G. Anaheim Electronics becomes frantic, and
at the last minute strikes a deal with Haman Kahn and the Axis Zeon. In
exchange for destroying the Gryps 2 colony laser, Anaheim would make
sure that Side 3 would return to control of the Zabi family. Haman
attacks Gryps 2, but decides she would rather take control of the
colony laser for herself rather than destroy it.

  She then goes to the Gate of Zedan to negotiate with the Titans.
Negotiations break down and the Titans fleet attempts to overtake the
Axis Zeon fleet, Haman commands that the Axis Zeon to ram the Axis
asteroid into the The Gate of Zedan. This causes the Titans fleet to
scatter and a second round of negotiations pick up. The second try at
establishing a deal also quickly collapse, and using the chaos to his
advantage, Paptimus Scirocco kills Titans leader Jamitov Heiman, and
takes control of the Titans for himself, blaming Jamitovs' death on
Haman.

  The A.E.U.G. attacks Gryps 2 and seizes it from Haman's Axis Zeon,
and Haman orders Axis to crash into the moon. They fire the laser to
prevent Axis from crashing into the moon, and an all out battle ensues
around the colony laser between the A.E.U.G. forces, the Titans, and
Haman's Zeon. Scirocco enter Gryps 2 and attempts to disable it, but he
is soon caught up in a mass battle between Char, Haman, and Camille.
The four of them duel while the main Titans fleet closes in. Ordering
his pilots to get out of the way, Bright decides to fire Gryps 2 to
destroy the Titans fleet. Scattering after the blast from Gryps 2,
Camille and Paptimus, and Haman and Char pair off to finish their
duels. Haman corners Char in the wreckage of a crippled space cruiser.
Haman asks Char to join her once more, but Char refuses and opts to
destroy the ship instead. Meanwhile Camille and Paptimus continue to
fight. Realizing that the spirits of loved ones are fighting with him,
Camille unleashes his Newtype power, which disables Paptimus Sciroccos'
bio-sensor in The-O, rendering the suit motionless. Camille transforms
the Zeta Gundam into Waverider mode and crushes the Waveriders'
nosecone straight through The-O's cockpit, killing Scirocco. As he
dies, Paptimus unleashes a final surge of Newtype power, cursing
Camille with his last breath. His sheer Newtype power amplified by his
malice, Paptimus attacks Camille's mind, reducing him to a vegetable.

  With the Titans completely defeated, the A.E.U.G. recalls its
pilots, and the unconscious Camille is retrieved as the A.E.U.G. forces
head to Side 1. Haman gathers up her forces and heads back to the
asteroid Axis to attempt to plan her next moves, and Char's wrecked
mobile suit is seen drifting through space with the cockpit hatch
opened...



]-----------------------------[Thanks]--------------------------------[

-GameFAQs for kicking that much ass! (And hopefully posting this FAQ.)

-Yoshiyuki Tomino for creating the Mobile Suit Gundam universe!

-The Coca-Cola Corporation for deciding to once again produce Cherry
Coke!

-My new keyboard, for not sucking like my old keyboard!

-The Muse who inspired me to write this jibberish!

-And especially you, who are reading this. I hope it helps!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This document is copyrighted to [email protected], that's me, and
this document may NOT be altered, reproduced, sold for profit, or
especially plagiarized in any way shape or form without my permission,
which you won't get so don't ask. As of tonight August 13, 2002,
GameFaqs is authorized by my decree to display this document for public
use. If I find out that my hard work (well not really hard, but you sit
here and try doing this) is being ripped off I will be forced to take a
rather unhappy legal action, plus Ill just plain find you and hurt you.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++