==============================================
Kidou Senshi Gundam Senki: Lost War Chronicles
==============================================
Version 1.0
Intro - (INTRO)
Controls - (CNTRL)
Main Characters - (MCHAR)
Wingmen - (WINM)
Support Officers- (SPOF)
Upgrades - (UPGD)
Weapon Types - (WEAT)
Map - (MA!P)
Missions - Earth Federation Space Forces (EFSFM)
- Principality of Zeon (ZEONM)
Mobile Suits - Earth Federation Space Forces (EFSFMS)
- Principality of Zeon (ZEONMS)
Mobile Armors - Principality of Zeon (ZEONMA)
Ships -(SHIPS)
- Earth Federation Space Forces
- Principality of Zeon
Fighters, Tanks
and Other - (FTO)
- Earth Federation Space Forces
- Principality of Zeon
Tips and Glitches (TIGL)
Level Scores (LS)
Thanks (THX)
Legal (LEW)
================
Intro (INTRO)
================
I wrote this FAQ because I felt that this game deserved a more complete one.
The game follows both sides during the conflict that will be later called the
One Year War.
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================
Controls (CNTRL)
================
These controls are for the main game, most of the menus have english text.
Left - Turn the MS to the left, double tap to dash left
Right - Turn the MS to the right, double tap to dash left
Up - Walk forward,
Down - Makes the MS walk backwards, double tap to dash left
L1 - Strafe to the left, double tap to dash
R1 - Strafe to the right, double tap to dash
L2 - Lock-on or Lock-off of enemies
Square - Fire main weapon/Switch to main weapon
Triangle - Attack with melee Weapon/Switch to melee weapon
X - Jump using thruster power, hold down to go farther
Circle - Use Shield/Guard
R2 - Displays Sub Menu
R2+Triangle - Sub-Weapon - The units sub-weapon's attack
R2+Square - Special - Special Attack, hold to charge for more power
R2+Circle - Ally - Change ally support
R2+X - Heavy - Ram Attack that stuns MS temporarily
Left Analog - Move camera and changes movement direction
Right Analog - Change lock-on target
L3 - Switch camera view between fixed view and free range view
R3 - Zoom in behind MS
Start - Displays map during missions, this also pauses the game
Select - Switch radar type (Normal/Long)
=======================
Main Characters (MCHAR)
=======================
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EFSF
----
Noel Underson - Noel is you comms officer. She informs you of updates during
missions and talks about your performance after missions.
Annie Brebig- She is the mechanic and repairs all the MS.
Rachel Milsteen - Informs you of promotions.
Larry Radley - One of your two wingmen. He has brown hair and eyes.
Anish Roffman - Your other wingman. He has blonde hair and blue eyes.
John Kowen - Your commander. He is later placed in charge of the Gundam Project
in 0083.
----
Zeon
----
Yuki Nakasato - Zeon's comms officer. She informs you of updates during
missions and talks about your performance after missions.
May Kauwin - This young girl is actually your mechanic on the Zeon side.
Jane Contie -
Garsky Zinobiev - One of your two wingmen. He is always seen wearing a headset.
Jake Gunns - Your other wingman. He always wears a normal suit.
Douglas Rodin - The Zeon's base Commander. An older guy.
=======================
Support Officers (SPOF)
=======================
Communications Officer - Informs you of new MS upgrades and some upgrades.
Affected by mission ranking.
Mechanic - Affected by Life Remaining. Appears around mission 4.
Secretary - Informs you of promotions and other events. Affected by Sucess Rate.
Appears around mission 6.
===============
Upgrades (UPGD)
===============
Upgrades are unlocked after performing well enough in a certain area. (Rank, HP
or success rate). Upgrades affect all MS.
Communications Officer
+Enemy HP
+Long Range Radar
+Enemy Lock-on
Mechanic
+Thusters
+HP
====================
Map and Radar (MA!P)
====================
The map and radar works the same regardless of what side you are on.
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Allies
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MS are light blue
Ships, tanks, fighters and turrets are green
Targets are blue
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Enemies
-------
MS are orange
Ships, tanks, fighters and turrets are yellow
Targets are red
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Cursor
------
green - locked on
yellow - enemy hit
orange - enemy knocked down, cannot take damage
==============
Wingmen (WINM)
==============
Regardless of the side you choose, you have 2 wingmen. You can choose the unit
and weaponry that they use for the mission. You can also leave a wingman
behind by pressing Square on their unit at the MS select screen.
------------
Ally Support
------------
One triangle followed by two - Allies follow along behind you
Two triangles followed by one - Allies move in front of you
3 triangles pointing in different directions - Allies move independently
Machine Guns: Rapid fire is possible by holding down the square button. They
have large ammo clips but due very little damage per shot.
Beam Rifles/Cannons/Guns: Beam weapons function similar to thrusters, in that
they have an overheat bar. They have a small green bar that increases in size
with every shot. If the bar becomes full, it will turn red and you must wait
for it to decrease fully before you can fire again. Beam weapons automatically
recharge though.
Bazookas: A Bazooka round explodes on contact causing damage to surrounding
objects as well to the target. They reload automatically after the clip is
emptied. Two or three continuous hits on a MS will knock it down. 10 is the
usual ammo clip.
Cannons: Cannons fire a single round at a target and will knock them down with
one or two shots. Cannons do decent damage but have low ammo clips.
Vulcans: Vulcans, like beam weapons have an overheat bar but a very short
range. Otherwise they work like small machine guns and are generally mounted
in the units head.
Melee Attacks: All but one mobile suit have a close combat 3-hit combo. These
have a very short range, but do not run out of ammo and do heavy damage. They
range from claws, heat hawks/swords to beam sabres.
Shields: All units have some form of a shield, even if it is just putting its
arm in front of it. Shield strength goes from green, yellow, orange, red and
eventually turns black, in which it breaks. The unit then takes more damage
from attacks. If the shield breaks from a melee attack the unit stutters,
otherwise they fall down when it breaks.
============
MOBILE SUITS
============
MS Code
Name: MS Name
Usage: Whether a single unit exists or multiple units
Suit
Armour: How much damage the unit can take before it is destroyed.
Thruster: How fast you move by using the thrusters. Also affects how long you
can use the thrusters before they overheat.
Power: Affects the strength of the special attack
Mobility: How fast the MS can move
Special: Whether or not the special attack is based on the weapon or unique to
the MS
Pilots: Who pilots the unit in versus mode
Cost: How much the unit costs to use in versus mode
Weapon Name
Skill: Affects the weapons ammo and how fast it reloads
Power: How much damage each shot does
Ammo: Number of rounds the weapon can fire before it needs to be reloaded
Rate: How fast the weapon fires individual shots and how it fires them
Reload: Time it takes to reload
Special: What the special attack is
Special Ammo: Number of rounds the special attack has
Special Reload: Time for the special to reload
Details: A bit of info on the weapon
======================================
Earth Federation Space Forces (EFSFMS)
======================================
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RGM-79
------
Name: GM
Alternate Colours: White Dingos (Mobile Suit Gundam: Rise from the Ashes)
Usage: Multiple
Beam Spray Gun
Skill: Medium
Power: Medium
Ammo: Overheat bar (7)
Rate: Single, Slow
Reload: Medium/Long
Special: Charged Shot
Special Ammo: 3
Special Reload: Very Long
Details: The main weapon of the GM. Not as powerful as a beam rifle, but still
a good weapon.
Hyper Bazooka
Skill: Medium
Power: Medium
Ammo: 10
Rate: Single, Slow
Reload: Medium
Special: Super Shot
Special Ammo: 3
Special Reload: Very Long
Details: The same bazooka that the Gundam uses. Does less damage than the
beam spray gun, but can fire more consistently as you don't have to wait for
it to cool down.
Sub weapon: 60mm Vulcan Gun x2
Power: Low
Ammo: Overheat bar
Rate: Automatic, Very Fast
Reload: Fast/Very Long
Details: Fires 2 rounds alternating from each gun. Weak, but has a lot of
ammo before overheating. This is a standard weapon for most Federation MS.
Melee Attack: Beam Sabre
Pros: Balanced abilities
Cons: Weakest Federation unit
Overall: The GM should only be used until you get something better or want a
challenge.
Unlock: Default
The mass-produced version of the RX-78-2 Gundam. It is the main mobile suit
of the Federation. It lacks the more expensive features of the gundam such as
the core fighter and luna-titanium armour. This unit was the reason why the
Federation won the war.
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RGM-79[G]
---------
Name: GM [G]
Alternate Colours: GM [G] Sniper (08th MS Team)
Usage: Multiple
Suit
Armour: Medium
Thruster: Medium
Power: Low
Mobility: Great
Special: Weapon Based
Pilots: Karen Joshua, Philip Hughes
Cost: 50
100mm Machine Gun
Skill: High
Power: Low
Ammo: 40
Rate: Automatic, Fast
Reload: Fast
Special: Rapid Fire
Special Ammo: 3
Special Reload: Very Long
Details: A decent weapon with a lower ammo clip than other machine guns.
180mm Cannon
Skill: Medium
Power: Medium
Ammo: 4
Rate: Single, Slow
Reload: Fast
Special: Special Shot
Special Ammo: 1
Special Reload: Fast
Details: Good weapon except for its low ammo, it also knocks enemies down too
easily.
Sub weapon: Grenade
Power: Medium
Ammo: 8
Rate: Single, Slow
Reload: Medium
Details: A short range thrown grenade. It does decent damage but has a very
short range.
Melee Attack: Beam Sabre
Pros: Decent stats
Cons: No beam weapon, cannon has low ammo
Overall: Though it lacks decent weapons, the GM [G] is strong stat wise for
an early suit. I would have preferred the bazooka gun over the cannon.
Unlock: Complete 2 missions/destroy 10 MS
The mass-production model of the Ground Combat Gundam. It has Luna Titanium
Alloy for armour and uses more conventional weapons. Production was stopped in
favour of the standard GM.
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RGM-79D
-------
Name: GM [D Type]
Alternate Colours: Arctic Base colours (0080)
Usage: Multiple
Suit
Armour: Low
Thruster: Low
Power: Low
Mobility: Low
Special: Weapon Based
Pilots: Philip Hughes, Karen Joshua
Cost: 35
Beam Gun
Skill: Low
Power: Medium
Ammo: Overheat bar (7)
Rate: Single, Slow
Reload: Medium/Very Long
Special: Charged Shot
Special Ammo: 3
Special Reload: Very Long
Details: A new beam weapon designed for the GM Command series. It is slightly
better than the beam spray gun.
90mm Machine Gun
Skill: Very High
Power: Low
Ammo: 50
Rate: Automatic, Fast
Reload: Fast
Special: Rapid Fire
Special Ammo: 3
Special Reload: Very Long
Details: A machine gun that is unique to this GM. It features an unusable
grenade launcher underneath the barrel.
Sub weapon: 60mm Vulcan Gun x2
Power: Low
Ammo: Overheat bar
Rate: Automatic, Very Fast
Reload: Fast/Very Long
Details: Same head vulcans as a lot of other units.
Melee Attack: Beam Sabre
Pros: Better than the regular GM
Cons: Still not that powerful
Overall: You'll use this after the first stage, and maybe instead of the
GM [G] later on.
Unlock: Complete mission #1
A GM designed for cold weather. It is based off of the GM Command and its
performance is greater than the standard GM. Seen only once defending the
Federation's Arctic base against Zeon's Cyclops Team.
--------
RGM-79SP
--------
Name: GM Sniper Custom II
Alternate Colours: White Dingos (Mobile Suit Gundam: Rise from the Ashes)
Usage: Multiple
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Weapon Based
Pilot: Master Pierce Rayer
Cost: 65
Long Range Beam Rifle
Skill: Low
Power: High
Ammo: Overheat bar (4)
Rate: Single, Medium
Reload: Medium/Very Long
Special: Sniper Shot
Special Ammo: 3
Special Reload: Very Long
Details: This large beam rifle is one of the strongest weapons in the game.
Sub weapon: 60mm 2-Barrel Vulcan Gun Pod
Power: Low
Ammo: Overheat bar
Rate: Automatic, Very Fast
Reload: Fast/Long
Details: A vulcan pod attached on the right side of this GM's head. It
functions the same as other vulcan guns except it only fires from the right
side.
Melee Attack: Beam Sabre
Pros: Extremely strong main weapon
Cons: Weak armour
Overall: A fast unit with a powerful main weapon. You'll probably be using
either this or the [G] Gundam before you beat mission #10.
Unlock: Complete 7 missions/destroy 35 MS
Another unit based on the GM Command. It was designed for long range attacks,
though it functions well in a general role. This MS was the strongest GM of
the war and was produced in limited numbers during the last few weeks.
---------
RX-79BD-1
---------
Name: GM Blue Destiny
Alternate Colours: Blue Destiny 3 (Mobile Suit Gundam: Blue Destiny)
Usage: Single
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Fires its chest missiles and machine guns
Special Ammo: 2
Special Reload: Long
Pilots: Yu Kajima, Philip Hughes
Cost: 75
100mm Machine Gun
Skill: Medium
Power: Low
Ammo: 40
Rate: Automatic, Fast
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: The same machine gun as the other [G] units. Use it if you like
machine guns.
Beam Rifle
Skill: High
Power: High
Ammo: Overheat bar (6)
Rate: Single, Slow
Reload: Medium/ Very Long
Special: -
Special Ammo: -
Special Reload: -
Details: A beam rifle designed for the [G] series of mobile suits. It has good
power.
Sub weapon: 60mm Vulcan Gun x2
Power: Low
Ammo: Overheat bar
Rate: Automatic, Very Fast
Reload: Fast/Long
Details: Yep, the same vulcans.
Melee Attack: Beam Sabre
Pros: EXAM System, high stats
Cons: Must have <50% of energy gone to use the EXAM system
Overall: Stronger than the other ground type units and it has the EXAM OS,
giving it tons of thruster power when activated.
Unlock: Rank at least a "B" on all missions
The first Federation MS with the EXAM system installed. Its frame is based on
the [G] series and uses their line of weaponry.
-----
RX-75
-----
Name: Guntank
Alternate Colours: Blue and Light Blue
Usage: Multiple
Suit
Armour: High
Thruster: Low
Power: Low
Mobility: Low
Special: Fires its Cannons twice
Special Ammo: 2
Special Reload: Very Long
Pilots: Hayato Kobayashi, Philip Hughes
Cost: 40
BOB Missile
Skill: High
Power: Low
Ammo: 24
Rate: Medium, Automatic
Reload: Medium
Special: -
Special Ammo: -
Special Reload: -
Details: Fires a single missile from each arm. Not bad if there is some range
between you and your opponent, otherwise use it for immobile targets.
Sub weapon: Cannon x2
Power: Medium
Ammo: 8
Rate: Single, Slow
Reload: Long
Details: A pair of 180/120mm cannons that are actually the main weapon of the
Guntank, you should be using these most of the time.
Note: Instead of a Melee weapon the Guntank has machine guns and are used by
the triangle button.
Melee Attack: Machine Gun
Power: Low
Ammo: 40
Rate: Very Fast, Automatic
Reload: Fast
Details: Main weapon of the MP version. It can easily eat away at an enemy's
armour.
Pros: 2 main weapons, strong sub-weapon.
Cons: Slow, no close combat attacks.
Overall: Don't underestimate the Guntank. It can inflict heavy damage quickly
even though it moves very slowly. Just play one of the Jaburo missions on the
Zeon side to see how annoying they can be.
Unlock: Default
The Guntank is the first unit of the V Project. It is more of a tank than a
MS and is intended for long range support.
-------
RX-77-2
-------
Name: Guncannon
Alternate Colours: Blue
Usage: Multiple
Suit
Armour: Medium
Thruster: Low
Power: Medium
Mobility: Low
Special: Fires its 240mm Cannons
Special Ammo: 8
Special Reload: Medium
Pilots: Kai Shiden, Terry Sanders Jr.
Cost: 60
Sniper Beam Rifle
Skill: Medium
Power: Medium
Ammo: Overheat bar (6)
Rate: Medium
Reload: Medium/Very Long
Special: -
Special Ammo: -
Special Reload: -
Details: Special beam rifle used only be the Guncannon.
Sub weapon: 60mm Vulcan Gun x2
Power: Low
Ammo: Overheat bar
Rate: Very Fast
Reload: Medium/Very Long
Details: You should know how these work by now.
Melee Attack: Punch
Pros: Good for ranged attacks
Cons: Slow and weak close combat attacks
Overall: The Guncannon is best used for support, though it can fight well on
its own. It’s not fast so watch your thruster bar.
Unlock: Complete 3 missions/Destroy 20 MS
The second unit of the V project, it focuses on mid-range combat and has
larger cannons than the Guntank. It was the first unit to feature head
vulcans and the second to use a beam rifle. Oddly enough the Guncannon does
not use its backpack thrusters, only its foot thrusters...
--------
RX-79[G]
--------
Name: Gundam [G]
Alternate Colours: GM [G] (08th MS Team)
Usage: Multiple
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Weapon Based
Pilots: Terry Sanders Jr., Karen Joshua
Cost: 60
100mm Machine Gun
Skill: High
Power: Low
Ammo: 40
Rate: Fast
Reload: Fast
Special: Rapid Fire
Special Ammo: 3
Special Reload:
Details: Standard ground machine gun, same as the GM[G]'s.
Beam Rifle
Skill: Medium
Power: Medium
Ammo: Overheat bar (6)
Rate: Fast
Reload: Medium
Special: Charged Shot
Special Ammo:
Special Reload:
Details: A mass production beam rifle used mainly by the [G] units.
180mm Cannon
Skill: Medium
Power: Medium
Ammo: 4
Rate: Slow
Reload: Fast
Special: Special Shot
Special Ammo: 1
Special Reload: Medium
Details: Same cannon used by the GM [G]. Knocks enemies down easily.
Sub weapon: Flash Flare
Power: - (Distracts close enemies)
Ammo: 3
Rate: Very Slow
Reload: Medium
Details: Blinds close enemies for a few seconds. More useful than you'd
think and great for close combat.
Melee Attack: Beam Sabre
Pros: Good power and weapon choice
Cons: Heavy reliance on main weapon
Overall: Pretty much the best MS you can use before IF Mode. Weaker only to
the other Gundam units and the BD-1. It also has a good weapon selection.
Unlock: Complete 7 missions/destroy 40 MS
Supposedly made from leftover parts of the RX-78-1 Prototype Gundams at
Jaburo. These Gundams are specifically built for ground combat and lack the
core block system and look of the RX-78-2.
------------
RX-79[G]Ez-8
------------
Name: Ez8
Alternate Colours: GM [G] (08th MS Team)
Usage: Single
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Fires head machine guns, chest vulcan and the main weapon
(3 shots for beam rifle, 2 shots for 180mm cannon, barrage for machine gun)
Special Ammo: 2
Special Reload: Very Long
Pilot: Shiro Amada
Cost: 65
180mm Cannon
Skill: Medium
Power: Medium
Ammo: 4
Rate: Single, Long
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: Same as the Ground Gundam
Beam Rifle
Skill: Medium
Power: Medium
Ammo: Overheat bar [6]
Rate: Single, Long
Reload: Medium
Special: -
Special Ammo: -
Special Reload: -
Details: Same as the Ground Gundam
100mm Machine Gun
Skill: High
Power: Low
Ammo: 40
Rate: Automatic, Fast
Reload: Medium
Special: -
Special Ammo: -
Special Reload: -
Details: Same as the Ground Gundam
Sub weapon: 35mm Head Machine Gun x2
Power: Very Low
Ammo: Overheat bar
Rate: Very Fast
Reload: Fast/Long
Details: Work the same as vulcans
Melee Attack: Beam Sabre
Pros: Stronger than the Ground Gundam
Cons: Can only have one team member use it
Overall: A decent MS that will most likely be outclassed by the time you get
it.
Unlock: In mission #4, if Norris appears in a MS-07B-3, defeat him with a
RX-79[g] (if only). You must also use the RX-79[g] a certain number of times.
After Shiro's Ground Gundam was heavily damaged during its encounter with the
Apsalus 2, it was rebuilt into the Ez8. It is slightly lighter with better
designed armour and its thrusters and generator have also been upgraded. It
now has 35mm head machine guns as well.
Suit
Armour: High
Thruster: High
Power: High
Mobility: High
Special: Weapon Based
Pilots: Amuro Ray, Char Aznable
Cost: 100
Beam Rifle
Skill: Medium
Power: High
Ammo: Overheat bar [6]
Rate: Single, Medium
Reload: Medium/Very Long
Special: Charged Shot
Special Ammo: 3
Special Reload: Very Long
Details: The weapon that revolutionized MS combat and the primary weapon of
the Gundam.
380mm Hyper Bazooka
Skill: Medium
Power: High
Ammo: 10
Rate: Single, Medium
Reload: Long
Special: Special Shot
Special Ammo: 3
Special Reload: Very Long
Details: An alternate to the beam rifle that is much stronger than the GM's
hyper bazooka.
Hyper Hammer
Skill: Low
Power: Perfect
Ammo: Infinite
Rate: Single, Fast-Long (Depends on Distance Thrown)
Reload: -
Special: Super Throw
Special Ammo: -
Special Reload: -
Details: A crude weapon that can inflict heavy damage. Just remember that it
has to return before you can use it again.
Sub weapon: 60mm Vulcan Gun x2
Power: Low
Ammo: Overheat bar
Rate: Fast
Reload: Fast/Long
Details: The second unit to use this head mounted weapon.
Melee Attack: Beam Sabre
Pros: Everything
Cons: None
Overall: Great unit, use it to pwn
Unlock: Complete Mission #10
THE Gundam and the centerpiece of the V Project. Though it was designed for
close combat, the Gundam is better suited as a general purpose unit. For its
time, it was the best of the best.
---------
RX-78NT-1
---------
Name: Alex Gundam
Alternate Colours: Nu Gundam (Char's Counterattack)
Usage: Single
Suit
Armour: Very High
Thruster: Very High
Power: Very High
Mobility: Very High
Special: Gatling Gun
Special Ammo: 6
Special Reload: Very Long
Pilots: Christina Mackenzie, Amuro Ray
Cost: 130
Alex Beam Rifle
Skill: Medium
Power: High
Ammo: Overheat Bar [6]
Rate: Single, Medium
Reload: Medium/ Very Long
Special: -
Special Ammo: -
Special Reload: -
Details: This weapon was actually never used by the Alex, as it did all of its
fighting inside a colony.
Sub weapon: 60mm Vulcan Gun x2
Power: Low
Ammo: Overheat bar
Rate: Fast
Reload: Medium/Very Long
Details: The classic and somewhat overused head weapon
Melee Attack: Beam Sabre
Pros: Better than the RX-78-2 and RX-78-6
Cons: None
Overall: Powerful in every aspect, it is second only to the GP01.
Unlock: Rank "S" on mission #13 and have a high rank
This gundam was designed for Newtypes, specifically Amuro Ray.
-------
RX-78-6
-------
Name: Mudrock Gundam
Alternate Colours: White and Light Purple
Usage: Single
Suit
Armour: Very High
Thruster: High
Power: Best
Mobility: High
Special: Fires 300mm Cannons
Special Ammo: 6
Special Reload: Very Long
Pilot: Agar
Cost: 120
Weapons:
Beam Rifle
Skill: Medium
Power: High
Ammo: Overheat bar
Rate: Single, Medium
Reload: Medium/ Very Long
Special: -
Special Ammo: -
Special Reload: -
Details: A custom beam rifle unique to this game.
Sub weapon: 60mm Vulcan Gun x2
Power: Low
Ammo: Overheat bar
Rate: Very Fast
Reload: Medium/Very Long
Details: ...
Melee Attack: Beam Sabre
Pros: Better Armour and weaponry than the RX-78-2
Cons: Slower than the RX-78-2
Overall: It makes up for its slow speed with its high armour and power.
Unlock: Rank "S" in mission #10 and #11
The 6th Gundam incarnation. It has cannons like a Guncannon and was later
modified to hover in a similar fashion to the Dom.
Weapons:
GP Beam Rifle
Skill: Medium
Power: High
Ammo: Overheat bar [6]
Rate: Medium
Reload: Medium/Very Long
Special: Charged Shot
Special Ammo: 3
Special Reload: Very long
Details: A new beam rifle designed for the GP series.
Sub weapon: 60mm Vulcan Gun x2
Power: Low
Ammo: Overheat bar
Rate: Very Fast, Automatic
Reload: Medium/Very Long
Details: Still the ever popular head weapon.
Melee Attack: Beam Sabre
Pros: Best Mobile Suit in the game
Cons: Takes a while to unlock
Overall: It's the best, period.
Unlock: Rank at least an "A" on all missions
The first MS of the Gundam Project designed by Anaheim Electronics. It is an
update on the basic design of the original Gundam using new technology from
UC 0083.
------
MS-06J
------
Name: Zaku II J (Land Combat Type)
For Stats, see entry in Zeon section
Unlock: Complete 7 missions
A captured Zaku II. As long as you do not lock on or use a weapon, you
can wander around as long as you like. It seems to be more of a gimmick than
anything else.
=============================
Principality of Zeon (ZEONMS)
=============================
------
MS-05B
------
Name: Zaku I
Alternate Colours: Topp Custom (08th MS Team)
Usage: Multiple
Suit
Armour: Worst
Thruster: Worst
Power: Worst
Mobility: Very Low
Special: Hand Grenade
Special Ammo: 6
Special Reload: Medium
Pilots: Gadem, Topp
Cost: 20
Zaku Machine Gun
Skill: High
Power: Low
Ammo: 48
Rate: Fast, Auto
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: The standard weapon of the Zaku, though it is also commonly used by
other MS.
Zaku Bazooka
Skill: Medium
Power: Medium* (Actual power is low)
Ammo: 10
Rate: Medium, Single
Reload: Medium
Special: -
Special Ammo: -
Special Reload: -
Details: A 280mm bazooka designed at the same time as the Zaku II.
Sub weapon: Cracker Grenade
Power: Low
Ammo: 8
Rate: Very Slow
Reload: Long
Details: A two phase hand grenade that has a secondary explosion.
Melee Attack: Heat Hawk
Pros: Umm... slightly faster than the Acguy
Cons: Everything
Overall: Easily the weakest Mobile Suit. Fun to use though.
Unlock: Default
The Zaku B type was an upgrade of the A type and was used as a stopgap while
the Zaku II was being developed. Once the Zaku II became the standard MS, this
old Zaku was phased out and regulated to non-combat roles.
------
MS-06J
------
Name: Zaku II [J Type]
Alternate Colours: Desert (0083)
Usage: Multiple
Suit
Armour: Very Low
Thruster: Very Low
Power: Very Low
Mobility: Very Low
Special: Fires 3 leg missiles
Special Ammo: 5
Special Reload: Very Long
Pilots: Gene, Bernie Wiseman
Cost: 25
Zaku Machine Gun
Skill: High
Power: Low
Ammo: 48
Rate: Fast, Auto
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: The main weapon of the Zaku and the bane of Federation ships and
tanks alike.
Zaku Bazooka
Skill: Medium
Power: Medium* (Actual power is low)
Ammo: 10
Rate: Medium, Single
Reload: Medium
Special: -
Special Ammo: -
Special Reload: -
Details: The other main weapon used by Zakus.
Magella-Top Gun
Skill: Low
Power: Medium* (Actual power is low)
Ammo: 4
Rate: Slow, Single
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: A cannon modified from the Magella Top Tank for use by a MS.
Sub weapon: Cracker Grenade
Power: Low
Ammo: 8
Rate: Very Slow
Reload: Long
Details: A two-phase grenade. It will knock down an enemy MS if both
explosions hit it.
Melee Attack: Heat Hawk
Pros: Decent weapon selection, better than Zaku I.
Cons: Still not powerful
Overall: Not a great unit, as it's outclassed by nearly everything.
Unlock: Default
A modified Zaku II for land combat. Its appearance is 99% identical to the
Zaku II F.
-------
MS-06Fs
-------
Name: Zaku II [Fs Type - Garma Zabi Custom]
Alternate Colours: Zaku II (Mobile Suit Gundam)
Usage: Single
Suit
Armour: Medium
Thruster: Low
Power: Low
Mobility: Low
Special: Weapon Based
Pilots: Garma Zabi, Visch Donahue
Cost: 35
Zaku Machine Gun
Skill: High
Power: Low
Ammo: 48
Rate: Fast, Auto
Reload: Fast
Special: Rapid Fire
Special Ammo: 3
Special Reload:
Details: The standard Zaku machine gun, again.
Magella-Top Gun
Skill: Low
Power: Medium* (Actual power is low)
Ammo: 4
Rate: Single, Slow
Reload: Fast
Special: Special Shot
Special Ammo: 1
Special Reload: Medium
Details: The same weapon used by the Zaku II.
Sub weapon: 40mm Head Machine Gun x4
Power: Low
Ammo: Overheat bar
Rate: Very Fast
Reload: Medium/Very Long
Details: Acts the same as vulcans
Melee Attack: Heat Hawk
Pros: Better than standard Zaku
Cons: Weaker than the S type
Overall: By the time you get this, you'll have much better MS. Its head
machine guns are good if you like head vulcans.
Unlock: Destroy over 50 MS and obtain a rank of Major AND complete mission #10
A modified Zaku II used by Garma Zabi. Its unique feature is that it has 40mm
head machine guns.
------
MS-06S
------
Name: Zaku II [S Type - Char Custom]
Alternate Colours: Zaku II (Mobile Suit Gundam)
Usage: Single
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Weapon Based
Pilots: Char Aznable, Norris Packard
Cost: 40
Zaku Machine Gun
Skill: High
Power: Low
Ammo: 48
Rate: Fast, Auto
Reload: Fast
Special: Rapid Fire
Special Ammo: 3
Special Reload:
Details: Standard
Zaku Bazooka
Skill: Medium
Power: Medium* (Actual power is low)
Ammo: 10
Rate: Medium, Single
Reload: Fast
Special: Special Shot
Special Ammo: 3
Special Reload: Very Long
Details: Standard Zaku bazooka. Its attack power is shown to be higher than
it actually is.
Sub weapon: Cracker Grenade
Power: Low
Ammo: 8
Rate: Very Slow
Reload: Long
Details: A two phase grenade that can knock down enemies.
Melee Attack: Heat Hawk
Pros: Good stats.
Cons: Still not as good as the Dom.
Overall: This is the strongest Zaku variant in the game, though that isn't
say much.
Unlock: Complete mission #10
A Zaku with greater thruster power and performance intended for high ranking
officials and ace pilots. This unit is in Char's personal colours.
-------
MS-06FZ
-------
Name: Zaku II [FZ Type]
Alternate Colours: Zaku II FZ Non-Fritz Helm (0080)
Usage: Multiple
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Low
Special: Sturm Faust
Special Ammo: 6
Special Reload: Medium
Pilot: Bernie Wiseman
Cost: 40
MMP-80 90mm Machine Gun
Skill: Max
Power: Low
Ammo: 60
Rate: Fast, Auto
Reload: Fast
Special: Rapid Fire
Special Ammo:
Special Reload:
Details: A new model machine gun. Has a higher ammo capacity and that’s it.
Sub weapon: Hand grenade
Power: Low
Ammo: 8
Rate: Single, Slow
Reload: Medium
Details: A new style grenade that is stored on its left hip armour.
Melee Attack: Heat Hawk
Pros: Fast and powerful when you get it.
Cons: No Bazooka
Overall: Not half bad to use early on as an alternative to the Gouf. It has
more armour than the S Type.
Unlock: Complete 3 missions/destroy over 12 MS
The last production type of the Zaku. It was also part of Zeon's Uniformity
Project.
------
MS-07B
------
Name: Gouf
Alternate Colours: Zaku II M (Mobile Suit Variations)
Usage: Multiple
Suit
Armour: Medium
Thruster: Low
Power: Medium
Mobility: Medium
Special: Stronger Heat Rod
Pilots: Ramba Ral, Norris Packard
Cost: 40
Finger Vulcan Gun
Skill: Medium
Power: Low
Ammo: 8
Rate: Fast, Auto
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: A really bad weapon that should be used to take out tanks and other
weak enemies.
Sub weapon: Heat Rod
Power: Medium
Ammo: Infinite
Rate: Medium-Long
Reload: -
Details: A whip like weapon that can stun enemies and eventually knock them
down. Good to use before attacking with the heat sabre.
Melee Attack: Heat Sabre
Pros: Great close combat abilities
Cons: Horrible main weapon
Overall: The Gouf relies on its close combat abilities, and should only be
used for them.
Unlock: Complete 2 missions/destroy over 5 MS
A new MS specially made for ground combat. It focuses on close combat with
its heat sabre and heat rod and has 5 machine guns for fingers on its left
hand. It was phased out in favour of the Dom.
--------
MS-07B-3
--------
Name: Gouf Custom
Alternate Colours: Gouf Flight H8 Type (08th MS Team)
Usage: Single
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Stronger Heat Rod
Special Ammo: Infinite
Special Reload: Infinite
Pilot: Norris Packard
Cost: 45
Gatling Gun
Skill: Medium
Power: Low
Ammo: 8
Rate: Fast, Auto
Reload: Very Fast
Special: -
Special Ammo: -
Special Reload: -
Details: A 3-barrel gun attached to its left hand.
Sub weapon: Heat Rod
Power: Medium
Ammo: -
Rate: Slow
Reload: -
Details: A refinement of the original heat rod. It has a magnet on the end to
attach to enemies and shock them.
Melee Attack: Heat Sabre
Pros: Slightly stronger Gouf. Looks cool.
Cons: Can only use one, no proper gatling gun, still has poor ranged weaponry.
Overall: Good for close combat and that’s it about it.
Unlock: Rank at least an "A" on mission #5
A redesign of the standard Gouf. It has better overall performance than the
standard Gouf and has a new set of weapons.
Alternate Colours: Zaku II (Mobile Suit Gundam)
Usage: Single
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Fires Leg Missiles and Arm Grenades
Special Ammo: 2
Special Reload: Medium
Pilot: Nimbus Schterzen
Cost: 70
Arm Grenade
Skill: Medium
Power: Low
Ammo: 16
Rate: Medium, Single
Reload: Medium
Special: -
Special Ammo: -
Special Reload: -
Details: Best used for taking out tanks and other small targets
Sub weapon: 6-Tube Leg Missile Launcher
Power: Low
Ammo: 8
Rate: Medium, Automatic
Reload: Fast
Details: Slightly stronger than its main weapon
Melee Attack: Heat Sabre x2
Pros: Deadly melee attacks including a 4-hit combo instead of a 3-hit, EXAM
system.
Cons: Horrible main weapon.
Overall: Another close combat MS.
Unlock: Rank at least a "B" on all missions
Zeon's EXAM MS. Similar to the Gouf in that it focuses on close combat.
-----
MS-09
-----
Name: Dom
Alternate Colours: Arctic (White, Black and Blue)
Usage: Multiple
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Weapon Based
Pilots: Gaia, Adamsky
Cost: 55
Giant Bazooka
Skill: Medium
Power: Medium
Ammo: 10
Rate: Medium, Single
Reload: Medium
Special: Special Shot
Special Ammo: 3
Special Reload: Very Long
Details: A 360mm bazooka that is the standard weapon of the Dom.
MMP-78 Machine Gun
Skill: High
Power: Low
Ammo: 48
Rate: Fast, Auto
Reload: Fast
Special: Grenade Launcher
Special Ammo: 6
Special Reload: Long
Details: A variant of the Zaku machine gun. It has an attached grenade
launcher underneath the barrel.
Sub weapon: Spread Beam Gun
Power: - (Stuns nearby enemies temporarily)
Ammo: 3
Rate: Very Slow, Single
Reload: Medium
Details: Good for setting up a melee attack
Melee Attack: Heat Sabre
Pros: Strong bazooka, good armour.
Cons: Long 3 hit combo, should be faster.
Overall: A good MS to use, though it has an odd melee attack combo.
Unlock: Complete mission #4/destroy 25 MS
The Dom has jet engines in its legs allowing it to hover at high speeds
despite its large size. It replaced the Gouf as the new Earth MS. The Dom is
actually a lot faster than it is in this game.
-----------
MS-09F/trop
-----------
Name: Dom Tropen
Alternate Colours: Desert (0083)
Usage: Multiple
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Sturm Faust
Special Ammo: 6
Special Reload: Long
Pilots: Gaily/Adamsky? old dude, Bob
Cost: 60
Raketen Bazooka
Skill: Medium
Power: Medium
Ammo: 10
Rate: Medium, Single
Reload: Medium
Special: -
Special Ammo: -
Special Reload: -
Details: The largest and most powerful bazooka developed during the OYW.
MMP-80 Machine Gun
Skill: High
Power: Low
Ammo: 60
Rate: Fast, Auto
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: A new model machine gun that fires smaller rounds at a faster speed.
Sub weapon: Spread Beam
Power: -
Ammo: 3
Rate: Very Slow, Single
Reload: Medium
Details: Stuns close enemies temporarily
Melee Attack: Heat Sabre
Pros: Better than the regular Dom.
Cons: Bad melee combo.
Overall: Despite a bad melee combo, the Tropen is a very good MS.
Unlock: Complete mission #10/destroy 50 MS
A Dom Funf modified for desert use. A few were used during the attack on the
Torrington Base in 0083 and some more were part of the Kinbareid forces.
------
MSM-04
------
Name: Acguy
Alternate Colours: Blue and Light Blue
Usage: Multiple
Suit
Armour: Medium
Thruster: Low
Power: Medium
Mobility: Worst
Special: Fires a rocket from each tube of its 6-tube rocket launcher
Special Ammo: 4
Special Reload: Very Long
Pilots: Akahana, Mikhail Kaminsky
Cost: 30
Mega-Particle Cannon
Skill: Low
Power: Medium
Ammo: Overheat Bar [4]
Rate: Medium, Single
Reload: Medium/VERY, VERY Long
Special: -
Special Ammo: -
Special Reload: -
Details: Good power, just be sure not to overheat it.
Sub weapon: 105mm Head Vulcan x4
Power: Very Low
Ammo: Overheat bar
Rate: Very Fast, Auto
Reload: Fast/Long
Details: Same as vulcans
Melee Attack: Claw
Pros: Okay weapons, its teh ACGUY!
Cons: Slowest MS
Overall: The Acguy really needed the rocket launcher as a sub-weapon. It's
overall as good as a Zaku II which it is based on.
Unlock: Complete mission #4/destroy over 15 MS
Another amphibious mobile suit. It shares many internal parts with the Zaku II
and has a wide variety of built in weapons.
------
MSM-03
------
Name: Gogg
Alternate Colours: Blue and Off White
Usage: Multiple
Suit
Armour: High
Thruster: Low
Power: Medium
Mobility: Low
Special: Weapon Based
Pilots: Bob, Mikhail Kaminsky
Cost: 40
Mega-Particle Cannon
Skill: Low
Power: High
Ammo: Overheat Bar [3]
Rate: Slow, Single
Reload: Medium/ Very Long
Special: Charged Shot
Special Ammo: 2
Special Reload: Very long
Details: A pair of beam cannons located in the Gogg's chest. They are strong
but have a long recharge time.
Sub weapon: Chest Torpedoes
Power: Low
Ammo: 12
Rate: Medium, Semi
Reload: Medium
Details: Also located in its chest, they can quickly destroy enemies.
Melee Attack: Claws
Pros: Strong weapons and armour
Cons: Moves like a rock, horrible overheating on main weapon and thrusters.
Overall: If you can manage the horrible speed, it can be rather deadly
Unlock: Complete 2 missions/Defeat over 5 MS
The first successful amphibious MS and the first Zeon MS to use a proper beam
weapon. It holds water to cool off its generator.
------
MSM-07
------
Name: Z'Gok
Alternate Colours: Zaku II (Mobile Suit Gundam)
Usage: Multiple
Suit
Armour: Medium
Thruster: Low
Power: Medium
Mobility: Medium
Special: Weapon Based
Pilots: Akahana, Steiner Hardy
Cost: 45
Mega-Particle Cannon
Skill: Low
Power: Medium
Ammo: Overheat Bar [3]
Rate: Slow, Single
Reload: Medium/Long
Special: Charged Shot
Special Ammo: 3
Special Reload: Very long
Details: Fires a shot from both cannons or only one while strafing.
Sub weapon: Head Missile Launchers
Power: Low
Ammo: 18
Rate: Fast, auto
Reload: Medium
Details: Very useful while boosting.
Melee Attack: Claws
Pros: Faster than both the Gogg and Acguy. Decent weapons.
Cons: Slightly weak melee attacks.
Overall: Better than the other basic amphibious models. It should only be used
in water.
The best mass-produced amphibious MS. It uses internal fans to cool off its
generators when out of water.
-------
MSM-07S
-------
Name: Z'Gok [S Type]
Alternate Colours: Brownish-Red
Usage: Single
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Weapon Based
Pilot: Char Aznable
Cost: 50
Mega-Particle Cannon
Skill: Low
Power: Medium
Ammo: Overheat bar [3]
Rate: Slow, Single
Reload: Medium/Very Long
Special: Charged Shot
Special Ammo: 3
Special Reload: Very long
Details: Fires a shot from both cannons or only one while strafing.
Sub weapon: Head Missile Launchers
Power: Low
Ammo: 18
Rate: Fast, Auto
Reload: Medium
Details: Very useful while boosting
Melee Attack: Claws
Pros: Faster than standard model and Z'Gok-E
Cons: Not improved by much
Overall: Just a slightly faster Z'Gok
Unlock: Rank "A" on three different missions using Char's Zaku II
A Z'Gok intended for aces and high ranking officials. This unit was used by
Char.
------
MSM-10
------
Name: Zock
Alternate Colours: Grey
Usage: Single
Suit
Armour: Best
Thruster: Low
Power: Very High
Mobility: Very Low
Special: Fires beams forward, then sideways, then maser cannon forward
Special Ammo: 2
Special Reload: Very Long
Pilots: Braskinev, Mikhail Kaminsky
Cost: 100
Mega-Particle Cannon
Skill: Low
Power: Very High
Ammo: Overheat bar (3)
Rate: Medium
Reload: Medium/Very Long
Special: -
Special Ammo: -
Special Reload: -
Details: Fires two of the front four beam cannons. Overheats too easily.
Sub weapon: Phonon Maser Cannon
Power: Low
Ammo: Overheat bar (12)
Rate: Medium
Reload: Medium/Very Long
Details: The cannon on top of the Zock's head. Luckily it doesn't
overheat quickly, but it can't fire at targets up-close.
Melee Attack: Claws
Pros: Strong armour, weapons.
Cons: Very slow, main weapon overheats quickly.
Overall: A very heavy MS with decent weaponry.
Unlock: Complete all missions/destroy 100 MS (if)
More along the lines of a mobile armor, the Zock features 9 beam cannons and
can hover.
-------
MSM-03C
-------
Name: Hygogg
Alternate Colours: Grey
Usage: Multiple
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Charges and fires both mega particle cannons
Special Ammo: 3
Special Reload: Very Long
Hy-Gogg: Mikhail Kaminsky, Akahana
Cost: 45
Mega-Particle Cannon
Skill: Low
Power: High
Ammo: Overheat Bar (6)
Rate: Medium
Reload: Medium/Very Long
Special: -
Special Ammo: -
Special Reload: -
Details: Built into its claws like the Z'Gok and Acguy.
Sub weapon: Torpedo Launcher x4
Power: Medium
Ammo: 24
Rate: Medium, auto
Reload: Medium
Details: Still built into its chest, they are now automatic.
Melee Attack: Claws
Pros: Faster than the standard Gogg. Strong Weapons.
Cons: Less armour than regular Gogg and still slow.
Overall: The Hy-Gogg lacks the speed of the Z'Gok-E, but has stronger
weaponry.
Unlock: Complete mission #9/destroy 35 MS
A redesign of the Gogg, it uses design concepts taken from the Z'Gok. A few of
them were used to launch an attack on the Federation's arctic base.
-------
MSM-07E
-------
Name: Z'Gok-Experiment
Alternate Colours: Grey (0080)
Usage: Multiple
Suit
Armour: Medium
Thruster: Medium
Power: Medium
Mobility: Medium
Special: Weapon Based
Pilot: Steiner Hardy
Cost: 50
Beam Cannon
Skill: Low
Power: Medium
Ammo: Overheat Bar (6)
Rate: Medium
Reload: Medium/Very Long
Special: Rapid Fire
Special Ammo: 3
Special Reload: very long
Details: Slightly better version than the Z'Gok
Sub weapon: Torpedo Launcher
Power: Low
Ammo: 24
Rate: Automatic, Medium
Reload: Medium
Details: Slightly better version than the Z'Gok
Melee Attack: Claws
Pros: Decent overall stats, great sub weapon
Cons: Not good out of water, weapons are not that much better
Overall: Generally I find this MS to be the best for water stages.
Unlock: Complete mission #10/destroy 45 MS
This unit is a new experimental design of the Z'Gok for an overall increase in
performance.
-------
YMS-16M
-------
Name: Xamel
Alternate Colours: White
Usage: Single
Suit
Armour: Medium
Thruster: Medium
Power: Very High
Mobility: Medium
Special: 680mm Cannon
Special Ammo: 8
Special Reload: Long
Pilots: Bob, Gaily/Adamsky? old dude
Cost: 80
Missile Launcher
Skill: Medium
Power: Low
Ammo: 16
Rate: Automatic, Medium
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: An attached 8-tube missile pod over its left shoulder.
Sub weapon: 20mm Vulcan
Power: Low
Ammo: Overheat bar
Rate: Very Fast
Reload: Medium/Very Long
Details: A single vulcan located in its head.
Melee Attack: Claw-like Hand
Power: Low
Pros: Decent armour, very powerful special attack.
Cons: Weak main weapon.
Overall: Since its was designed for long-range bombardment, it's best to use
it for that.
Unlock: Rank A or higher on mission #14
A long range MS, similar to the Guntank or Gigan. It has the largest known
cannon on a MS ever and can hover at high speeds similar to the Dom.
------
MS-18E
------
Name: Kämpfer
Alternate Colours: White
Usage: Single
Suit
Armour: Medium
Thruster: very high
Power: high
Mobility: very high
Special: Chain Mine
Special Ammo: 2
Special Reload: Very Long
Pilots: Mikhail Kaminsky, Steiner Hardy
Cost: 85
Shotgun
Skill: High
Power: Low
Ammo: 24
Rate: Medium-Fast
Reload: Fast
Special: -
Special Ammo: -
Special Reload: -
Details: A rare MS weapon, it can fire twice in succession if strafing.
360mm Giant Bazooka
Skill: Medium
Power: Medium
Ammo: 10
Rate: medium
Reload: medium
Special: -
Special Ammo: -
Special Reload: -
Details: A new style of the giant bazooka also used by the Rick Dom II.
Sub weapon: 60mm Vulcan x2
Power: Low
Ammo: Overheat bar
Rate: Very Fast
Reload: Medium/Very Long
Melee Attack: Beam Sabre
Pros: Very fast and mobile.
Cons: Poor armour and no beam rifle.
Overall: The speediest Zeon MS, just be sure to keep moving.
Unlock: Rank at least an "A" on all missions
A hit and run type MS. It sacrifices armour for pure speed. Only one was known
to be used, in a failed attempt to destroy the Alex Gundam in Side 6.
------
MS-14G
------
Name: Gelgoog [G Type]
Alternate Colours: Standard Gelgoog (Mobile Suit Gundam)
Usage: Multiple
Suit
Armour: High
Thruster: High
Power: High
Mobility: High
Special: Weapon Based
Pilot: Visch Donahue
Cost: 90
Beam Rifle
Skill: Low
Power: High
Ammo: Overheat Bar 6
Rate: Medium
Reload: Medium/Very Long
Special: Special Shot
Special Ammo: 3
Special Reload: Very Long
Details: A variant of the Gelgoog beam rifle, it appears to be a prototype
version.
MMP-80 90mm Machine Gun
Skill: Very High
Power: Low
Ammo: 60
Rate: Fast
Reload: Fast
Special: Rapid Fire
Special Ammo: 3
Special Reload: Medium
Details: The standard 90mm machine gun.
Sub weapon: Arm Grenade Launcher
Power: Low
Ammo: 12
Rate: Slow
Reload: Medium
Details: Forward firing grenades that have a long range. Hard to aim against
close enemies.
Melee Attack: Beam Naginata
Pros: Very powerful, and you can use 3 of them at once
Cons: Not as good as the Gundam
Overall: The strongest out of all the Zeon mobile suits.
Unlock: Rank at least an "A" on mission #11/destroy 70 MS
Zeon's new mass-production MS. These units have been modified for ground
combat.
======================
Mobile Armors (ZEONMA)
======================
Unit Code: (e.g. RX-78-2, some units don't have codes)
Name: Unit name
Weapons: The kind and number of weapons.
Additional Targets: What you can target on the unit besides the main area.
Attacking: Tips on how you fight them.
Defending: Tips on how to defend them.
------
MAX-03
------
Name: Adzam
Weapons:
2-Barrel Machine Gun x8
Leader x infinite
Additional Targets:
Hover Unit x4
Attacking:
Its machine guns (which are supposed to be beam cannons) are almost useless.
The leaders are a pain if they hit though. It will continually float around
you, firing its guns and releasing leaders. Take out the leaders ASAP when
they appear and shoot the four hover units and then the main body. You can
actually use the special attack easily on it and even land on top of it.
Defending: -
----------
Apsalus II
----------
(Note: its unit's code is unknown)
Weapons:
Mega Particle Cannon
Additional Targets:
Mega Particle Cannon
Fighting against:
This thing is one big moving gun. Try not to stay in front of it too long. If
you take out its cannon, you have nothing to worry about from it.
Protecting: The Apsalus will be disabled in the middle of the canyon and can
not use its cannon.
=============
Ships (SHIPS)
=============
=============================
Earth Federation Space Forces
=============================
Attacking: Watch out as this ship has a HUGE range. It can shoot you before
you can even see it. Its cannons fire one round per barrel at you. Just circle
around it and either destroy its cannons first or land on its bridge.
Protecting: While the Big Tray can destroy MS on its own, it has a hard time
when the enemy is up close. Just deal with the MS that get close first.
-----
Medea
-----
Weapons:
None
Additional Targets:
Bridge
Wing x2
Cargo hold
Attacking: The Medea is extremely easy to destroy. It can only fly in a
straight line.
Protecting: -
====================
Principality of Zeon
====================
---
Gaw
---
Weapons:
Wing Beam Cannon x2
Bombs
Additional Targets:
Wing x2
</pre><pre id="faqspan-2">
Fighting against: It's beam cannons are on its front so just attack from the
side or land on top of it. Don't move below it as you may get hit by bombs.
Protecting: It's rather sluggish so take care of the MS that are the closest
to it.
Fighting against: The Gallop tends to speed away and fire its cannon at you.
Taking out the cannon allows you to pound it from behind with ease.
Protecting: Like most ships, it is ineffective at defending itself from MS.
Just take care of the most dangerous MS first.
--------
Zanzibar
--------
Weapons:
2-Barrel Forward Machine Gun x3
2-Barrel Top Machine Gun x2
2-Barrel Top Beam Cannon
Additional Targets:
Weapons
Bridge
Attacking: You only fight one of these and it's in stage 10. DO NOT shoot the
hull of the ship; this will cause it to explode and you will fail the mission.
You want to disable the bridge, which is the main target. It's a good idea to
take out all surrounding MS and turrets. The quickest way to destroy it is to
destroy the beam cannon and then jump out infront of it and destroy the
bridge.
Protecting: The Zanzibar has very limited combat abilities and is a sitting
duck. Keeping the enemy away is really your only option.
===============================
Fighters, Tanks and Other (FTO)
===============================
This covers all other types of units used by both sides. I've used their
actual names where I can, as they are usually just refered to as an ally or
enemy by the map. Most can be destroyed in a single shot.
=============================
Earth Federation Space Forces
=============================
------------------------
Type-61 Main Battle Tank
------------------------
Weapons: 150mm Cannon x2
The main unit of the ground troops of the Federation before the GM enter the
fray. Useless against MS.
Luggun
Weapons: None (?)
Notes: A recon aircraft, Lugguns are much slower and larger than other fighters.
------------
Magella Tank
------------
Weapons: 175mm Cannon, 35mm Machine Gun x3
Notes: A Magella tank will break apart into a Magella Top or Magella Bottom
when destroyed. In stages where they are being stored, they are destroyed
with a single shot.
-----------
Magella Top
-----------
Weapons: 175mm Cannon
Notes: This enemy is what happens when you destroy a Magella tank. Either this
remains or the base does.
------------
Magella Base
------------
Weapons: 35mm Machine Gun x3
Notes: The base of the tank.
-----
Wappa
-----
Weapons: Grenade
Notes: This is a small hoverbike used by the Zeon forces.
------------------
Beam Cannon Turret
------------------
A rather powerful beam weapon, you should try to take it out ASAP before you
get distracted by something else.
---------------
Anti-Air Turret
---------------
A single barrel turret.
----
Tent
----
A tent used to store supplies.
----
Fuel
----
Barrels of fuel.
-----
Dodai
-----
A bomber that has been modified to carry MS.
========
Missions
========
=====================================
Earth Federation Space Forces (EFSFM)
=====================================
Note: Gaws appear after the previous one is destroyed, up to max of 4. They
also drop random enemy MS. To get a 100% success rate, you must shoot down some
of the dropped MS.
Event: Amuro Ray (RX-78-2, ally) appears during wave 2.
Events: Kou Uraki (RX-78GP01) Appears during wave 2
Unlocks: Ending 2
========================
Tips and Glitches (TIGL)
========================
If an MS is defeated by a hit from a melee combo, it may be cut in half before
exploding. This includes you and your wingmen.
Pressing L2+R2+X when choosing an MS will have the unit launch in its
alternate colours. This works for mission and versus modes, but not the
gallery. You will eventually be told this in-game.
You do not take damage from a wingman's attack, and vice-versa. However, you
will suffer the other effects of the attack such as being stunned or knocked
down. You can however, damage other allies though they can only cause the
other effects of the attack.
You can stand on tanks and turrets to quickly drain their HP rather than
shooting them. You can also jump and land on ships, though they don't take
damage from it.
If you leave a wingman behind, you get a special bonus of 10000 points per
wingman.
Hover-capable MS (Dom, Mudrock, Xamel, etc.) can boost foward longer than
other MS, but cannot jump as well.
Amphibious MS have their beam weapons and thrusters recharge alot faster while
in water. Also, unlike other MS they do not slow down in water.
In missions where you have to destroy a target other than all MS, you can
complete the mission by just leaving the battlefield.
Be careful of destroyed MS, they will explode and cause some serious damage
if you are too close.
You can change between your main weapon and you melee weapon while using your
shield.
Most of the missions have two versions, one for each side. Here is a list of
the missions that mirror each other.
F : Z
2 : 3
3 : 4
4 : 5
6 : 2
7 : 6
8 : 8
9 : 9
10:10
11:11
12:12 - (more like if the Fed mission version was sucessful)
13:13
14:14
--------
Skimming
--------
"Skimming" as I call it, is when landing from a fall, you use a slow sub-weapon
(not an automatic one) and dash to the side at the same time. This allows you
to fire and move while decreasing the booster gauge. This is a great move to
use with weak units such as a Zaku.
Gamefaqs - For being like the best video game help site, ever.
Yoshiyuki Tomino - A fellow sufferer of depression who still mananged to
create Gundam.
Bandai - For making this game.
===========
Legal (LEW)
===========
Copyright 2007 Pat Johnson aka WookMaster
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or otherwise distributed publicly without advance written permission. Use of
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