_ _ _ _ _ __ ___ ______
|\/| | | |_) | | |_ (_ | | | | / ___ \
____ | | |_| |_) | |_ |_ __) |_| | | / / \/_____ _____ _____
/ ___|_ _ _ __ __| | __ _ _ __ ___ / / | __ | __ |\ __ \
| | _| | | | '_ \ / _` |/ _` | '_ ` _ \\ `---. | |_ \| |_ \| | | \ \
| |_| | |_| | | | | (_| | (_| | | | | | |`---. \| _| | _| | | ) )
\____|\__,_|_| |_|\__,_|\__,_|_| |_| |_| / /| |__/| |__/| | |_/ /
/\___/ / |_____|_____|/_____/
\______/
_ _ ___ _ _ ___ __ ___ _ _ __ _ _ ___
|\ | |___ | | |___ |__) |___ |\ | | \ | |\ | | __
| \| |___ \/ |___ | \ |___ | \| |__/ | | \| |__)
___ __ _ _ __ __ __ __
| | | |\/| | | |__) |__) | | | | |
| |__| | | |__| | \ | \ |__| |_|_|
Mobile Suit Gundam SEED: Never Ending Tomorrow
System: Sony PlayStation 2
Genre: Action
Written By: Necropenguin
Version: 1.0
Started: March 31st, 2005
Finished: November 14, 2005
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versions History:
Version 1.0:
--Walkthrough is completed.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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 express
permission, which you won't get so don't ask. As of now 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 I'll just plain find you and hurt you.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
TABLE OF CONTENTS:
------------------
1) Introduction
2) Game Controls
3) Game Screen
4) Statistics List
--Partner Stats
--O.M.N.I. Unit Stats
--ZAFT Unit Stats
--Orb Union Unit Stats
5) Story Mode: Kira Yamato Version
--Phase 01: False Peace
--Phase 02: Silent Run
--Phase 03: The Songstress of the Enemy
--Phase 04: Stars Falling in Space
--Phase 05: Burning Sandstorm
--Phase 06: Beyond the Clouds of Sand
--Phase 07: The Sea Dyed Red
--Phase 08: The Land of Peace
--Phase 09: Flashing Blades
--Phase 10: The Descending Sword
--Phase 11: Decisive Fire
--Phase 12: Trembling World
--Phase 13: Spiral of Encounters
--Phase 14: The Final Light
--Phase 15: To An Endless Future
6) Story Mode: Athrun Zala Version
--Phase 01: False Peace
--Phase 02: Silent Run
--Phase 03: The Fading Light
--Phase 04: Separate Ways
--Phase 05: War For Two
--Phase 06: Flashing Blades
--Phase 07: Decisive Fire
--Phase 08: Trembling World
--Phase 09: The Opening Door
--Phase 10: The Final Light
--Phase 11: To An Endless Future
7) Mission Mode
--Mu La Flaga - Battle of Endymion
--Cagalli Yula Athha - GENESIS Attack
--Andrew Waltfeld - Tiger Fangs, Soldier's Sword
--Yzak Joule - Battlefield of Thunder
--Dearka Elsman - Fateful Choice
--Nicol Amalfi - Battle of Artemis
--Miguel Aiman - Flight of the Magic Bullet
--Rau Le Creuset - Lunar Encounter
--Orga Sabnak - The Final Key
--Clotho Buer - Wandering Souls
--Shani Andras - Madness Unleashed
--Lowe Guele - The Prize
--Gai Murakumo - Battle of Ame-No-Mishashira
--Rondo Ghina Sahaku - The World in Our Hands
--Shiho Hahnenfuss - By Faith
--Morgan Chevalier - Light of Boaz
--Edward Harrison - Victoria Dyed in Blood
--Jean Carrey - Panama Battle: The Aftermath
--Jane Houston - Storms of Casablanca
--Rena Imelia - The Swirling Sakura Petals
--Mikhail Coast - Smart Operation
--Barry Ho - For Whom the Master Fights
8) Survival Mode
--ACE 100
--Sudden Death
--Time Trial
--Haro Madness
9) Unlocking and the Item Shop
--Unlocking Survival Mode
--Unlocking Extra Mission Modes
--Unlocking Units
--Unlocking Pilots and Partners
--Unlocking Extras
--Unlocking Movies
10) Thanks
\ /------------\ /
[===========================|Introduction|============================]
/ \------------/ \
The year is Cosmic Era 71; the war between the Naturals and
genetically modified Coordinators is in full swing. Due to the Earth
Alliance's nuking of a civilian PLANT the Zodiac Alliance of Freedom
Treaty (ZAFT) has declared war on the nations of the Earth Alliance and
deployed devices called N-Jammers around the Earth Sphere which disrupt
the use of any nuclear device. This renders the Earth Alliance helpless
and plunges the Earth into a power crisis when their nuclear power
plants fail. ZAFT then unveils their new weapons, battery-powered
piloted humanoid combat weapons known as mobile suits. The Earth
Alliance begins to scramble to produce their own model mobile suits,
and with the help of the neutral nation of Orb, they produce five
prototype mobile suits known as Gundams at the colony Heliopolis. But
ZAFT has learned of these new model mobile suits and has dispatched an
elite team to capture them. Kira Yamato, a student at a technical
college, is about to be swept into war when ZAFT attacks and he comes
face to face with his old friend Athrun Zala, now a soldier in ZAFT.
Kira becomes the pilot the GAT-X105 Strike Gundam to protect his
friends on Heliopolis, while Athrun steals the GAT-X303 Aegis Gundam
for ZAFT. With Kira and Athrun on separate sides of the conflict how
will their friendship survive when a war hangs in the balance?
Now let me get this out in the open right now, the sooner I say it
the better. I do not like Mobile Suit Gundam SEED. I do not like it in
a box; I do not like it with a fox. I do not like it here or there, I
do not like it anywhere. In fact, cheesy rhyming aside, I would say
that Gundam SEED is the absolute worst official Gundam production ever
made, rivaling even G-Saviour for the crown of shame. The plot, the
uneven pacing, the characters, the excessive use of stock footage and
clip show episodes, the director's ineptitude... Take your pick. Yeah,
I just plain didn't like it. However, not everything about Gundam SEED
I found terrible. Gundam SEED ASTRAY delighted me to no end, and I can
not lavish enough praise upon the ASTRAY series for what it did right.
And then I heard that this game, Mobile Suit Gundam SEED: Never Ending
Tomorrow, was coming down the pike. Those who purchased or imported the
Japanese version praised it. I expected that maybe yet another bright
spot could appear in the dim blot that is the SEED franchise. Hearing
that the game would be using the fast-paced Mobile Suit Gundam:
Encounters in Space game engine to deliver its action and visceral
thrills drew me in further yet. I loved Encounters in Space so
naturally I expected great things. However, now playing the game,
perhaps I set my hopes too high. In contrast to the rule of not fixing
what isn't broken, the game engine has been diluted with less than
satisfactory consequences. Not to mention all of the music from the
Japanese version of the game was ripped out and replaced with
uninspired rehashing of tunes from past games like Encounters in Space
and Zeonic Front. This is a point that is especially infuriating to me
considering that one of the ONLY things Gundam SEED did right was have
a great sound track! Unfortunately, this game is a shadow of what
Encounters in Space was. It's not necessarily a bad game, it's just a
mediocre game, but I still enjoyed it enough to want to write for it.
\ /-------------\ /
[===========================|Game Controls|===========================]
/ \-------------/ \
Controlling your unit in Never Ending Tomorrow is done with your
standard PlayStation 2 Dualshock controller. If you happened to play
Never Ending Tomorrow's predecessor in spirit, Encounters in Space,
then the control scheme should already be somewhat familiar to you, but
it has been altered enough to where you'll have to relearn what you
already knew. The most glaring change between the two games is the
function of the R1 and R2 Buttons. In Encounters in Space they caused
your unit to pitch up and down, literally flipping it, but in Never
Ending Tomorrow they cause your entire unit to move up or down while
keeping it facing the same direction. Now, there is also a new aspect
in Never Ending Tomorrow: the planet Earth. There will be fights both
in space and on land, and even in the sky and underwater. Controls on
both are very similar, but different in their own regards, mostly due
to the effects of gravity and such. There are also differences that
will occur when you lock-on to another unit; you will no longer be able
to move the camera with the Right Analog Stick, and you will now strafe
around the target instead of turning right or left. You can also change
your controller configuration in the Options menu. The default controls
(listed below) are Configuration A. Configurations B and C are mostly
the same, but change the placement of the Lock-On and Special Attack
Buttons slightly.
D-Pad Up: Move unit Forward
D-Pad Right (without Lock-On): Turn unit Right
D-Pad Right (when Locked-On): Strafe Right around the Target
D-Pad Down: Move unit Backwards (NOTE: If your unit is carrying a
shield they will automatically defend themselves with it while moving
backwards.)
D-Pad Left (without Lock-On): Turn unit Left
D-Pad Left (when Locked-On): Strafe Left around the Target
Triangle Button: Attack with Melee Weapon
Circle Weapon: Use Special Attack
Cross (X) Button: Activate Thrusters
Square Button: Attack with Ranged Weapons
Square Button (hold): Activate Multi-Lock (release Square to fire)
R1 Button: Fly up
R2 Button: Fly down
L1 Button: Switch Lock-On target/ Re-Activate Lock-Ons if deactivated
L2 Button: Deactivate Lock-Ons
L2 Button (hold): Centers view on Defending Target
Left Analog Stick: Move your unit in the direction the left analog
stick is moved in
Right Analog Stick: Move the camera in the direction the right analog
stick is moved in (will be disabled when you are locked-onto something)
R3 (depress Right Analog Stick): Use current Partner Boost
Cross (X) + Cross (X): Perform evasive maneuvers (NOTE: Performing an
evasive maneuver will disengage any Lock-On an enemy unit may have on
your unit, but it will raise your Thrust Gauge by a substantial amount,
so use it sparingly.)
\ /-----------\ /
[===========================|Game Screen|=============================]
/ \-----------/ \
While playing Never Ending Tomorrow your television screen will be
totally inundated (and I mean completely swamped) with various gauges,
meters, counters, bars, doodads, and what-nots that will all serve one
general purpose: To get in your way! There are more things on your
Heads-Up Display then there really ought to be, so seeing your
opponents -or even yourself sometimes- can be a real pain in the butt
with all of these floating around the Battle Screen. Some of them are
important, some of them are not so important, but as long as they're up
there obscuring your field of vision you might as well know what it's
doing in the meantime. So to help you out here's an ASCII-fied
rendition of what you'll be gawking at during combat. The proportions
aren't the greatest, but it works for me!
__________________________________________________________________
| ___ ________ __________________ _________ |
| | |-| | [HP|===============] / \_ |
| |===/ | | [PS|============ _] / / ||
| |==| | PILOT | [SHOT 00|-----__| / | ||
| |==| | | |________/ / | ||
| |BS \-'_______/ / PARTNER |__||
| '---' / /II\|
| ________________ / \__/|
| |ARCHANGEL \ /\___________ ___/I \|
| '-----.====== | ___________________ \____________/ I \__/|
| `---------' // \\ /_\___/__||
| ________________ ============= |
| |GAT-X303 \ | | |
| '-----.========= | | | |
| `---------' | | |
| ___________ | [ <> ] | |
|/| | | | |
||| COM | | | |
||| WINDOW | ________________ |
||| | \\ ___________________ // / ZGMF-1017 ||
|||___________| [__________ 119m ||
||____________| |______||
| _ |
| ______ _ 12 COMBO |
| / \ _ ________________<>_________ /======____ |
| / \ _ _ / \ >>>> |
| | | _ _ ( ^ ) |
| | | _ _ \_____<>____________________/ |
| /\ //__ _________________________ |
|| \______//|02||======== _______________| _______________ |
| \_MULTI_LOCK__/|THRUSTER_/ | TIME 01:43:07 ||
|__________________________________________________________________|
That's pretty much it. The above looks a little neater when compared
to the real deal because it has been stretched vertically and because
the character profiles for the pilot and partner have not been done. So
just take my word for it; the screen, it is cluttered. So what does all
that stuff up there mean, though? Well, I'll explain it all to you.
Let's start in the upper-left corner and work our ways across and down.
--The first thing you will see in the upper-left corner is the face of
your current mobile suit pilot. Since I don't have the mad skillz to
draw an entire run of the mill big-eyed anime pretty boy's head using
slashes and dots I think the word "PILOT" will suffice. Their face will
show different expressions depending on what's going on, but that's
about all the face will do. This really doesn't serve any purpose at
all, but I suppose that if you should forget which character you are
playing as it'd remind you.
-- Connected to the left side of your character's picture is your
character's Berserk Gauge, which has the letters "BS" underneath it. As
your unit does particularly risky or skillful things in combat (such as
take damage, move in a very erratic pattern, multi-locking and firing
frequently, etc.) your Berserk Gauge will begin to fill from the bottom
to the top. Whenever something happens that causes the Berserk Gauge to
increase the gauge will briefly flash green. The Berserk Gauge fills
completely the game will pause briefly and a short movie cut-scene will
be imposed over the center of the screen indicating that your pilot is
now in "berserk" status. When your character's berserk status is active
they will receive a temporary power increase, which, depending on the
specific character, could be anything from unlimited Thruster Gauge,
unlimited ammunition for their primary ranged weapon, refilled
ammunition, better short-range combo chaining, etc. While your
character is in berserk status the Berserk Gauge will continuously
flash green as it drains back down to the bottom; once the Berserk
Gauge is empty berserk status will be deactivated and the Berserk Gauge
will start to re-fill as normal.
-- On the right side of your pilot's face shot are the gauge's which
indicate the current status of the combat unit that you are currently
piloting. The first of those gauges, the HP Gauge, which is the green
bar on top of the others, is the most important. Your HP Gauge
represents your units Hit Points. As your unit takes damage, say from
an enemy attack, that damage will (usually) be deducted from the units
HP Gauge, which will deplete from right to left. If your HP Gauge is
totally depleted your unit will be destroyed in a fiery explosion and
it's game over for you.
-- The next gauge in a general sense is called the Power Gauge, but
it will be further broken down into either the PS Gauge or the SP
Gauge. The Power Gauge is the purple bar located right underneath the
HP Gauge. The Power Gauge will be labeled the SP Gauge if your unit
does not have Phase Shift Armor, or it will be called the PS Gauge if
your unit does have Phase Shift (or Trans-Phase) Armor. The SP Gauge
acts as a sort of battery power indicator for your unit. Using any
ranged weapon that fires a beam as opposed to a solid live ammo
projectiles will deplete a very small portion of the SP Gauge every
time the weapon is fired. Using your unit's Special Attack technique
will deplete this bar by a very large amount. Once the SP Gauge is low
or empty you can no longer use Special Attacks, but you will still be
able to fire beam weapons.
If you are using a unit that has Phase Shift Armor or Trans-Phase
Armor, such as one of the Gundams, then the SP Gauge will be labeled
the PS Gauge instead. The PS Gauge has a duel role to play, fulfilling
all of the above functions of the SP Gauge and a few others as well.
Your units Phase Shift Armor will absorb all physical enemy attacks
(such as bullets, missiles, etc.) made against your unit, but Phase
Shift Armor WILL NOT absorb damage from non-physical attacks (like beam
shots, beam saber slashes, etc.). If a physical attack damages your
unit, and it has Phase Shift Armor, then the PS Gauge will deplete
instead of your HP Gauge; non-physical damage will effect your HP Gauge
as usual. The PS Gauge will also slowly deplete over time naturally,
even if no actions are taken and no attacks are received, as the Phase
Shift Armor being active is draining energy from the battery. If your
PS Gauge is empty then your unit will usually Phase Shift down. The PS
Gauge will flash the words "PHASE SHIFT DOWN" and your mobile suit will
lose most of its coloration, Phase Shift Armor will be rendered useless
and any and all damage will be taken directly from your HP Gauge. Units
with Trans-Phase Armor will not lose their color when they Phase Shift
Down. Units equipped with nuclear reactors will also slowly have their
PS Gauge refilled.
-- The third display is the Weapon Information area. It is located
directly underneath the Power Gauge. This area will display information
on which attack your unit is currently using. If your unit is using
their primary ranged weapon then the box will read "SHOT" and list the
number of shots that remain before you must reload the weapon. After a
ranged weapon runs out of ammunition it will begin to reload
automatically; a small red bar will begin to fill on the right side of
the weapon box and after a few seconds, when it is full, your units
main ranged weapon will have full ammo. If your unit switches to using
their close combat weapon the box will switch to a yellow box which
reads "ATTACK MODE" instead, and any attacks made while in Attack Mode
will be executed using the unit's melee or proximal ranged weapons.
-- In the upper-right corner of the screen is the picture of your
Partner and their current Partner Boosts. Just like with your Pilot,
your selected Partner's head will be super-imposed onto your screen.
Around the left border of the Partner's area will be a few small
colored circles that indicate your Partner's remaining Partner Boosts.
The bottom most circle will be the Partner Boost that is currently
slated to be used next. After using a Partner Boost a small gauge will
appear below the Partner area. You can not use another Partner Boost
until this gauge is empty, and if the Partner Boost you just used has a
duration, such as an Attack Up boost, then those effects will last
until the bar is depleted. The green bar will deplete to the left and
when it is emptied the effects of any active Partner Boost will be
disabled and you can now use another if you wish.
-- On the center of the left side of the screen are the HP Gauges of
your special targets. Any important targets in the mission will have
their HP listed here. On top will be the HP Gauge of your Defending
Target, if there is one. In this case the Defending Target is the
Archangel-class assault ship Archangel. If your Defending Target loses
all of their HP they will be destroyed and you will usually fail the
mission, so be sure to keep an eye on them. Next will be the Enemy
Target HP Gauge, which is right beneath the Defending Target HP Gauge.
The Enemy Target HP Gauge will list the current HP of the most
important enemy in the area, usually the boss or an otherwise important
enemy (in this case the GAT-X303 Aegis Gundam), though it will
sometimes just be a normal enemy. This enemy will also appear as a red
diamond in your Search Circle. Defeating this important enemy will
usually trigger an advancement in the stage, such as the next wave of
enemies or the completion of the mission.
-- Lower on the central area of the left side of the screen is the
Communication Window. This Com Window will appear whenever somebody has
something to say, be they an enemy, an ally, or a bystander. Once they
are done speaking their mind the Com Window will close.
-- In the center portion of the screen is a large square area; this
square is your unit's Target Reticle. The Target Reticle is the area
where you can potentially lock-on to enemy units. Usually any enemy
within range will be locked onto automatically unless Lock-Ons have
been de-activated, but if multiple enemies are in the Target Reticle
you can switch between them by pressing the L1 Button. If the Target
Reticle is green then Lock-Ons are active, but if the Target Reticle is
yellow then Lock-Ons are currently de-activated. The unit you are
locked onto will be placed in orange brackets in the reticle; other
units that can be locked onto will have a red circle around them, while
units that cannot be locked onto yet will be displayed in a yellow
circle.
-- In the center of the right side of the screen is your Lock Info.
When you lock onto an enemy unit this box will appear. It displays the
model number or class of ship of the target (in this case a ZGMF-1017
GINN), as well as their remaining HP, and their distance from your unit
in meters.
-- Below the Lock Info box will be the Combo Counter. When your unit
hits with a melee attack, or his hit by a melee attack, this box will
appear. You can perform a melee attack by pressing the Triangle Button
to enter "Attack Mode", and further extend the combo by pressing the
Triangle Button again to perform another melee attack, or use a ranged
melee attack by pressing the Square Button. Every time you successfully
hit an enemy unit with a melee attack the combo counter will increase.
There is also a small red bar below the numbers in the combo counter.
This red bar indicates how long you have after connecting with a melee
attack to make another successful melee attack and extend the combo
before the combo count resets to zero. Being hit by an opponent's melee
attack will also refill the red bar. Underneath the red bar will be
several small greater-than symbols (they look like this: ">"). These
tell you how many melee attacks your unit is capable of chaining
together into one combo attack before it starts its attack pattern
over. The more > symbols displayed the more uninterrupted melee attacks
your unit can perform in one combo string. Green > symbols are
indicators of close combat melee attacks that have already been
performed, while yellow > symbols indicate close combat ranged attacks
that have already been performed. Uncolored outlines of the > symbol
are potential attacks that have not been performed yet.
-- In the lower-left corner of the screen will be your Radar. The
Radar displays positioning information on all of the units in the area.
Your unit is the purple arrow. Your unit will be facing in the
direction of the tip of the arrow. Defending Targets will also be
displayed on the Radar as green dots, and other allies as blue dots,
while important Enemy Targets will be displayed as a red dot and normal
enemies and neutral units will be displayed as white dots.
-- Connected to the right side of the Radar is the Multi-Lock Queue.
When you hold down the Square Button you will activate your main ranged
weapons Multi-Lock mode. The camera will pull back so your field of
vision will be increased and your Target Reticle will also increase in
size. The number of enemy units you have multi-locked onto will be
displayed numerically, and one of each of the small bars above the
numbers will light up for each enemy you have queued. You can not lock
onto any more targets then you have bars. When you release the Square
Button every enemy you have queued that is still in range will be fired
at with your ranged weapon.
-- In the center of the bottom of the screen is the Thruster Gauge.
Pressing the Cross (X) Button will activate your unit's thrusters,
giving you a boost of speed as long as the button is held down. But as
you use your unit's thrusters your Thruster Gauge will begin to fill
from left to right. When they are no longer in use the Thruster Gauge
will start to deplete. Performing an Evasive Maneuver will also use up
a large portion of the Thruster Gauge. You must manage your thrusters
wisely and use them sparingly, because if your Thruster Gauge fills up
your thrusters will overheat and you will not be able to use them again
for about five seconds until after they have cooled down.
-- At the bottom of the screen, above the Thruster Gauge, is the
Search Circle. The Search Circle is a yellow circular secondary radar
to be used in conjunction with your primary Radar. The Search Circle
represents the area around your unit, and your unit is at its center.
Other units are represented by diamond-shaped symbols (they look like
this "<o>") of various colors. Normal enemy units are represented by
white diamonds, while special Enemy Targets are represented by red
diamonds. Allied units are represented by blue diamonds, while any
allied unit that is a Defending Target is represented by a green
diamond. The height of the targets will also be indicated; if a unit is
higher than you are they will have an arrow pointing up on top of the
diamond, and if the unit is lower than you it will have an arrow
pointing down on the bottom of the diamond.
-- In the lower-right corner of the screen is the mission Timer. The
Timer will display how much time has elapsed since the beginning of the
mission, or if you have a time limit the Timer will usually count down
until the mission ends, flashing yellow when time is getting close to
running out.
-- Not shown in my little example is the Shield Gauge. The Shield
Gauge is a sort of HP gauge for the shield of your unit (or an enemy
unit), if it is carrying one. The Shield Gauge is not usually visible,
but it will appear when your unit utilizes its shield. When you hold
the Left Analog Stick or the D-Pad in the down direction your unit will
shield itself as it backs up. A small yellow box will appear above the
shielding unit displaying the shield's remaining HP. As your shield is
struck by enemy attacks the Shield Gauge will deplete, and when it is
emptied the shield will be destroyed and explode in a small purple
flash and you will no longer be able to shield yourself. A similar
effect will also occur with units that possess Phase Shift Armor or
Trans-Phase Armor with the yellow box showing the remaining amount in
the Power Gauge until Phase Shift is rendered useless.
\ /---------------\ /
[==========================|Statistics List|==========================]
/ \---------------/ \
-----------------------------------------------------------------------
Partner Stats
-----------------------------------------------------------------------
During gameplay in Never Ending Tomorrow you will be allowed to
select a Partner to support you during every mission. Usually this
Partner will sit in the upper-right corner of your screen and look at
you blankly. They'll occasionally chime in with a snide comment if you
do something stupid, but what they're really there for is to provide
you with Partner Boosts. These Partner Boosts could effect a multitude
of factors in the mission depending on what kind of Boost it is. There
are five general types of Partner Boosts:
--Recovery: These Partner Boosts are green in color. They will
generally effect your HP Gauge, Power Gauge, or Berserk Gauge and serve
to replenish lost energy.
--Buffs: These Partner Boosts are yellow in color. They will serve to
"buff" your unit, or in other words they will increase its attributes
such as its speed, defense, firepower, or short-range attacks.
--Direct Damage: These Partner Boosts are colored red. They will deal
direct damage to the HP Gauge of a unit or units in the combat area.
--Nerfs: These Partner Boosts are blue in color, the opposite of buffs
these Boosts will "nerf" your enemy's attributes, making them weaker,
slower, frailer, disable their short-range or ranged attacks, or
immobilize them.
--Status: These Partner Boosts are colored purple, and they tend to
have some of the most powerful effects in the game, but usually have
very short durations. Effects that fall under this category are Boosts
that give your unit invincibility, repel or attract enemy units, and
then some.
Partners will level up as they gain experience. The Partner you
finish the mission with will receive 100 experience at the successful
completion of the mission. If you fail the mission you will only get 10
experience, so try not to fail miserably. Partners can also receive
special bonuses depending on which Pilot they have been Partnered with.
They can receive a Partner Bonus, which can be either 50 or 100
additional experience points, if anything at all. A Partner Multiplier
is also possible. Usually the Partner Multiplier will be set at 1.0,
ensuring no extra bonus, but some Pilots can multiply the Partner's
experience by 1.1 or 1.2. Try to partner up Pilots and Partners who
work well together so that your Partners will level up quicker, but
note that not everybody will be able to receive bonuses. Some people
just don't work well with anyone.
Here's a handy experience table showing what a Partner can do at
each Level, as well as how many experience points it will take to reach
that Level.
+---------------------------------------------------------------+
| Partner Level | EXP Required | Abilities |
|---------------+--------------+--------------------------------|
| | | Can equip Level 1 Boosts |
| Level 01 | N/A | Can only equip three Boosts |
| | | Has three Level 1 Boosts |
|---------------+--------------+--------------------------------|
| Level 02 | 100 | Can now equip Level 2 Boosts |
| | | +1 Level 2 Boost |
|---------------+--------------+--------------------------------|
| Level 03 | 200 | +1 Level 2 Boost |
|---------------+--------------+--------------------------------|
| Level 04 | 250 | Can now equip Level 3 Boosts |
| | | +1 Level 3 Boost |
|---------------+--------------+--------------------------------|
| Level 05 | 300 | Can now equip four Boosts |
| | | +1 Level 1 Boost |
|---------------+--------------+--------------------------------|
| Level 06 | 350 | +1 Level 2 Boost |
|---------------+--------------+--------------------------------|
| Level 07 | 400 | +1 Level 3 Boost |
|---------------+--------------+--------------------------------|
| Level 08 | 450 | Can now equip Level 4 Boosts |
| | | +1 Level 4 Boost |
|---------------+--------------+--------------------------------|
| Level 09 | 500 | +1 Level 2 Boost |
| | | +1 Level 3 Boost |
|---------------+--------------+--------------------------------|
| Level 10 | 550 | Can now equip five Boosts |
| | | +1 Level 1 Boost |
|---------------+--------------+--------------------------------|
| Level 11 | 600 | +1 Level 4 Boost |
|---------------+--------------+--------------------------------|
| Level 12 | 650 | Can now equip Level 5 Boosts |
| | | +1 Level 5 Boost |
|---------------+--------------+--------------------------------|
| Level 13 | 700 | +1 Level 3 Boost |
| | | +1 Level 4 Boost |
|---------------+--------------+--------------------------------|
| Level 14 | 750 | +1 Level 2 Boost |
| | | +1 Level 5 Boost |
|---------------+--------------+--------------------------------|
| | | +1 Level 3 Boost |
| Level 15 | 800 | +1 Level 4 Boost |
| | | +1 Level 5 Boost |
+---------------^--------------^--------------------------------+
The best place to level up your Partners is without a doubt Story
Mode: Athrun Zala Version Phase 02: Silent Run. Simply select Phase 02:
Silent Run from Athrun's Phase Selection menu, then select the Partner
you wish to level, select an appropriate Pilot to get them a good
bonus, and select to pilot either one of the two METEOR units. When the
mission starts just fly the METEOR right up to the Archangel and start
spamming the METEOR's Special Attack to blast the battleship with beams
and missiles. After three or four Special Attacks the Archangel will go
down; the mission will have taken a little over 15 seconds to complete.
Even if you haven't unlocked the METEOR yet the game already provides
you with a pretty good unit to clear the stage with in the GAT-X303
Aegis Gundam. In similar effect, just blast the Archangel with the
Aegis Gundam's Special Attack three times and finish it off with your
beam rifle. You won't finish the stage as quickly, probably around 30
seconds, but that's still making pretty good time. Just keep replaying
the stage over and over and after awhile you'll have several max level
Partners.
So, without further ado, here are all those Partners I've been
talking about, and all of the Partner Boosts that they can learn.
+-------------,-------------------+
| Kira Yamato | Type: Even Steven \
+-------------^---------------------+--------------+------------------+
|Level 1: Enemy's speed is decreased. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 2: Unlimited thrusters for your unit. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 3: Inflicts damage on enemies within range. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 4: All enemies are immobilized. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Your unit gains invincibility. |Effect Time: Mid|
+--------------------------------------------------+------------------+
+-------------,-----------------------+
| Mu La Flaga | Type: Shot in the Arm \
+-------------^-------------------------+----------+------------------+
|Level 1: Boosts your unit's speed. |Effect Power: Mid|
| |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Inflicts damage on a locked-on enemy. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 3: Boosts your firepower. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: Unlimited thrusters for your unit. |Effect Time: High|
+--------------------------------------------------+------------------+
|Level 5: Boosts your firepower, Short-Range |Effect Power: Low|
| attack, and defensive power. |Effect Time: Mid|
+--------------------------------------------------+------------------+
+---------------,----------------+
| Murrue Ramias | Type: Balanced \
+---------------^------------------+---------------+------------------+
|Level 1: Restores your unit's HP Gauge. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 2: Inflicts damage on enemies within range. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 3: Restores your unit's Power Gauge. |Effect Power: High|
+--------------------------------------------------+------------------+
|Level 4: Inflicts damage on enemies within range. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 5: Restores your unit's HP Gauge. |Effect Power: High|
+--------------------------------------------------+------------------+
+--------------,---------------------+
| Flay Allster | Type: The Energizer \
+--------------^-----------------------+-----------+------------------+
|Level 1: Boosts your Short-Range attack. |Effect Power: Low|
| |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Increases Berserk Gauge by a fixed amount|Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 3: Restores your unit's HP Gauge. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 4: Boosts your defensive power. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Restores your unit's HP and Power Gauge. |Effect Power: High|
+--------------------------------------------------+------------------+
+-------------,-------------------+
| Athrun Zala | Type: Even Steven \
+-------------^---------------------+--------------+------------------+
|Level 1: Boosts your firepower and Short Range |Effect Power: Low|
| attack. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Expands your lock-on range. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 3: Inflicts damage on enemies within range. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 4: Boosts your speed, defense, firepower, |Effect Power: Low|
| short range attack. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 5: Inflicts damage on a locked-on enemy. |Effect Power: High|
+--------------------------------------------------+------------------+
+-------------,----------------+
| Lacus Clyne | Type: Sawbones \
+-------------^------------------+-----------------+------------------+
|Level 1: Restores your unit's HP Gauge. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 2: Restores your unit's Power Gauge. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 3: Restores your unit's HP Gauge. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 4: Restores your unit's HP Gauge. |Effect Power: High|
+--------------------------------------------------+------------------+
|Level 5: Restores your unit's HP and Power Gauges.|Effect Power: High|
+--------------------------------------------------+------------------+
+--------------------,----------------+
| Cagalli Yula Athha | Type: The Temp \
+--------------------^------------------+----------+------------------+
|Level 1: Boosts your speed and defensive power. |Effect Power: Mid|
| |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Boosts your firepower and Short Range |Effect Power: High|
| attack. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 3: All enemy weapons jammed. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 4: All enemy movements are frozen. |Effect Time; Low|
+--------------------------------------------------+------------------+
|Level 5: Your unit gains invincibility. |Effect Time: Low|
+--------------------------------------------------+------------------+
+---------------,--------------------+
| Miriallia Haw | Type: The Protector \
+---------------^----------------------+-----------+------------------+
|Level 1: Boosts your firepower. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 2: Expands your lock-on range. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 3: Restores your unit's Power Gauge. |Effect Power: High|
+--------------------------------------------------+------------------+
|Level 4: Enemy's speed is decreased. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: All enemies are repelled from your unit. |Effect Time: High|
+--------------------------------------------------+------------------+
+------------,--------------------+
| Sai Argyle | Type: The Defender \
+------------^----------------------+--------------+------------------+
|Level 1: Boosts your defensive power. |Effect Power: Low|
| |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Disables Short-Range attack for all |Effect Time: Mid|
| enemies. | |
+--------------------------------------------------+------------------+
|Level 3: Boosts your defensive power. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: All enemy weapons jammed. |Effect Time: High|
+--------------------------------------------------+------------------+
|Level 5: Boosts your defensive power. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
+-------------------,--------------------+
| Natarle Badgiruel | Type: Old Reliable \
+-------------------^----------------------+-------+------------------+
|Level 1: Inflicts damage on enemies within range. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 2: Inflicts damage on a locked-on enemy. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 3: Inflicts damage on enemies within range. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 4: Inflicts damage on a locked-on enemy. |Effect Power: High|
+--------------------------------------------------+------------------+
|Level 5: Inflicts damage on enemies within range. |Effect Power: High|
+--------------------------------------------------+------------------+
+-------------,--------------+
| Orga Sabnak | Type: Psycho \
+-------------^----------------+-------------------+------------------+
|Level 1: Inflicts damage on enemies and allies |Effect Power: Low|
| within range. | |
+--------------------------------------------------+------------------+
|Level 2: Increases Berserk Gauge by a fixed amount|Effect Power: High|
+--------------------------------------------------+------------------+
|Level 3: Disables Short-Range attack for all |Effect Time: Mid|
| units, including yours. | |
+--------------------------------------------------+------------------+
|Level 4: Boosts firepower for all units, |Effect Power: High|
| including yours. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Inflicts damage on enemies and allies |Effect Power: High|
| within range. | |
+--------------------------------------------------+------------------+
+-------------,--------------+
| Clotho Buer | Type: Psycho \
+-------------^----------------+-------------------+------------------+
|Level 1: Increases Berserk Gauge by a fixed amount|Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 2: Inflicts damage on enemies and allies |Effect Power: Mid|
| within range. | |
+--------------------------------------------------+------------------+
|Level 3: Speed of all units decreased, including |Effect Power: Mid|
| yours. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: Inflicts damage on locked-on enemy and |Effect Power: High|
| your unit. | |
+--------------------------------------------------+------------------+
|Level 5: All enemies and your unit are immobilized|Effect Time: High|
+--------------------------------------------------+------------------+
+--------------,--------------+
| Shani Andras | Type: Psycho \
+--------------^----------------+------------------+------------------+
|Level 1: Increases Berserk Gauge and decreases |Effect Power: High|
| Power Gauge. | |
+--------------------------------------------------+------------------+
|Level 2: Inflicts damage on locked-on enemy and |Effect Power: Mid|
| your unit. | |
+--------------------------------------------------+------------------+
|Level 3: All enemy and allied weapons jammed. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: All enemies are drawn to your unit. |Effect Time: High|
+--------------------------------------------------+------------------+
|Level 5: Enemy damage equals HP recovered by |Effect Time: High|
| your unit. | |
+--------------------------------------------------+------------------+
+----------------,------------------+
| Rau Le Creuset | Type: The Helper \
+----------------^--------------------+------------+------------------+
|Level 1: Unlimited thrusters for your unit. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Inflicts damage on enemies within range. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 3: Boosts your speed and Short-Range attack.|Effect Power: Mid|</pre><pre id="faqspan-2">
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: Inflicts damage on a locked-on enemy. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 5: All locked-on enemies are immobilized. |Effect Time: High|
+--------------------------------------------------+------------------+
+------------,----------------------+
| Yzak Joule | Type: The Specialist \
+------------^------------------------+------------+------------------+
|Level 1: Boosts your firepower and Short-Range |Effect Power: Low|
| attack. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Inflicts damage on a locked-on enemy. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 3: Boosts your Short-Range attack. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: Increases Berserk Gauge by a fixed amount|Effect Power: High|
+--------------------------------------------------+------------------+
|Level 5: Inflicts damage on a locked-on enemy. |Effect Power: High|
+--------------------------------------------------+------------------+
+---------------,-----------------+
| Dearka Elsman | Type: Eagle Eye \
+---------------^-------------------+--------------+------------------+
|Level 1: Inflicts damage on enemies within range. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 2: Increases Berserk Gauge by a fixed amount|Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 3: Boosts your firepower. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: Expands your lock-on range. |Effect Time: High|
+--------------------------------------------------+------------------+
|Level 5: Inflicts damage on enemies within range. |Effect Power: High|
+--------------------------------------------------+------------------+
+--------------,-----------------+
| Nicol Amalfi | Type: The Nurse \
+--------------^-------------------+---------------+------------------+
|Level 1: Restores your unit's HP Gauge. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 2: Boosts your defensive power. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 3: All enemies are immobilized. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 4: Boosts your defensive power. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Restores your unit's HP and Power Gauges.|Effect Power: Mid|
+--------------------------------------------------+------------------+
+--------------,-------------------+
| Miguel Aiman | Type: The Wingman \
+--------------^---------------------+-------------+------------------+
|Level 1: Inflicts damage on a locked-on enemy. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 2: Enemy's speed is decreased. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 3: Boosts your Short-Range attack. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: All enemies are drawn to your unit. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Boosts your speed and firepower. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
+-----------------,---------------------+
| Andrew Waltfeld | Type: The Commander \
+-----------------^-----------------------+--------+------------------+
|Level 1: Boosts your speed and firepower. |Effect Power: Low|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 2: Inflicts damage on enemies within range. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 3: Boosts your firepower and defensive |Effect Power: Mid|
| power. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: Inflicts damage on enemies within range. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 5: Your unit gains invincibility. |Effect Time: Low|
+--------------------------------------------------+------------------+
+----------------,-------------------+
| Martin DaCosta | Type: The Blocker \
+----------------^---------------------+-----------+------------------+
|Level 1: Enemy's speed is decreased. |Effect Power: Mid|
| |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Disables Short-Range attack for all |Effect Time: High|
| enemies. | |
+--------------------------------------------------+------------------+
|Level 3: All locked-on enemies are immobilized. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 4: All enemy weapons are jammed. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Enemy's speed is decreased. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
+-------,-----------------------+
| Aisha | Type: Shot in the Arm \
+-------^-------------------------+----------------+------------------+
|Level 1: Boosts your unit's speed. |Effect Power: Low|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 2: Boosts your Short-Range attack. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 3: Boosts your firepower. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: Boosts your defensive power. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Boosts your speed, defense, firepower, |Effect Power: Mid|
| and Short-Range attack. |Effect Time: Mid|
+--------------------------------------------------+------------------+
+------------------,-----------------------+
| Shiho Hahnenfuss | Type: Shot in the Arm \
+------------------^-------------------------+-----+------------------+
|Level 1: Boosts your speed and Short-Range attack.|Effect Power: Low|
| |Effect Time: Low15|
+--------------------------------------------------+------------------+
|Level 2: Locked-on enemy movements and actions |Effect Time: Low|
| are frozen. | 5 |
+--------------------------------------------------+------------------+
|Level 3: Boosts your firepower and Short-Range |Effect Power: Low|
| attack. |Effect Time: Mid30|
+--------------------------------------------------+------------------+
|Level 4: Boosts your firepower, Short-Range |Effect Power: Low|
| attack, and defensive power. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 5: Boosts your speed and defensive power. |Effect Power: Mid|
| |Effect Time: High|
+--------------------------------------------------+------------------+
+------------,------------------+
| Lowe Guele |Type: The Bruiser \
+------------^--------------------+----------------+------------------+
|Level 1: Restores your unit's HP Gauge. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 2: Boosts your Short-Range attack. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 3: Increases Berserk Gauge and decreases |Effect Power: Mid|
| Power Gauge. | |
+--------------------------------------------------+------------------+
|Level 4: Restores your unit's HP Gauge. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 5: Boosts your Short-Range attack. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
+------------------,------------------+
| Kisato Yamabuki |Type: The Bruiser \
+------------------^--------------------+----------+------------------+
|Level 1: Restores your unit's Power Gauge. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 2: Boosts your Short-Range attack. |Effect Power: Low|
| |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 3: Restores your unit's Power Gauge. |Effect Power: High|
+--------------------------------------------------+------------------+
|Level 4: Boost your speed and Short-Range attack. |Effect Power: Low|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Restores your unit's HP and Power Gauges.|Effect Power: Mid|
+--------------------------------------------------+------------------+
+--------------,------------------+
| Gai Murakumo | Type: The Expert \
+--------------^--------------------+--------------+------------------+
|Level 1: Inflicts damage on enemies within range. |Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 2: Restores your unit's HP and Power Gauges.|Effect Power: Low|
+--------------------------------------------------+------------------+
|Level 3: Boosts your firepower and Short-Range |Effect Power: Low|
| attack. |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 4: Boosts your speed and defensive power. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: All enemy movements and actions are |Effect Time: Mid|
| frozen. | |
+--------------------------------------------------+------------------+
+-------------,---------------------+
| Elijah Kiel | Type: Lock and Load \
+-------------^-----------------------+------------+------------------+
|Level 1: Expands your lock-on range. |Effect Time: Low|
+--------------------------------------------------+------------------+
|Level 2: Boosts your firepower. |Effect Power: Mid|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 3: Restores your unit's Power Gauge. |Effect Power: Mid|
+--------------------------------------------------+------------------+
|Level 4: Boosts your firepower. |Effect Power: High|
| |Effect Time: Mid|
+--------------------------------------------------+------------------+
|Level 5: Restores your unit's HP and Power Gauges.|Effect Power: Mid|
+--------------------------------------------------+------------------+
-----------------------------------------------------------------------
O.M.N.I Unit Stats
-----------------------------------------------------------------------
These are the stats for the Earth Alliance O.M.N.I. Enforcer units
that you are able to pilot in this game. The following are what stats I
have included:
--TERRAIN: Fairly self-explanatory, this is what different terrain
types the unit is capable of operating in. In this game there are four
different types of environments; there's the ground, the air, the icy
blackness of space, and under water. Some units are capable of
operating in most or all of these environments, while some are
extremely limited. Where the unit can be used will be listed here.
--LONG RANGE: The unit's primary ranged weapon. Weapons in this game
can either be beam-based or use live ammunition, and this will be
indicated in brackets along with the maximum ammunition count in
parentheses.
--SHORT-RANGE: The unit's primary short-ranged weapon. Most unit's
carry specialized weaponry to fight in close to melee range combat,
while some just use less stylized punch and kick attacks. However, some
units cannot make close combat attacks at all, so they will have a
hyphen ("-") instead of a weapon to indicate they can not attack.
--LR SPECIAL: This is the unit's Long Range Special Attack that the
unit will use if it is holding it's primary ranged weapon when a
Special Attack is performed.
--SR SPECIAL: This is the unit's Short-Range Special Attack that it
will perform if it is in Attack Mode and using its short-range weapons
when a Special Attack is performed. Unit's that cannot make close
combat attacks usually can't make close combat special attacks either,
and so they will have a hyphen ("-") instead of a weapon to indicate
that they can not do so.
--COMBO: These are the short-ranged weaponry, in addition to the
primary long-ranged weapon, that the unit can use if a ranged attack is
made during a melee combo. By pressing the Square Button after pressing
the Triangle Button (while in attack mode) you can make a ranged close
combat attacks with these weapons. Pressing Square at different parts
of the combo will have different effects. Some units have as many as
two of these weapons, while some units only have one, but some do not
have any at all and will have a hyphen ("-") in place of an attack.
--NOTES: This will note any extra mechanisms that the unit has that are
of interest such as a shield or special armor. Shields are used by
holding the down direction on the D-Pad, and any damage dealt while
shielding will go to the shield. If the shield takes too much damage it
will be destroyed in a purple flash. The different types of armor,
Phase Shift Armor and Trans-Phase Armor will cause attacks made against
the unit by weapons that fire live ammo, to drain the Power Gauge
instead of the HP Gauge. Units that can operate in Sea environments and
not have their abilities restricted by it will also be here.
GAT-X105 Strike Gundam:
-----------------------
This is one of the five GAT series, an Earth Alliance mobile suit
secretly developed at Heliopolis to counter ZAFT. It is equipped with a
new system called Phase Shift Armor. Designed as a multi-purpose combat
vehicle, it comes with optional Striker Packs. This is a basic model
and comes without a Striker Pack.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (042)]
SHORT-RANGE: Armor Schneider
LR SPECIAL: Beam Rifle: Sniper Shot
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Phase Shift Armor
GAT-X105+AQM/E-X01 Aile Strike Gundam:
--------------------------------------
Aile Striker equipped. The Aile Striker is equipped wither a
powerful thruster and booster for high maneuverability in space. A
high-powered unit, it is capable of gliding for a short time on Earth.
It also functions as an additional power pack. Based upon the success
of this unit, the company was awarded the MS contract.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (042)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
Phase Shift Armor
GAT-X105+AQM/E-X03 Launcher Strike Gundam:
------------------------------------------
Launcher Striker equipped. Firepower is increased with the addition
of the Hyper Impulse Canon, Agni, and missiles. This pack is for ranged
combat and fortress assault.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Agni [BEAM (016)]
SHORT-RANGE: Armor Schneider
LR SPECIAL: Agni: Hold Shot
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
Combo Weapon Pod [LIVE AMMO]
NOTES: Phase Shift Armor
GAT-X105+AQM/E-X02 Sword Strike Gundam:
---------------------------------------
Sword Striker equipped. The anti-ship blade "Schwert Gewehr" is used
for close-range combat.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Midas Messer [BEAM (001)]
SHORT-RANGE: Schwert Gewehr
LR SPECIAL: Sub-weapon Shot
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
Panzer Eisen [LIVE AMMO]
NOTES: Shield
Phase Shift Armor
TS-MA2mod.00 Moebius Zero:
--------------------------
A special unit MA developed for the few pilots who excel in spatial
mechanics. Its four wire-guided gunbarrels are capable of an all-range
attack.
TERRAIN: Space
LONG RANGE: Linear Gun [LIVE AMMO (048)]
MULTILOCK: Gunbarrels [LIVE AMMO]
SHORT-RANGE: -
LR SPECIAL: Gunbarrel Attack [LIVE AMMO]
SR SPECIAL: -
COMBO: -
-
FX-550 Sky Grasper:
-------------------
A two-seater fighter aircraft. It provides support for the GAT-X105
Strike. It can also be equipped with many different Striker Packs. It
was developed on Earth, rather then Heliopolis, to take advantage of a
real atmosphere and because of competition between Morgenroete and PMP
Corporation. Two of these aircraft were transferred to the Archangel
when it linked up with the 8th Fleet. Mu La Flaga, Tolle Koenig, and
Cagalli Yula Athha have all flown it.
TERRAIN: Ground, Sky
LONG RANGE: Beam Cannon [BEAM (048)]
SHORT-RANGE: -
LR SPECIAL: Combination Shot
SR SPECIAL: -
COMBO: -
-
FX-550+AQM/E-X01 Aile Grasper:
------------------------------
A Sky Grasper equipped with an Aile Striker. The maneuverability and
speed are greatly improved.
TERRAIN: Ground, Sky
LONG RANGE: Beam Cannon [BEAM (016)]
SHORT-RANGE: -
LR SPECIAL Combination Shot
SR SPECIAL: -
COMBO: -
-
FX-550+AQM/E-X03 Launcher Grasper:
----------------------------------
A Sky Grasper equipped with a Launcher Striker. Firepower is greatly
increased. The 320mm Hyper Impulse Cannon can be used along with the
other weapons.
TERRAIN: Ground, Sky
LONG RANGE: Beam Cannon [BEAM (016)]
SHORT-RANGE: -
LR SPECIAL: High Output Agni [BEAM]
SR SPECIAL: -
COMBO: -
-
FX-550+AQM/E-X02 Sword Grasper:
-------------------------------
A Sky Grasper equipped with a Sword Striker. The Sword Striker is
not really suited for fighter aircraft. Instead this configuration is
used as a pack transporter for bringing the Strike's weapons to the
battlefield. Cagalli used it in this form and attacked with the
"Schwert Gewehr."
TERRAIN: Ground, Sky
LONG RANGE: Beam Cannon [BEAM (016)]
SHORT-RANGE: -
LR SPECIAL: Panzer Eisen [LIVE AMMO]
SR SPECIAL: -
COMBO: -
-
GAT-01 Strike Dagger:
---------------------
A mass produced MS developed by the Earth Forces from data on the
GAT-X Series. Using the Strike's OS, it has been upgraded so that even
a Natural can operate it. This is only a basic wartime model. The
original mass produced Strike was the GAT-01A1 Dagger (105 Dagger).
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (032)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Snipe Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
GAT-X131 Calamity Gundam:
-------------------------
The next generation GAT-X series developed by the Earth Forces for
use against ZAFT. Developed from the X100 Buster, it's excellent for
ranged battles. Adjusted for use by biological CPU's rather than
regular pilots, this machine is more than capable of holding its own
against Coordinator-piloted mobile suits. It is equipped with TP armor,
an improved variation of PS armor. Its biological CPU is Orga Sabnak.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Todesblock [LIVE AMMO (042)]
SHORT-RANGE: Shield Attack
LR SPECIAL: All Cannon Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Kaefer Zwei [BEAM]
Scylla [BEAM]
NOTES: Shield
Trans-Phase Armor
GAT-X252 Forbidden Gundam:
--------------------------
The next generation GAT-X series developed from the X 200 Blitz for the
purpose of equipping it with a unique device. Specializing in beam
combat, it is equipped with the energy-deflecting "Geschmeidig Panzer"
for counteracting beam weapons. Deflection shots are also possible.
When coupled with TP armor, this unit's defensive capabilities are
unrivaled. The large lifter on the back can cover the head, enabling it
to fly in the atmosphere. Its biological CPU is Shani Andras.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Hresvelgr [BEAM (025)]
SHORT-RANGE: Nidhoggr
LR SPECIAL: All Cannon Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
Rail Gun [LIVE AMMO]
NOTES: Geschmeidig Panzer (will deflect beams while blocking)
Trans-Phase Armor
GAT-X370 Raider Gundam:
-----------------------
The next generation GAT-X series developed by the Earth Forces for use
against ZAFT. Its biological CPU is Clotho Buer. Developed from the
X300 line, this unit transforms into a bird-type MA mode. Of the 3 new
GAT-X machines, the Raider was the most difficult to develop. Official
rollout was April 20th, but in the rush to meet the military's deadline
it was found to be seriously underpowered. Efforts were made to bring
the machine up to the level of its partners, and in the end it was
deemed suitable for the invasion of Orb. Data from this machine was
used to develop the GAT X333 Raider (Official Specs).
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Linear Gun [LIVE AMMO (064)]
SHORT-RANGE: Mjolnir
LR SPECIAL: Combination Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Zorn [BEAM]
Defense Shield Cannon [LIVE AMMO]
NOTES: Trans-Phase Armor
TS-MA2 Moebius:
---------------
The Earth Forces' mass produced MA. The unique Gunbarrel is removed
from the Moebius, leaving a basic machine that regular pilots can
operate. There are many variations of this unit, with the mission
defining the equipment to be attached.
TERRAIN: Space
LONG RANGE: Linear Gun [LIVE AMMO (048)]
SHORT-RANGE: -
LR SPECIAL: All Cannon Shot [LIVE AMMO]
SR SPECIAL: -
COMBO: -
-
CAT1-X1/3 Hyperion Gundam:
--------------------------
The Hyperion was developed by the Eurasian Federation in a show of
independence from the Atlantic Federation. The civilian contractor
successfully developed three machines. The three units were stationed
at Artemis with special forces soldier Canard Pars being assigned the
Hyperion Unit One. Similar to "The Umbrella of Artemis," these units
used a lightwave shield system called "Armure Lumiere" to protect their
machines. However, use of the shield was limited, since its great
energy demands could drain the batteries in a matter if minutes.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Sub-Machine Gun [BEAM (060)]
SHORT-RANGE: Beam Dagger
LR SPECIAL: Assault Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Armure Lumiere lightwave shield
GAT-01D Long Dagger Jean Carrey Custom:
---------------------------------------
A successor to the Strike Dagger, this unit was produced in huge
numbers, resulting in many spare parts. The frame is from the GAT-X 102
Duel series. Similar to ZAFT's "Assault Shroud," these units are
equipped with "Fortresta Mode," giving these machines improved armor,
firepower, and thrust. The OS required to operate this system is
complicated, making it impossible for Naturals to operate the machine.
Only those Coordinators cooperating with the Alliance, like Jean
Carrey, fly these machines. Suspicious of his loyalties, the Alliance
painted Carrey's machine white to identify him on the battlefield. His
personal Long Dagger is white as well.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (032)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
Missile Pod [LIVE AMMO]
GAT-X133 Sword Calamity:
------------------------
This machine was part of the same design process that created the X-
131 Calamity. Changes include removing the artillery weapons and
equipping it for close combat. Three of these machines were produced in
conjunction with the Calamity. Two of them were deployed during the
operation to recapture Victoria Base. It fought under the command of
Orb's Astray Gold Frame during this battle. Subsequently, one of the
Sword Calamity aircraft and its pilot, Four Socius, were transferred to
Orb and the Sahaku Family. These three machines have the same power as
the Calamity, though they look slightly different due to variations in
the manufacturing process.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Midas Messer [BEAM (001)]
SHORT-RANGE: Schwert Gewehr
LR SPECIAL: Scylla [BEAM]
SR SPECIAL: Combination Attack
COMBO: Midas Messer [BEAM]
Scylla [BEAM]
NOTES: Shield
Trans-Phase Armor
GAT-01A1 105 Dagger:
--------------------
Successor to the Strike Dagger, this is the official mass produced
version of the GAT-X 105 Strike. It's fitted with the same back mount,
allowing a variety of Striker Packs to be used. Officially called the
dagger, it's more commonly referred to as the "105 Dagger" to
differentiate it from the other daggers. It's only called the Dagger on
paper.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (032)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
Trans-Phase Armor
GAT-01A1+AQM/E-X04 Gunbarrel Dagger:
------------------------------------
This is a 105 Dagger that comes equipped with a Gunbarrel. When
Morgan Chevalier was transferred to the Atlantic Federation, it became
apparent he had the rare ability to operate a Gunbarrel. The Gunbarrel
intended for Mu was instead installed on Morgan's 105 Dagger (Mu never
did pick up a Gunbarrel, since he left the Alliance after the
destruction of JOSH-A.).
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (032)]
MULTILOCK: Gunbarrels [BEAM]
SHORT-RANGE: Beam Saber
LR SPECIAL: Gunbarrel Attack [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
Trans-Phase Armor
GAT-01D1 Duel Dagger:
---------------------
Based on the GAT-01 D Long Dagger series, this is a Natural-use
machine. More powerful than the Strike Dagger, many of these units were
produced. It comes equipped with the "Fortresta Mode." These machines
were assigned to ace pilots during battles on Earth.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (032)]
SHORT-RANGE: Beam Saber
LR SPECIAL: All Cannon Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
Missile Pod [LIVE AMMO]
GAT/A-01E2 Buster Dagger:
-------------------------
An artillery unit based on the frame of the 105 Dagger series.
Copying the concept of the X-103 Buster, the plan was to take a 105
Dagger and place a Striker Pack on it. While it was being designed they
realized it couldn't be handled with just the pack, so they had to
change the main body. Because it shares many parts with the 105 Dagger,
it is possible to produce the same line.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Gun Launcher Rifle [BEAM / LIVE AMMO (030)]
SHORT-RANGE: Punch
LR SPECIAL: Hold Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Missile Pod [LIVE AMMO]
-
GAT-X255 Forbidden Blue:
------------------------
A variant of the GAT X252 Forbidden. The Alliance's first underwater
suit, it has the special armor "Geschmeidig Panzer," which was modified
to resist pressure. A special pressure hull was never installed and the
units relied on the armor staying powered for their safety.
Theoretically, an unlimited submersible depth was possible, but if the
power supply was cut off, the machine would instantly implode under the
extreme pressure. Because of its unreliability, the test pilots gave it
the disturbing nickname, "Forbidden Coffin." The four that were
produced became the precursors to the underwater GAT-706S Deep
Forbidden.
TERRAIN: Sea
LONG RANGE: Phonon Maser Cannon [BEAM (025)]
SHORT-RANGE: Trident
LR SPECIAL: Combination Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Torpedo Canister Pod [LIVE AMMO]
Igelstellung [LIVE AMMO]
NOTES: Close Combat Shields
Trans-Phase Armor
Performance unaffected by water
GAT-706S Deep Forbidden:
------------------------
Official version of the Forbidden Blue. A new mass produced design,
different from the Strike Dagger and 105 Dagger. Unlike the Forbidden
Blue, the cockpit was reinforced with a Titanium pressure hull. Even if
the power is lost, the machine can withstand a great amount of water
pressure.
TERRAIN: Sea
LONG RANGE: Phonon Maser Cannon [BEAM (025)]
SHORT-RANGE: Trident
LR SPECIAL: Combination Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Torpedo Canister Pod [LIVE AMMO]
-
NOTES: Close Combat Shields
Performance unaffected by water
GAT-333 Raider (Full Spec Version):
-----------------------------------
The prototype for the GAT-X 370 Raider. This machine was developed
for ranged attacks. Data from the X370's combat records were used to
develop this machine. A wing equipped with propellant tanks gave it
atmospheric flight capabilities and extended range. Atmospheric
insertion is possible by placing the unit in a reentry shell and
dropping it from orbit. After the capsule disintegrates, the descent
speed ignites the wings' ramjets and it uses this additional thruster
power to decelerate and descend to the battlefield.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Linear Gun [LIVE AMMO (160)]
SHORT-RANGE: Punch
LR SPECIAL: Combination Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Machine Gun [LIVE AMMO]
-
NOTES: Trans-Phase Armor
TS-MA2 Moebius (Nuclear Equipment):
-----------------------------------
This is a nuclear missile-equipped Moebius. Once the Earth Forces
had acquired the N-Jammer Canceler data, Blue Cosmos realized this was
their chance to destroy the Coordinators. Using Moebius units armed
with nuclear missiles, the "Peacemaker Force" was deployed. It wreaked
havoc when it attacked Boaz.
TERRAIN: Space
LONG RANGE: Vulcan [LIVE AMMO (500)]
SHORT-RANGE: -
LR SPECIAL: Nuclear Missile
SR SPECIAL: -
COMBO: -
-
-----------------------------------------------------------------------
ZAFT Unit Stats
-----------------------------------------------------------------------
These are the stats for the Zodiac Alliance of Freedom Treaty units
that you are able to pilot in this game. The following are what stats I
have included:
--TERRAIN: Fairly self-explanatory, this is what different terrain
types the unit is capable of operating in. In this game there are four
different types of environments; there's the ground, the air, the icy
blackness of space, and under water. Some units are capable of
operating in most or all of these environments, while some are
extremely limited. Where the unit can be used will be listed here.
--LONG RANGE: The unit's primary ranged weapon. Weapons in this game
can either be beam-based or use live ammunition, and this will be
indicated in brackets along with the maximum ammunition count in
parentheses.
--SHORT-RANGE: The unit's primary short-ranged weapon. Most units carry
specialized weaponry to fight in close to melee range combat, while
some just use less stylized punch and kick attacks. However, some units
cannot make close combat attacks at all, so they will have a hyphen ("-
") instead of a weapon to indicate they can not attack.
--LR SPECIAL: This is the unit's Long Range Special Attack that the
unit will use if it is holding it's primary ranged weapon when a
Special Attack is performed.
--SR SPECIAL: This is the unit's Short-Range Special Attack that it
will perform if it is in Attack Mode and using its short-range weapons
when a Special Attack is performed. Unit's that cannot make close
combat attacks usually can't make close combat special attacks either,
and so they will have a hyphen ("-") instead of a weapon to indicate
that they can not do so.
--COMBO: These are the short-ranged weaponry, in addition to the
primary long-ranged weapon, that the unit can use if a ranged attack is
made during a melee combo. By pressing the Square Button after pressing
the Triangle Button (while in attack mode) you can make a ranged close
combat attacks with these weapons. Pressing Square at different parts
of the combo will have different effects. Some units have as many as
two of these weapons, while some units only have one, but some do not
have any at all and will have a hyphen ("-") in place of an attack.
--NOTES: This will note any extra mechanisms that the unit has that are
of interest such as a shield, special armor, or nuclear power. Shields
are used by holding the down direction on the D-Pad, and any damage
dealt while shielding will go to the shield. If the shield takes too
much damage it will be destroyed in a purple flash. Phase Shift Armor
will cause attacks made against the unit by weapons that fire live
ammo, to drain the Power Gauge instead of the HP Gauge. Units that have
a nuclear reactor will slowly have their Power Gauge refill. Units that
can operate in Sea environments and not have their abilities restricted
by it will also be here.
ZGMF-X10A Freedom Gundam:
-------------------------
Using the four Gundams captured from the Alliance as a reference,
ZAFT used their technology to develop this machine. Equipped with the
N-Jammer Canceler it's powered by a nuclear reactor which provides an
immense amount of power. In theory, it will never run out of power in
battle. Once the wing-like Binders are opened it can perform high
maneuvering aerial tactics. (HiMAT Mode.) It is highly maneuverable,
even under gravity. Lacus Clyne gave it to Kira Yamato.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (064)]
MULTILOCK: HiMAT Attack
SHORT-RANGE: Beam Saber
LR SPECIAL: All Cannon Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: CIWS [LIVE AMMO]
Rail Gun [BEAM / LIVE AMMO]
NOTES: Shield
Phase Shift Armor
Nuclear Reactor
ZGMF-X09A Justice Gundam:
-------------------------
ZAFT developed this machine using the captured GAT-X series as a
reference. This machine is the Freedom's twin. It becomes Athrun's
personal machine after it falls into the hands of the Lacus Group.
Equipped with the N-Jammer Canceler, it is powered by a nuclear reactor
which provides an immense amount of power. In theory, it will never run
out of power. Attached to the rear is the expanding lifter equipment,
Fatum-00. It can be detached and used as a sub-flight lifter system.
Its fire power and maneuverability are greatly increased when combined
with the METEOR mobile weapons platform.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (064)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Fatum-00 Attack [BEAM]
SR SPECIAL: Combination Attack
COMBO: CIWS [LIVE AMMO]
Fortis Cannon [BEAM]
NOTES: Shield
Phase Shift Armor
Nuclear Reactor
METEOR (Freedom Gundam):
------------------------
The warship Eternal was designed to support the Freedom and the
Justice. The METEORs on the ship's bow usually act as turrets, but if
necessary they can be combined with the mobile suits to greatly
increase their firepower and maneuverability, resulting in a weapon
platform with the mobility of a mobile suit and the firepower of a
battleship.
TERRAIN: Space
LONG RANGE: High-Energy Beam Cannon [BEAM (096)]
MULTILOCK: Missile Pods [LIVE AMMO]
SHORT-RANGE: Beam Saber
LR SPECIAL: All Cannon Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: -
-
METEOR (Justice Gundam):
------------------------
The warship Eternal was designed to support the Freedom and the
Justice. The METEORs on the ship's bow usually act as turrets, but if
necessary they can be combined with the mobile suits to greatly
increase their firepower and maneuverability, resulting in a weapon
platform with the mobility of a mobile suit and the firepower of a
battleship.
TERRAIN: Space
LONG RANGE: High-Energy Beam Cannon [BEAM (096)]
MULTILOCK: Missile Pods [LIVE AMMO]
SHORT-RANGE: Beam Saber
LR SPECIAL: All Cannon Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: -
-
GAT-X303 Aegis Gundam:
----------------------
One of the GAT-X Series machines from the Earth Forces' Gundam
project. ZAFT captures it at Heliopolis and assigns Athrun Zala to be
its regular pilot. Different from the other Gundams, it was built using
the transforming X300 frame. It can transform into a clawed MA form or
stay in long range patrol mode. The extremely powerful multi-phase
energy canon Scylla is located on the torso in MA form. The Aegis and
the Strike were destroyed as they battled with each other in Orb
Territory.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (042)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Scylla [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
Phase Shift Armor
GAT-X207 Blitz Gundam:
----------------------
One of the GAT-X Series machines from the Earth Forces' Gundam
project. ZAFT captures it at Heliopolis and assigns Nicol Amalfi to be
its regular pilot. From the X200 series, these machines are equipped
with unique weapons. The Blitz is equipped with the "Mirage Colloid," a
polarized gas that when activated, makes the machine disappear for a
period of 80 minutes. Due to interference from the gas particles, the
PS Armor can't be activated when using the Mirage Colloid. It is almost
completely destroyed in battle. Members of Orb's Sahaku Family retrieve
the right arms and attach it to the Astray Gold Frame.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (042)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Mirage Colloid
SR SPECIAL: Trikeros Combination
COMBO: Trikeros [LIVE AMMO]
-
NOTES: Trikeros Shield
Phase Shift Armor
GAT-X103 Buster Gundam:
-----------------------
One of the GAT-X Series machines from the Earth Forces. This machine
was developed for medium and long range battles. Like the Duel and the
Strike, it uses the frame from the X100 series. Intended for long range
support, fortress assaults, and anti-ship assault, it is not equipped
with close range weapons. Its main weapons are the 350 mm Gun Launcher
and the 94 mm beam rifle. When these two weapons are combined, either a
hyper impulse sniper rifle or an anti-armor shot gun can be created. It
was captured by ZAFT and Dearka Elsman, who was assigned to be its
pilot.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Gun Launcher/Rifle [BEAM / LIVE AMMO (036)]
SHORT-RANGE: Punch
LR SPECIAL: Hold Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Missile Pod [LIVE AMMO]
-
NOTES: Phase Shift Armor
GAT-X102 Duel Gundam:
---------------------
The first of the GAT-X Series machines to be developed by the Earth
Forces. Serving as the development base for the others, it uses the
X100 frame because of its versatility. A general purpose machine, it
performs well in battle as a result of its PS armor. ZAFT captures it
at Heliopolis and assigns Yzak Joule to be its pilot.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (042)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
Grenade Launcher [LIVE AMMO]
NOTES: Shield
Phase Shift Armor
GAT-X102 Duel Gundam (Assault Shroud):
--------------------------------------
While undergoing repairs the Duel was equipped with the "Assault
Shroud," an augmented weapon and armor unit. Originally developed for
the GINN, it does not have PS armor capability, which is technology
specific to the Alliance. Although it provides a layer of armor, its
chief function is to increase its firepower and mobility. However, the
extra weight renders it clumsy in Earth's gravity.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (042)]
SHORT-RANGE: Beam Saber
LR SPECIAL: All Cannon Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Missile Pod [LIVE AMMO]
Grenade Launcher [LIVE AMMO]
NOTES: Shield
Phase Shift Armor
ZGMF-1017 GINN:
---------------
ZAFT's primary fighting MS, this was the first mass produced MS ever
developed. ZAFT developed the highly successful MS to counter the Earth
Force's numerical superiority, and quickly gained the upper hand. Its
versatility quickly became its best feature. Its many variations
include a two-seater long range reconnaissance type, a submarine type
called the WASP, and the desert fighting OCHER.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Heavy Assault Machine Gun [LIVE AMMO (200)]
SHORT-RANGE: Heavy Sword
LR SPECIAL: Heavy Assault Machine Gun: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
-
ZGMF-1017 GINN (Recoilless Cannon):
-----------------------------------
The multi-use GINN can be equipped for many situations. The M68
Cattus 500mm recoilless cannon is one of the more common variations.
Enemy machines fear its devastating punch.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Recoilless Cannon [LIVE AMMO (018)]
SHORT-RANGE: Heavy Sword
LR SPECIAL: Recoilless Cannon: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
-
ZGMF-1017 GINN (Heavy Ion Cannon):
----------------------------------
The multi-use GINN can be equipped for many situations. The M69
Barrus Heavy Ion Cannon is one of the more powerful weapons. Miguel
Aiman caused serious damage to the interior walls of Heliopolis when he
fired it. The main drawback is loss of mobility from the cannon's size
and weight.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Heavy Ion Cannon [BEAM (020)]
SHORT-RANGE: Heavy Sword
LR SPECIAL: Heavy Ion Cannon: Assault Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
-
ZGMF-1017 GINN (Guided Missile Launcher):
-----------------------------------------
The multi-use GINN can be equipped for many situations. The M66
Pardus are short range guided missile launchers used for storming
fortresses. They're referred to as "D equipment."
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Missile Launcher [LIVE AMMO (032)]
SHORT-RANGE: Heavy Sword
LR SPECIAL: Missile Launcher: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
Short-Range Guided Missile Launcher [LIVE AMMO]
ZGMF-LRR704B GINN Long Range Reconnaissance Type:
-------------------------------------------------
For search and patrol missions, this unit carries an extra seat for
the technician who monitors the scanning equipment. It comes equipped
with an extra tank for extended range capability. This was the unit
that searched for Lacus's Silverwind when it disappeared in the Debris
Belt.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Sniper Rifle [BEAM (012)]
SHORT-RANGE: Punch
LR SPECIAL: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
-
ZGMF-1017 GINN Miguel Aiman Custom:
-----------------------------------
Miguel, an ace pilot from the Le Creuset Team, has a customized
GINN. With orange coloring and skeleton markings, it's quite
distinctive. Basically a standard GINN, every part has been fine-tuned
resulting in higher performance. On the other hand, this results in
many breakdowns and repairs.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Heavy Assault Machine Gun [LIVE AMMO (200)]
SHORT-RANGE: Heavy Sword
LR SPECIAL: Heavy Assault Machine Gun: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
-
ZGMF-515 CGUE:
--------------
This unit ZAFT developed to succeed the GINN. Its maneuverability
and firepower are greatly improved over the GINN's. For propaganda
purposes its rollout was timed to coincide with the rollouts of the
DINN, BuCUE, ZuOOT, GOOhN, and the commencement of Operation Uroboros.
The first units were deployed to serve as officers' machines. This was
one of Rau Le Creuset's favorite machines for a long time.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Heavy Assault Machine Gun [LIVE AMMO (240)]
SHORT-RANGE: Heavy Sword
LR SPECIAL: Heavy Assault Machine Gun: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Vulcan [LIVE AMMO]
-
NOTES: Gatling Shield
AMF-101 DINN:
-------------
A special aircraft from the CGUE series, modified for atmospheric
flight combat. The wings on its back enable it to fly long distances in
the Earth's gravity. For propaganda purposes its rollout was timed to
coincide with the rollouts of the CGUE, BuCUE, ZuOOT, GOOhN, and the
commencement of Operation Uroboros.
TERRAIN: Ground, Sky, Sea
LONG RANGE: Heavy Assault Machine Gun [LIVE AMMO (220)]
SHORT-RANGE: Punch
LR SPECIAL: Heavy Assault Machine Gun: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Shot Gun [LIVE AMMO]
Launcher [LIVE AMMO]
TMF/A-802 BuCUE:
----------------
This four-legged ground combat mobile suit's rollout was timed to
coincide with Operation Uroboros. Its quadrupedal designs make the
BuCUE very stable in difficult terrain. Its caterpillar treads give it
extreme mobility in many types of terrain, especially the desert. It
comes equipped with a dual railgun or a 400mm missile pod on the back.
A Dual Beam Saber was added to the head after the technology was
acquired from the Gundams.
TERRAIN: Ground
LONG RANGE: Rail Gun [LIVE AMMO (032)]</pre><pre id="faqspan-3">
SHORT-RANGE: Beam Saber
LR SPECIAL: Hold Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Beam Saber
-
TMF/A-802 BuCUE (Missile Pod):
------------------------------
This unit has a 400 mm missile pod on the back instead of the Dual
Railgun.
TERRAIN: Ground
LONG RANGE: Missile Pod [LIVE AMMO (072)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Hold Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Beam Saber
-
TMF/A-803 LaGOWE:
-----------------
The successor to the BuCUE, the first units were deployed after the
fall of the Kaohsiung space port. Larger and more powerful than the
BuCUE, this unit comes with two seats for a pilot and gunner. Firepower
and mobility are greatly increased, and the head-mounted beam saber is
standard equipment. Equipped with caterpillar treads, it is highly
maneuverable in irregular terrain. Still quite rare, only exceptional
commanders like Andrew Waltfeld have used them in combat. It was
seriously damaged in battle with the Strike.
TERRAIN: Ground
LONG RANGE: Beam Cannon [BEAM (044)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Hold Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Beam Saber
-
TFA-2 ZuOOT:
------------
Another mobile suit, the rollout of which was timed to coincide with
Operation Uroboros. An artillery mobile suit, this machine is usually
used for bombardment and long range fire support. It can also transform
into tank mode for greater stability when firing its cannons. Extremely
specialized, this unit wasn't popular on the battlefield. The series
was cancelled after the first and only generation.
TERRAIN: Ground
LONG RANGE: Heavy Assault Machine Gun [LIVE AMMO (050)]
SHORT-RANGE: Punch
LR SPECIAL: All Cannon Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
Arm Cannon [LIVE AMMO]
UMF-4A GOOhN:
-------------
ZAFT's underwater mobile suit. Operation Uroboros' main goals were
to capture the spaceports and mass drivers along the equator. This
mobile suit was developed to help them achieve naval supremacy. During
long range patrol mode the hands and feet retract. Its armament
includes two shoulder mounted Phonon maser cannons, the underwater
sonic version of a laser.
TERRAIN: Sea
LONG RANGE: Torpedo Tube [LIVE AMMO (032)]
SHORT-RANGE: Punch
LR SPECIAL: Combination Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Rifle Darts [LIVE AMMO]
Phonon Maser Gun [BEAM]
NOTES: Performance unaffected by water
UMF-5 ZnO:
----------
The successor to the GOOhN. Along with the LaGOWE and the GuAIZ,
this mobile suit was introduced after the fall of Kaohsiung. Larger
than the GOOhN, this unit comes equipped with claws to enhance its
close-combat ability.
TERRAIN: Sea
LONG RANGE: Torpedo Tube [LIVE AMMO (032)]
SHORT-RANGE: Claw
LR SPECIAL: Combination Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Torpedo Tube [LIVE AMMO]
Phonon Maser Gun [BEAM]
NOTES: Performance unaffected by water
ZGMF-600 GuAIZ Commander Type:
------------------------------
Assigned as an officer's use GuAIZ. The specs are the same as the
regular GuAIZ, except this unit is painted white and silver. Rau Le
Creuset flew it once but never really put it through its paces.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (038)]
SHORT-RANGE: Beam Claw
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: CWIS [LIVE AMMO]
-
NOTES: Shield
ZGMF-600 GuAIZ:
---------------
The successor to the CGUE. Along with the LaGOWE and the ZnO this
mobile suit was introduced after the fall of Kaohsiung. Serving as a
test bed for the Justice and the Freedom, a lot of this unit's
technology was later incorporated into the newer machines. An
exceptional mobile suit for its time, it employed a shield plus dual
beam claw system and the Extensional Arrestor beam cable weapon.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (038)]
SHORT-RANGE: Beam Claw
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: CWIS [LIVE AMMO]
-
NOTES: Shield
ZGMF-X13A Providence Gundam:
----------------------------
The machine that Rau Le Creuset flew during the second battle of
Jachin Due. It is equipped with the "DRAGOON System" a wireless all
range guided weapon system. Heavily armed, it also comes equipped with
a high energy beam rifle and a shield mounted with a Beam Saber. It is
seriously damaged in a battle with the Freedom. Providence means "Will
of God" and "Divine Revelation."
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Large Type Beam Rifle [BEAM (064)]
MULTILOCK: DRAGOON System [BEAM]
SHORT-RANGE: Large Type Beam Saber
LR SPECIAL: DRAGOON System [BEAM]
SR SPECIAL: Combination Attack
COMBO: CIWS [LIVE AMMO]
-
NOTES: Shield
Phase Shift Armor
Nuclear Reactor
YFX-200 CGUE DEEP Arms:
-----------------------
A CGUE equipped with beam weapon technology stolen from the Earth
Forces. This unit tends to overheat and is referred to as the
Directional Energy Emission Experimental Arms Suit, or "DEEP."
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Heavy Assault Machine Gun [LIVE AMMO (220)]
SHORT-RANGE: Heavy Laser Sword
LR SPECIAL: Combination Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Thermal Energy Cannons [BEAM]
-
ZGMF-1017M GINN High Maneuver Type:
-----------------------------------
A variant of the ZGMF-1017 GINN. As the war started to drag on, the
classic GINN soon found itself being outclassed by its opponents. This
unit was developed as an intermediary until the next generation could
be rolled out. ZAFT used technology which had already been proven on
the battlefield and assigned the completed 1017Ms to superior pilots.
With the controls of a GINN and interchangeable repair parts, this was
welcomed by soldiers on the front line and was still popular even after
the GuAIZ was in production.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Heavy Assault Machine Gun [LIVE AMMO (220)]
SHORT-RANGE: Heavy Sword
LR SPECIAL: Heavy Assault Machine Gun: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Heavy Sword
-
YMF-X000A Dreadnought Gundam:
-----------------------------
A Gundam created by ZAFT, based on the machines stolen from the
Alliance. It is a prototype ZAFT Gundam. Like the Freedom, this machine
has a nuclear reactor enabling it to use the enormous DRAGOON system
installed on its back. After its testing was complete, it was stolen
from the PLANTs before it could be disposed of.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (064)]
MULTILOCK: DRAGOON System [BEAM]
SHORT-RANGE: Beam Saber
LR SPECIAL: DRAGOON System [BEAM]
SR SPECIAL: Combination Attack
COMBO: CIWS [LIVE AMMO]
-
NOTES: Shield
Phase Shift Armor
Nuclear Reactor
ZGMF-1017 GINN Gai Murakumo Custom:
-----------------------------------
The machine that Gai Murakumo used before he acquired the Blue
Frame, it was seriously damaged in battle with Miguel Aiman. For this
assignment, the machine was equipped with a long-range propellant tank
and the weight was dramatically reduced.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Recoilless Rifle [LIVE AMMO (018)]
SHORT-RANGE: Armor Schnieders
LR SPECIAL: Recoilless Rifle: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
-
YMF-01B Prototype GINN:
-----------------------
The prototype machine for the GINN. Less efficient than a regular
GINN, its performance and mobility are the same, enabling it to be used
as an excellent practice machine.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Heavy Assault Machine Gun [LIVE AMMO (200)]
SHORT-RANGE: Heavy Sword
LR SPECIAL: Heavy Assault Machine Gun: Assault Shot [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Shoulder Charge
-
-----------------------------------------------------------------------
Orb Union Unit Stats
-----------------------------------------------------------------------
These are the statistics for the Orb Union units that you are able
to pilot in this game. The following are what stats I have included:
--TERRAIN: Fairly self-explanatory, this is what different terrain
types the unit is capable of operating in. In this game there are four
different types of environments; there's the ground, the air, the icy
blackness of space, and under water. Some units are capable of
operating in most or all of these environments, while some are
extremely limited. Where the unit can be used will be listed here.
--LONG RANGE: The unit's primary ranged weapon. Weapons in this game
can either be beam-based or use live ammunition, and this will be
indicated in brackets along with the maximum ammunition count in
parentheses.
--SHORT-RANGE: The unit's primary short-ranged weapon. Most unit's
carry specialized weaponry to fight in close to melee range combat,
while some just use less stylized punch and kick attacks. However, some
units cannot make close combat attacks at all, so they will have a
hyphen ("-") instead of a weapon to indicate they can not attack.
--LR SPECIAL: This is the unit's Long Range Special Attack that the
unit will use if it is holding it's primary ranged weapon when a
Special Attack is performed.
--SR SPECIAL: This is the unit's Short-Range Special Attack that it
will perform if it is in Attack Mode and using its short-range weapons
when a Special Attack is performed. Unit's that cannot make close
combat attacks usually can't make close combat special attacks either,
and so they will have a hyphen ("-") instead of a weapon to indicate
that they can not do so.
--COMBO: These are the short-ranged weaponry, in addition to the
primary long-ranged weapon, that the unit can use if a ranged attack is
made during a melee combo. By pressing the Square Button after pressing
the Triangle Button (while in attack mode) you can make a ranged close
combat attacks with these weapons. Pressing Square at different parts
of the combo will have different effects. Some units have as many as
two of these weapons, while some units only have one, but some do not
have any at all and will have a hyphen ("-") in place of an attack.
--NOTES: This will note any extra mechanisms that the unit has that are
of interest such as a shield or special armor. Shields are used by
holding the down direction on the D-Pad, and any damage dealt while
shielding will go to the shield. If the shield takes too much damage it
will be destroyed in a purple flash. Phase Shift Armor will cause
attacks made against the unit by weapons that fire live ammo, to drain
the Power Gauge instead of the HP Gauge.
MBF-02 Strike Rouge:
--------------------
Cagalli's custom machine, assembled from the spare parts of the
destroyed Strike. The specs are similar to the Strike's, but due to the
addition of power extenders, the PS Armor is more efficient, turning
the machine a reddish color when activated. Initially they had planned
to include IWSP equipment, but it proved incompatible, so they switched
to the Aile Striker.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (042)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
Phase Shift Armor
MBF-M1 M1 Astray:
-----------------
Mass-produced machines developed by Orb from data collected from the
three Astrays. These are simple units designed for mass production. All
units come equipped with a flight pack to enable combat missions on
Earth. Kira Yamato adapted the Strike's OS for the Astrays making it
possible for them to be flown by Naturals.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (040)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
MBF-P02 Gundam Astray Red Frame:
--------------------------------
While developing the Gundam at Heliopolis, Orb stole some of the
experimental data and used it to develop their own mobile suits. The
Red is a test bed machine for Naturals. Its OS enables it to be flown
by Naturals though it is an incomplete machine. After the fall of
Heliopolis, junker Lowe Guele finds and repairs it.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (040)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
MBF-P03 Gundam Astray Blue Frame:
---------------------------------
The Astray that the mercenary Gai pilots. Lowe Guele gave it to him
after the collapse of Heliopolis. Designed to carry a great variety of
optional weapons, its computer is filled with an enormous amount of
data on this equipment, data which Gai made use of.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (040)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
MBF-P01 Gundam Astray Gold Frame:
---------------------------------
The machine that Rondo Ghina Sahaku took from Heliopolis before its
collapse. The unit's right arm was lost during the escape. The Gold
Frame was fitted with both Orb and Alliance hand plugs allowing it to
use weapons from both of those nations.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (040)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
MBF-02+P202QX Strike Rouge IWSP:
--------------------------------
IWSP stands for Integrated Weapon system Striker Pack. A powerful
alternative to the Striker Packs, it was developed by the PMP company.
The IWSP's main drawbacks are its high cost, complicated structure, and
great power usage. A small high-output power pack wasn't developed in
time for the original Strike to be equipped with the IWSP. The leading
maker of power packs, Orb developed a smaller power system enabling the
IWSP to be employed. It was manufactured in Orb to PMP's design and
became part of the Strike Rouge. On any other machine than the Rouge,
the IWSP can only act as a simulator. Orb, not the Alliance, uses the
IWSP model number P202QX.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (042)]
SHORT-RANGE: Anti-Ship Sword
LR SPECIAL: All Cannon Shot [BEAM / LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Single Mounted Gun [LIVE AMMO]
Rail Gun [LIVE AMMO]
NOTES: Gatling Shield
Phase Shift Armor
MBF-M1A M1A Astray:
-------------------
A variant of the MBF-M1 Astray developed for the defense of the Orb
space station, "Ame-No-Mishashira." This unit comes with propellant and
coolant storage tanks necessary for its more powerful thruster. It has
a larger antenna for better communications, and AMBAC efficiency is
improved as a result of the improved leg design. Some of these mass-
produced machines were loaded aboard the warship, Kusanagi.
TERRAIN: Space
LONG RANGE: Beam Rifle [BEAM (040)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
NOTES: Shield
MBF-P02 Gundam Astray Red Frame (Gerbera Straight):
---------------------------------------------------
Lowe Guele equipped the Red Frame he found with the Gerbera
Straight, an enormous katana. Extremely sharp, the weapon is covered
with an anti-beam coating allowing it to parry energy beams. A unique
weapon, special skills are required to wield it.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (040)]
SHORT-RANGE: Gerbera Straight
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
MBF-P03 Gundam Astray Blue Frame 2nd L:
---------------------------------------
Seriously damaged in a battle with the Alliance's combat
Coordinator, Eleven Socius, the Blue Frame was repaired using a weapons
backpack constructed by Lowe. As well, the additional TP armor on the
chest, shoulder and leg components were designed by Gai. The Tactical
Arms backpack could be used as Gatling gun or transformed into an
enormous sword.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Igelstellung [LIVE AMMO (550)]
SHORT-RANGE: Tactical Arms
LR SPECIAL: Hybrid Gatling Gun [LIVE AMMO]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
MBF-P01-Re<AMATU> Gundam Astray Gold Frame AMATU:
-------------------------------------------------
After the Battle of Victoria, the Gold Frame was repaired at the
space station, "Ame-No-Mishashira." It is equipped with a clawed weapon
called "Maga-No-Ikutachi," a device that drains an enemy's battery and
recharges the Gold Frame's. Still in its testing phase, if completed
this nuclear powered machine could permanently shut down an opponent's
power system.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (045)]
SHORT-RANGE: Beam Saber
LR SPECIAL: Mirage Colloid
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
Trikeros [LIVE AMMO]
NOTES: Trikeros Shield
MBF-P02 Gundam Astray Red Frame (Flight Unit):
----------------------------------------------
Junker Lowe Guele acquired an M1 Astray flight pack in Orb and
adapted it for use on the Red Frame, enabling it to fly in the Earth's
gravity. The left and right wings are detachable fuel tanks.
TERRAIN: Ground, Sky, Space, Sea
LONG RANGE: Beam Rifle [BEAM (040)]
SHORT-RANGE: Gerbera Straight
LR SPECIAL: Beam Rifle: Sniper Shot [BEAM]
SR SPECIAL: Combination Attack
COMBO: Igelstellung [LIVE AMMO]
-
\ /-------------------------------\ /
[==================|Story Mode: Kira Yamato Version|==================]
/ \-------------------------------/ \
---------------------
Phase 01: False Peace
---------------------
On January 24th, Cosmic Era 71, Kira Yamato, a student at a
technical college in the neutral resource satellite of Heliopolis, is
caught up in the tumult of the ongoing war between the Earth Alliance
and the Zodiac Alliance of Freedom Treaty. When a ZAFT specialist force
infiltrates Heliopolis to steal the Earth Alliance's new prototype
mobile suits Kira is confronted by an old friend, Athrun Zala, who is
now fighting for ZAFT. To save himself and his friends Kira jumps into
the experimental GAT-X105 Strike Gundam along with a woman he just met,
Murrue Ramias. Murrue Ramias will be your Partner for this mission, and
her three Partner Boosts will heal small portions of your HP Gauge.
When you start the mission there will already be one ZGMF-1017 GINN
in the area, but it won't really engage you in combat for now. Athrun
Zala will also be here in the GAT-X303 Aegis Gundam, but having just
stolen his new toy Athrun will boost away and leave the combat zone
with it posthaste. Now if this is your first time playing you're
probably wondering exactly what the hell is up with the controls. Yeah,
I know the controls will be INCREDIBLY clumsy at first. Relax, this
isn't how the entire game is normally, it's a part of the storyline.
You see the Operating System of the Strike Gundam hasn't been
completely written yet, therefore the controls to make the Strike
Gundam move are very sluggish. Walking and generally any movement on
the ground will be very slow until Kira is finished his miracle
rewriting of Strike Gundam's entire OS, which will take about 34
seconds. After the OS rewrite is done the Strike Gundam will be able to
move normally and that GINN standing around will realize you're a
threat and attack you. However, the Strike Gundam's flight capabilities
are pretty much unaffected by the incomplete OS, so from the moment the
mission starts you can just hit R1 and Cross (X), take to the skies,
and get a jump start on attacking that GINN! Attack in melee combat
with the Strike Gundam's "Armor Schneider" combat knives, as its ranged
weapons, a pair of "Igelstellung" head vulcans, are very weak. The GINN
also cannot do much to you, as its machinegun will be negated by the
Strike Gundam's Phase Shift Armor. After you destroy the first GINN a
second GINN will enter the area. Destroy that GINN and Miguel Aiman
will enter the area in a GINN. His GINN has more HP then the previous
two, but it is still not very threatening. Just continue to melee
attack it and it will go down. After Miguel's GINN has been defeated he
will flee and Rau Le Creuset will enter the area in his ZGMF-515 CGUE.
Rau is an even tougher opponent than Miguel was, as his CGUE is more
powerful, faster, and has more HP than his GINN. The machineguns of
Rau's CGUE will still not be able to directly damage your HP Gauge, but
his melee attacks will. If you run low on HP just use your Partner
Boost and you will get a little HP back. Continue to attack Rau's CGUE
in close combat and once it has had all of its HP Gauge depleted this
part of the mission will end.
You will again relaunch in the GAT-X105+AQM/E-X02 Sword Strike
Gundam. Your HP Gauge, Power Gauge, and any used Partner Boosts will
all be completely refilled, so you're fresh as a daisy. Your Partner is
still Murrue Ramias. There will already be two GINNs in the area when
you start, one with a "Canus" Guided Missile Launcher and the other
with a "Cattus" Recoilless Cannon. Destroy them both and Miguel Aiman
will enter the combat area in a GINN armed with a "Barrus" Heavy Ion
Cannon. He's a little tougher than the last two GINNs, and his "Barus"
Heavy Ion Cannon is capable of ignoring your Phase Shift Armor and
dealing direct damage to your HP, so he is more of a threat as well.
But that aside, he is still quite easy. Just keep attacking him in
melee and eventually his GINN will be destroyed. After Miguel's GINN is
destroyed Athrun Zala will enter the area in the stolen Aegis Gundam.
Now the Aegis Gundam is much tougher than any of the previous enemies
were. Use the Sword Strike Gundams ranged attack, its "Midas Messer"
beam boomerang, to stun the Aegis Gundam. And then dash in close and
melee the Aegis Gundam with your "Schwert Gewehr" anti-ship sword. If
you run low on HP use Murrue's Partner Boosts to heal yourself. Keep
slashing away at the Aegis Gundam and once its HP Gauge has been
completely depleted the mission will end.
--------------------
Phase 02: Silent Run
--------------------
After escaping the destruction of Heliopolis, the battleship
Archangel sets a course to the nearest friendly outpost, the Eurasian
Federation's satellite base Artemis, with the remaining ZAFT forces in
hot pursuit. Not about to let the Archangel escape so easily, the Le
Creuset Team dispatches all of its stolen G-Weapons to intercept them.
You, as Kira Yamato, will be set to launch in the GAT-X105+AQM/E-X01
Aile Strike Gundam. However from the Briefing menu you could choose to
use the GAT-X105 Strike Gundam, GAT-X105+AQM/X-E02 Sword Strike Gundam,
or the GAT-X105+AQM/E-103 Launcher Strike Gundam instead. Your default
Partner will be Miriallia Haw, but you can opt to change to Mu La
Flaga, Murrue Ramias, Flay Allster, Sai Argyle, or Natarle Badgiruel.
Choose whomever you think you would get the best use out of. Mu La
Flaga will also be supporting you in his TS-MA2mod.00 Moebius Zero
mobile armor.
When you begin the mission you will be looking at the Archangel and
three of the stolen GAT-X model mobile suits will be bearing down on
you. You must defend the Archangel during the entirety of the mission.
If the Archangel should lose all of its HP the mission will be failed,
so be sure to guard it. Of the three GAT-X suits coming your way the
two you should place the highest priority on should be Nicol Amalfi in
the GAT-X207 Blitz Gundam and Dearka Elsman in the GAT-X103 Buster
Gundam as they will ignore you and target the Archangel. The Blitz
Gundam is the easiest one to defeat, but the Buster Gundam can do more
damage quicker. Just find them and defeat them as quickly as possible.
The third unit in the area is Yzak Joule in the GAT-X102 Duel Gundam.
Since the Duel Gundam will be coming after you instead of the Archangel
you should wait until you have defeated the Buster and the Blitz
Gundams until tackling Yzak's Duel Gundam. After the Duel Gundam,
Buster Gundam, and the Blitz Gundam have all been defeated the next
fight will be triggered.
Athrun Zala will enter the area in his GAT-X303 Aegis Gundam. Just
attack Athrun in melee combat and use any Partner Boosts you may have
left to tip the odds further into your favor. Athrun will pretty much
ignore the Archangel and concentrate on you, so you really don't have
to worry about the defending target anymore. Just defeat Athrun Zala's
Aegis Gundam and the mission will end successfully.
-------------------------------------
Phase 03: The Songstress of the Enemy
-------------------------------------
Escaping from Artemis after the Le Creuset Team's attack, the
Archangel sets out on a course to rendezvous with the Earth Alliance's
8th Fleet. However, since they were unable to resupply at Artemis the
Archangel is running dangerously low on supplies, especially water.
While passing through the debris belt of the destroyed PLANT Junius
Seven, which was destroyed by an Earth Alliance nuclear attack during
the Bloody Valentine tragedy, the Archangel sends out a team to see if
they can find any usable supplies. Kira Yamato will be set to launch in
the GAT-X105+AQM/E-X01 Aile Strike Gundam by default, but you can
choose to use the GAT-X105 Strike Gundam, GAT-X105+AQM/X-E02 Sword
Strike Gundam, or GAT-X105+AQM/E-103 Launcher Strike Gundam instead.
Your default Partner will be Miriallia Haw, but you can opt to change
to Mu La Flaga, Murrue Ramias, Flay Allster, Sai Argyle, or Natarle
Badgiruel. Choose whomever you think you would get the best use out of.
You must defend the three tiny MAW-01 Mistral worker pods in this
part of the mission. If any of the Mistrals are destroyed you will fail
the mission. There will already be one single ZGMF-LRR704B GINN Long
Range Reconnaissance Type in the area, near the heavily damaged ZAFT
civilian space shuttle Silverwind. The GINN Long Range Reconnaissance
Type will attack the Mistrals once they draw near, completely ignoring
you. Hurry and attack the GINN Reconnaissance Type before it can deal
too much damage to the Mistrals, because they can't take much damage.
Once the GINN Long Range Reconnaissance Type has taken over 50% damage
it will try to flee the mission area. You MUST destroy the GINN Long
Range Reconnaissance Type before it leaves the mission area or you will
fail the mission. Destroy the GINN Long Range Reconnaissance Type
before it escapes and you will move on to the next part of the mission.
You will re-launch in whichever variation of the Strike Gundam you
choose to launch with in the first part of this mission. You will also
retain your previous Partner and your Partner Boosts, HP Gauge, and
Power Gauge will be completely refilled. Mu La Flaga will also be
supporting you in his TS-MA2mod.00 Moebius Zero mobile armor. You must
protect the Archangel battleship from being destroyed, and if its HP
Gauge is depleted you will fail the mission. So don't let that happen,
okay! There will initially be three ZGMF-1017 GINNs in the area, so
destroy them and another three GINNs will enter the area. Destroy those
three GINNs and Athrun Zala will enter the area in his GAT-X303 Aegis
Gundam. Two GINNs will also enter the area, and if destroyed they will
be replaced infinitely. The Aegis Gundam will attack you while the
squads of GINNs will attack the Archangel. You can knock off some GINNs
for extra points, but be careful not to get carried away and let the
Archangel be destroyed. To finish the mission you must reduce Athrun
Zala's Aegis Gundam to 50% of its HP Gauge. Natarle Badgiruel will
announce that the Archangel is holding Lacus Clyne hostage and the ZAFT
forces will retreat.
--------------------------------
Phase 04: Stars Falling in Space
--------------------------------
After leaving the debris belt the Archangel continues on its course.
They finally are able to meet up with the Earth Alliance's 8th Fleet,
but the Le Creuset Team decides they will attack the escort fleet
before the Archangel is able to rendezvous with them. Kira Yamato will
be all set to launch in the GAT-X105+AQM/E-X01 Aile Strike Gundam by
default. However, you can instead opt to change your unit to the
standard GAT-X105 Strike Gundam, GAT-X105+AQM/X-E02 Sword Strike
Gundam, or the GAT-X105+AQM/E-103 Launcher Strike Gundam during the
Briefing. Your default Partner will be Miriallia Haw, but you can also
opt to change to Mu La Flaga, Murrue Ramias, Flay Allster, Sai Argyle,
or Natarle Badgiruel while you are on the Briefing screen. Choose
whomever you think you would get the best use out of. Mu La Flaga will
be supporting you in his TS-MA2mod.00 Moebius Zero mobile armor.
You must once again protect the Archangel from being destroyed. Like
always it is your designated Defending Target, and should its HP Gauge
run dry you will fail the mission. Your biggest problems will again be
the three stolen GAT-X series Gundams, Yzak Joule in the GAT-X102 Duel
Gundam, Dearka Elsman in the GAT-X103 Buster Gundam, and Nicol Amalfi
in the GAT-X207 Blitz Gundam. Just like the last time you had to fight
off these three at once you need to take down the Buster Gundam and
Blitz Gundam first. The Buster Gundam and Blitz Gundam will go directly
after the Archangel, while Yzak in the Duel Gundam will go after you to
distract you. Yzak is MUCH more ferocious this time around, and he will
attack you much more often, but you must do your best to ignore the
Duel Gundam and take down the Buster and Blitz first. The Buster Gundam
should be your first priority as it can deal more damage quicker. After
you have defeated the Buster Gundam move on to the Blitz Gundam. After
you have whipped the Blitz Gundam you can finally concentrate on
defeating the Duel Gundam. Reduce the Duel Gundam's HP Gauge to nothing
and it too will flee. After all three of the Gundams have been defeated
you will clear this part of the mission.
You will re-launch in whichever version of the Strike Gundam you
started the mission in. You will also retain your Partner from the last
part of the mission, and your HP Gauge, Power Gauge, your Defending
Target's HP Gauge, and Partner Boosts will all be refilled. Mu La Flaga
will also still be supporting you in his Moebius Zero. You must still
defend the Archangel, and if you allow it to be destroyed you will
still fail. You will start by fighting off a few waves of GINNs, but
after you have destroyed a total of eight GINNs the next part of the
fight will be triggered. Yzak Joule will arrive in his newly upgraded
GAT-X102 Duel Gundam Assault Shroud accompanied by Dearka Elsman in the
GAT-X103 Buster Gundam. Like always go after the Buster Gundam first
and foremost, as it will concentrate on attacking the Archangel. Yzak
will concentrate on attacking you in the Duel Gundam Assault Shroud to
distract you, so try to ignore him and defeat Dearka first. After the
Buster Gundam has been defeated shift your attention onto the Duel
Gundam Assault Shroud. After the Duel Gundam Assault Shroud has lost
all of its HP Gauge the mission will end successfully.
---------------------------
Phase 05: Burning Sandstorm
---------------------------
After the annihilation of the Earth Alliance's 8th Fleet by the Le
Creuset Teams stolen G-Weapons the Archangel barely makes it escape
through Earth's atmosphere. The Archangel has landed on Earth, in
Libya, far inside of ZAFT-controlled African territory. However, the
Archangel is being watched by ZAFT forces, and they prepare to attack.
Kira Yamato will be set to launch in the GAT-X105+AQM/X-E03 Launcher
Strike Gundam. Although you can choose to switch your unit to the
normal GAT-X105 Strike Gundam, or the GAT-X105+AQM/X-E01 Aile Strike
Gundam, or the GAT-X105+AQM/E-102 Sword Strike Gundam, I suggest
staying with the Launcher Strike Gundam for this mission. Your default
Partner, as always, will be Miriallia Haw, but you could also choose
from the usual stock of Mu La Flaga, Murrue Ramias, Flay Allster, Sai
Argyle, or Natarle Badgiruel. You will also be supported by some jeeps
that belong to the Desert Dawn resistance group, but don't expect them
to do anything worthwhile.
You must, as usual, defend the Archangel from enemy attacks, and if
it is destroyed you will fail the mission. But enemy attacks aren't all
that will attack the Archangel, as Andrew Waltfeld's Petrie-class land
battleship will also be blasting away at the Archangel out of range,
and will eventually destroy it if you do not finish this mission
quickly enough. The blasts from the land battleship will appear as
large yellow dots on your radar, and you can lock onto them (they will
simply be labeled as "ENEMY") and blast the shots out of the air, but
this is not easy to do. Now the Launcher Strike Gundam has a very
powerful ranged attack with its "Agni" hyper impulse cannon, but it
fires quite slowly, and it performs quite poorly in melee combat. Now,
as a note, just like in Phase 01 your unit will be moving very poorly
on the ground. This is another side effect of the Strike Gundam's
Operating System being incomplete, so it can not walk very well in
loose sand, which ironically deserts tend to be full of. Just give the
game 20 seconds for Kira to finish his second miracle OS re-write and
the Launcher Strike Gundam will be back to moving normally. Now also
just like in Phase 01 you can boost off the ground with the R1 and
Cross (X) buttons and be completely unaffected by the OS problems. Your
first noticeable enemies will be three ZAFT Agile attack helicopters on
the east side of the Archangel, and another three Agile helicopters to
the north, so blow those six suckers out of the sky. After a few
seconds a couple of ZAFT quadrupedal TMF/A-802 BuCUE mobile suits armed
with either rail cannons or missile pods will enter the area from the
north, and they will attack you as well. The BuCUEs are quite agile in
the desert sands, but the Launcher Strike Gundam will usually blow them
away in a single blast anyway from its mighty "Agni" cannon. Not to
mention that the BuCUE's rail cannons or missiles will not hurt your HP
Gauge; they'll only damage your PS Gauge due to the Strike Gundam's
Phase Shift Armor. The only way the BuCUEs can hurt you is by melee
combat, which you should not let them get in range to do. Just stay up
and away from the BuCUEs and you can toast them easily. Staying
airborne will make the BuCUEs lives even more difficult, as they can't
really get to you up there. Just blast away at them and rack up as many
kills as possible. After you have destroyed a total of six BuCUEs
Cagalli Yula Athha will radio you and inform you that the Desert Dawn
resistance group has set a trap for the ZAFT forces. The trap is a
small area located inside of an orange indicator sphere slightly to the
north-east of the Archangel. It's kind of hard to see, but simply
entering this area will end this part of the mission, however I don't
recommend this as you lose out on some extra points. If you destroy
five more BuCUEs (for a total of eleven) this part of the mission will
also end anyway, but at least this way you get more points.
During the next part of the mission you will relaunch in whichever
variation of the Strike Gundam you started the mission with. You will
keep the Partner you had during the last mission segment, and your HP
Gauge, Power Gauge, and Partner Boosts will also be replenished. The
Desert Dawn militia will also be supporting you in their jeeps again,
but after a few seconds several of them will die automatically as the
plot dictates. You will again be fighting BuCUEs armed with rail
cannons and missile pods. Just wreck the BuCUEs like usual, one shot is
still enough to destroy the BuCUEs if you're suing the Launcher Strike
Gundam. After you have destroyed a total of eight BuCUEs here the final
battle will be activated. ZAFT ace pilot Andrew "the Desert Tiger"
Waltfeld will enter the mission area in a borrowed BuCUE armed with a
missile pod. Andrew Waltfeld will also be initially supported by two
additional BuCUEs and if they are destroyed they will be replaced by
yet more BuCUEs, however after you have destroyed six more BuCUEs they
will stop coming. You should destroy the multitude of supporting BuCUEs
first and then engage Andy's BuCUE. Andy's BuCUE is much tougher than
those other BuCUEs you've fought thus far. He also had more of a
penchant for trying to engage you in close combat. Like usual just stay
in the air and blast at Andy's BuCUE with the Strike Gundam's ranged
weaponry. After Andy Waltfeld's BuCUE has lost all of its HP Gauge he
will retreat and the mission will end successfully. If you defeated all
of the enemy units this mission should have been an easy S-Rank.
-----------------------------------
Phase 06: Beyond the Clouds of Sand
-----------------------------------
The Archangel continues making its way through Africa trying to
escape ZAFT territory. Noticing that the Archangel is on the move
Andrew Waltfeld orders his troops to prepare for another sortie before
the Archangel can escape the Talbadiya factory district of Northern
Africa. Kira Yamato will be set to launch from the Archangel in the
GAT-X105+AQM/E-X01 Aile Strike Gundam by default, however you could
switch to using either the GAT-X105 Strike Gundam, GAT-X105+AQM/X-E02
Sword Strike Gundam, or the GAT-X105+AQM/E-103 Launcher Strike Gundam
from the Briefing menu. Your default Partner will be Miriallia Haw, but
you can always switch to Mu La Flaga, Murrue Ramias, Sai Argyle,
Natarle Badgiruel, Flay Allster, and (for the first time) Cagalli Yula
Athha. Mu La Flaga will also be supporting you in a FX-550 Sky Grasper
fighter plane.
You must defend the Archangel during this first part of the mission;
if it is destroyed you fail the mission. There will also be two groups
of three Desert Dawn militia jeeps driving through the sands but like
usual they aren't of much help. There will already be two groups of
three ZAFT Agile attack helicopters in the skies, so destroy them all
with your multi-lock quickly. A few ZAFT mobile suits will also quickly
enter from the north consisting of two TMF/A-802 BuCUEs and a TFA-2
ZuOOT, and if any of them are destroyed they will be replaced. Destroy
a total of fifteen enemy mobile suits and you will move on to the next
part of the mission.
You will enter the next area where you will find Yzak Joule in the
GAT-X102 Duel Gundam Assault Shroud and Dearka Elsman in the GAT-X103
Buster Gundam waiting, along with the Petrie-class land battleship
Henry Carter and a second un-named Lesseps-class land battleship. Mu La
Flaga will still be helping in the Sky Grasper, as are those worthless
resistance jeeps, but none of your Partner Boosts, HP Gauges, Power
Gauges and then-some have been refilled. The Archangel, which is stuck
on a piece of debris, still must be protected, and the Henry Carter
will be taking pot shots at it. You can choose to ignore the Henry
Carter for now though -as its destruction does not matter to the
mission- to deal with the Duel Gundam Assault Shroud and the Buster
Gundam. After either of the Gundam's HP Gauges have been fully depleted
they will flee the area, leaving the other one to deal with. Take down
the Duel Gundam in close combat, as it is not very oriented to melee
combat. As for the Duel Gundam Assault Shroud you should probably try
to keep you distance and blast away at it, as Yzak will try his
darndest to get into melee range with you. After both the Duel Gundam
Assault Shroud and Buster Gundam have fled the mission area the final
battle will happen.
Andrew Waltfeld will launch in his TMF/A-803 LaGOWE to attack you.
The Henry Carter and the nameless Lesseps-class will also still be in
the area, if you hadn't destroyed them yet yourself. Destroy the un-
named Lesseps first because once the Archangel gets itself loose from
the wreckage it will turn and fire on the Lesseps, destroying it before
you can. Stupid kill-stealing battleship... The Henry Carter will just
keep cruising along, so try to destroy it as well before it can escape
the combat area. Now all that is left is Andy and Aisha in the LaGOWE.
The LaGOWE's back cannon will directly effect you HP Gauge, and it is
much more effective in melee combat due to the beam sabers protruding
form the sides of its head. It's still pretty easy to stay airborne or
dash around away from the LaGOWE, but not as easy as with the BuCUEs.
Once the HP Gauge of Andrew Waltfeld's LaGOWE has been reduced to zero
the LaGOWE will be destroyed and the mission will end in success.
--------------------------
Phase 07: The Sea Dyed Red
--------------------------
After escaping African territory the Archangel begins to make its
way over the Red Sea. However, a ZAFT submarine force under the command
of Marco Morassim has picked up the position of the Archangel and moves
in to ambush the ship and destroy it over the ocean. Kira Yamato will
launch for this mission in the plain ol' GAT-X105 Strike Gundam armed
with the bazooka. You do not have the option to change your unit in
this mission. Your default Partner will be Miriallia Haw, but you can
switch to Mu La Flaga, Murrue Ramias, Flay Allster, Cagalli Yula Athha,
Sai Argyle, or Natarle Badgiruel. Mu La Flaga will also be supporting
you for the first part of the mission in a FX-550 Sky Grasper fighter
craft.
During the first part of the mission you will be hovering over the
ocean while the Archangel slowly cruises overhead. You must defend the
Archangel from enemy attacks; should the Archangel lose all of it HP
you will fail the mission naturally. The primary enemy mobile suits you
will fight at this moment will be AMF-101 DINNs, and UMF-04A GOOhNs.
The Strike Gundam's bazooka, though somewhat powerful, is pathetically
slow to fire. You can destroy a DINN in two shots, but a GOOhN will
usually be sunk in one shot. The DINNs are easy to destroy; the main
problem comes from the GOOhNs, which will be underwater. You usually
can not hit a GOOhN that is submerged, you must wait until it starts
boosting up out of the water to fire missiles at either you or the
Archangel before you can hit and destroy it. After you and Mu have
either destroyed a total of eleven enemy mobile suits, or if you
survive without letting the Archangel be destroyed for two minutes you
will go to the mission's second half.
This is where the mission gets pretty tough. Kira will say he's
heading under water in the Strike Gundam to stave off the attacks of
ZAFT's aquatic mobile suits. A space-oriented mobile suit like the
Strike Gundam is totally out of its element under the sea. All of its
movements will be slowed considerably, allowing the GOOhNs to literally
swim circles around you. Plus these GOOhNs are tougher, often requiring
three bazooka blasts to be destroyed. Their missile attacks will only
knick you Phase Shift Armor, but they can still be quite annoying.
There will also be a ZAFT Vosgulov-class submarine cruising around the
perimeter of the area, but its destruction, though worth extra points,
does not matter to the mission. Destroy the enemy GOOhN mobile suits
and after you have destroyed your fourth GOOhN in this area the final
battle will commence. A new UMF-05 ZnO will enter the area supported by
two more GOOhNs. The ZnO is a very tough customer, and he will
constantly try to harass you in close combat. Although the ZnO's
primary ranged weapons are physical torpedoes the ZnO also has phonon
masers, essentially beam weaponry that it can use when fighting in
close combat. Because of this most of the damage done by the ZnO will
go straight to your HP Gauge, unlike the GOOhNs who will stay back and
attack with their physical-damage ranged torpedoes. Destroy the two
GOOhNs first so they won't bother you while you are dueling the ZnO.
Once you're done clearing out the other enemies attack the ZnO. Once
the ZnO and the two GOOhNs that accompany it have been destroyed the
mission will end.
---------------------------
Phase 08: The Land of Peace
---------------------------
After escaping the ZAFT ambush on the Red Sea the Archangel sets a
course towards the neutral nation of Orb. On its way to so-called "Land
of Peace" the Archangel comes under attack once again by ZAFT forces,
all of the stolen X-series G-Weapons under the command of Athrun Zala.
Kira Yamato will be all set to launch in the GAT-X105+AQM/E-X01 Aile
Strike Gundam by default, however you may instead choose to deploy in
either the standard GAT-X105 Strike Gundam, the GAT-X105+AQM/X-E02
Sword Strike Gundam, or the GAT-X105+AQM/E-103 Launcher Strike Gundam
instead. Your default Partner will be Miriallia Haw, but you can switch
to Mu La Flaga, Murrue Ramias, Sai Argyle, Natarle Badgiruel, Flay
Allster, or Cagalli Yula Athha instead. Mu La Flaga will also be
supporting you in a FX-550 Sky Grasper atmospheric support fighter.
You must once again defend the Archangel from the attacks of the
stolen G-Weapons, but this time all four are attacking at once. If the
Archangel is destroyed you will automatically fail the mission, so
let's try not to let that happen. All four of the stolen Gundams will
be hovering behind the Archangel, each one of them floating above the
sea on Guul atmospheric flight support craft. Like usual the two
highest priority targets will be Nicol Amalfi's GAT-X207 Blitz Gundam
and Dearka Elsman in the GAT-X103 Buster Gundam, as they will attack
the Archangel and ignore you. The Buster Gundam is capable of dealing
more damage at a quicker pace than the Blitz Gundam so the Buster
Gundam should be the enemy to wipe out first. The four Gundams can do
evasive maneuvers out the wazzoo thanks to their Guul support
platforms, so it can be a real pain to keep a lock on them. Just keep
hammering away at them in close combat, they'll rarely ever even
counter attack you, instead just choosing to roll away and try to start
shooting the Archangel again. The GAT-X102 Duel Gundam Assault Shroud
and the GAT-X303 Aegis Gundam are the static opposite; they will just
hang back and fire their beam rifles at you, mostly missing. You just
concentrate on defeating the Buster Gundam and the Blitz Gundam first
and once both of them have lost all of their HP Gauge they will flee
the mission area. Now you can go after the Aegis Gundam and the Duel
Gundam. It doesn't really matter which you choose to attack next
because the end of the mission is time-based. The mission will often
end before you can finish even one of them off so do what ever you feel
like. If you deplete all of the Duel Gundam Assault Shroud's or Aegis
Gundam's HP Gauge they will flee the combat zone, like usual. After a
little over 2 minutes and 30 seconds go by the mission will end
successfully.
-------------------------
Phase 09: Flashing Blades
-------------------------
The Archangel departs from Orb after being repaired and re-supplied,
and begins to start on its journey to JOSH-A, Alaska. But soon after
leaving Orb's territorial waters the Archangel comes under attack from
ZAFT forces which were laying in ambush. Kira Yamato will be set to
launch in the GAT-X105+AQM/E-X01 Aile Strike Gundam by default, however </pre><pre id="faqspan-4">
you can also choose to use the standard GAT-X105 Strike Gundam, the
GAT-X105+AQM/X-E02 Sword Strike Gundam, or the GAT-X105+AQM/E-103
Launcher Strike Gundam. Your default Partner will be Miriallia Haw, but
you can switch to Mu La Flaga, Murrue Ramias, Sai Argyle, Natarle
Badgiruel, or Flay Allster. Mu La Flaga and Tolle Koenig will both also
be supporting you, both of them in a FX-550 Sky Grasper fighter plane.
You will approach a small island where Athrun Zala in the GAT-X303
Aegis Gundam and Nicol Amalfi in the GAT-X207 Blitz Gundam will already
be waiting for you. You do not have to attack the Blitz Gundam at all,
you could wail on it for a little while to get your combo count up
before moving on to Athrun, but Nicol's defeat is not important to the
mission. If you should reduce the Blitz Gundam's HP Gauge to 50% Nicol
Amalfi will turn tail and automatically flee the area. Athrun Zala will
not wimp out so easily, however. Attack the Aegis Gundam and when it
loses all of its HP Gauge you will be taken to the next part of the
mission.
Now it's raining! You will relaunch in whatever variation of the
Strike Gundam that you took from the beginning of the mission, but your
HP Gauge, Power Gauge, and any used Partner Boosts WILL NOT be
replenished. Talk about unfair! You'll be back on yet another small
island and Dearka Elsman and Yzak Joule will be here in their GAT-X103
Buster Gundam and GAT-X102 Duel Gundam Assault Shroud, and their
lookin' for revenge. Tolle Koenig and Mu La Flaga will still be sill be
supporting you in their Sky Graspers. Go after the Buster Gundam first
and just beat the heck out of it in melee combat, as he still can't put
up much of a fight in close range. After the Buster Gundam has lost all
of his HP Gauge it will flee so you can now concentrate on the Duel
Gundam Assault Shroud. After both the Duel Gundam Assault Shroud and
Buster Gundam have lost all of their HP the final fight will be
triggered. Athrun Zala will enter the mission area in his GAT-X303
Aegis Gundam, and he's real angry. Athrun will, at some point after his
appearance, automatically destroy Tolle's Sky Grasper, killing him. Use
any Partner Boosts you have left and just attack the Aegis Gundam. The
Aegis Gundam is great at melee, so you may want to consider staying at
range. Once the Aegis Gundam has lost all of its HP Gauge the mission
will end in success.
------------------------------
Phase 10: The Descending Sword
------------------------------
After the Strike Gundam is destroyed by Athrun Zala's Aegis Gundam
Kira Yamato is miraculously saved from death. Kira is also magically
transported all the way to the PLANTs where he is cared for by Lacus
Clyne. Lacus Clyne then helps Kira Yamato steal a new ridiculously
powerful mobile suit. Meanwhile the Archangel has arrived in JOSH-A,
Alaska, but not long after their arrival the base comes under attack
from a massive ZAFT attack force. Kira Yamato will launch in his newly
stolen ZGMF-X10A Freedom Gundam. Your default Partner for now is Lacus
Clyne, who will offer up some weak HP Gauge healing Partner Boosts.
Kira will leave the PLANTs in the Freedom Gundam, but will be
ambushed by ZAFT mobile suit forces. There are two ways to complete
this part of the mission; the first way is to cop out like a sissy and
run away, and the other is to continue destroying enemy mobile suits
until the game forces you to move on. I like option number two the
best! But as for option one I might as well explain it, straight ahead
of you when you begin the mission will be an orange target circle; it's
right in front of Earth, you can't miss it. Also flying through this
circle will be a small ZAFT space shuttle headed for the PLANTs, it
will pass through the circle at exactly 20 seconds from the start of
the mission. If you fly through the circle before twenty seconds have
gone by nothing will happen, but if you pass the Freedom Gundam through
the circle after 20 seconds (after the space shuttle has passed through
it) you will automatically proceed to the next part of the mission. The
enemies in this area will all be ZGMF-1017 GINNs that come four at a
time. Compared to the Freedom Gundam the GINNs are complete wimps. You
can easily destroy one GINN in two shots from your beam rifle. If you
destroy a total of fifteen GINNs you will proceed to the next part of
the mission. So you can either fly through the circle after 20 seconds
(if you're a wimp) or destroy 15 GINNs (if you're hardcore); either way
will get you to the next part of the mission.
Kira, in the Freedom Gundam, will now have descended to Earth and
flew all the way to freakin' Alaska where he arrives at JOSH-A just in
time. However, ZAFT has already launched "Operation Spit Break", and
they are attacking the Earth Alliance. You must protect the Archangel
from being destroyed; if the Archangel is destroyed you will fail the
mission. Now that you are on Earth your Partner will also have
automatically changed to Murrue Ramias. Initial enemies will be AMF-101
DINNs, ZGMF-1017 GINNs riding on Guul atmospheric flight support craft,
as well as UMF-4A GOOhNs that will be under the water. After 17 seconds
have gone by from the start of this part of the mission Yzak Joule will
also arrive on the scene in his GAT-X102 Duel Gundam Assault Shroud
riding a Guul support craft. The standard enemies -that is to say the
GINNs, DINNs, and GOOhNs- will attack the Archangel, while Yzak's Duel
Gundam Assault Shroud will spend all of its time chasing you around.
Destroy the normal enemy units first, and they will be slowly replaced
after their destruction, but after you have destroyed a total of twelve
normal enemy units here they will stop coming. Now you should take care
of the Duel Gundam Assault Shroud. Since Yzak's Duel Gundam Assault
Shroud is on a Guul it will not engage you in melee combat; all it will
do is hover around while it shoots at you and perform frequent evasive
maneuvers to try and shake you off. It should be incredibly easy to
take him down. Just slash away and once the Duel Gundam Assault Shroud
has lost all of its HP Gauge the mission will end successfully.
-----------------------
Phase 11: Decisive Fire
-----------------------
After escaping the destruction of JOSH-A, Alaska by the Earth
Alliance's Cyclops System trap the Archangel returns to Orb. The crew
begins to think about defecting because of the Earth Alliance's
sinister tactics. However, the Earth Alliance now demands use of Orb's
mass driver so they can begin to send their forces into space. When
Uzumi Nara Athha, the leader of Orb, refuses to allow the Earth
Alliance access to the mass driver the Earth Alliance declares Orb to
be allied with ZAFT and attacks. The Archangel decides to launch and
help the Orb forces fight off the Earth Alliance. Kira Yamato will
launch in the ZGMF-X10A Freedom Gundam by default. Your default Partner
will be Miriallia Haw, but you have the option to switch to Mu La
Flaga, Murrue Ramias, Sai Argyle, or Cagalli Yula Athha in her stead.
You will also be receiving support from Mu La Flaga who will be
piloting the repaired GAT-X105+AQM/E-X01 Aile Strike Gundam.
When you start the mission the Earth Alliance attack on Orb will
already have begun. There will already be three GAT-01 Strike Daggers
in the area. Mu La Flaga will hurry on over to engage them so you
should as well before he steals all your kills. After either you or Mu
La Flaga have destroyed a Strike Dagger it will be replaced with
another Strike Dagger. After a total of six Strike Daggers have been
destroyed the next fight will be triggered.
The Earth Alliance's druggie trio, a team of "biological CPU's",
will enter the mission area in their three new next-generation Gundams.
Orga Sabnak will be in his GAT-X131 Calamity Gundam, which specializes
in long-range attacks, but does poorly in close range due to its lack
of melee weapons. Clotho Buer in the GAT-X370 Raider Gundam, which is
very fast thanks to its mobile armor form, and does okay at long range
and quite well at close combat with its "Mjolnir" Hammer spherical
breaker. And finally Shani Andras in the GAT-X252 Forbidden Gundam,
which does well at both melee combat and range combat, but can often
deflect beam attacks made against him thanks to its "Geschmeidig
Panzer" system. Mu La Flaga will still be helping out, but the druggie
trio will mostly focus on you. The first of the next-gen Gundams you
should worry about is the Calamity Gundam; attack it in close combat
since it lacks a melee weapon, and don't let up until it is defeated.
Once the Calamity Gundam has lost all of its HP Gauge Shani Andras will
flee the mission area. Now it doesn't really matter which of the
remaining two you attack next. You'll want to engage the Forbidden
Gundam in melee combat as well because of its tendency to deflect the
Freedom Gundam's beams away. The Raider Gundam on the other hand only
has machine guns as long range weapons and its "Mjolnir" hammer is an
excellent close combat weapon, so you will probably want to finish the
Raider Gundam at range. Once all three of the druggie trio Gundams have
been defeated you will go to the next part of the mission.
The Earth Alliance will have begun its second wave of assaults on
Orb. You must protect the Archangel during this part of the mission,
because if it is destroyed you will fail the mission. Athrun Zala will
now be supporting you in the ZGMF-X09A Justice Gundam, so you're help
is a little better. Unfortunately what does not help is the fact that
your HP Gauge, Power Gauge, and any spent Partner Boosts will not be
refilled. The enemies here are once again the infamous druggie trio and
their Gundams, the Calamity Gundam, Forbidden Gundam, and the Raider
Gundam. The most important target is the Calamity Gundam, as it will be
bombarding the Archangel while the other two Gundams attack you, so you
should engage the Calamity Gundam in melee combat and take it down
first, and once it is out of HP it will retreat. With the Calamity
Gundam out of the way you may now deal with the Raider Gundam and
Forbidden Gundam without having to worry about the Archangel being
destroyed. After all three of the druggie trio's Gundams have been
defeated the mission will end.
-------------------------
Phase 12: Trembling World
-------------------------
The Archangel and the Kusanagi have escaped to space via the use of
Orb's mass driver before it was destroyed. Back at the PLANTs Lacus
Clyne steals the battleship Eternal, but it comes under attack by a
large ZAFT mobile suit force from Boaz. Kira Yamato will launch by
default in the ZGMF-X10A Freedom Gundam. Your default Partner will be
Lacus Clyne, but you can switch to Mu La Flaga, Murrue Ramias,
Miriallia Haw, Sai Argyle, or Cagalli Yula Athha.
For this first part of the mission you must rescue the battleship
Eternal from a ZAFT attack force looking to re-capture it. The Eternal
will be your Defending Target, and if it is destroyed you will fail the
mission. Several ZGMF-1017 GINNs will be attacking the Eternal, so
destroy them as quickly as possible. After you have destroyed a total
of 21 enemy mobile sits without the Eternal being reduced to space
debris this part of the mission will end.
You will re-launch in the Freedom Gundam and you will retain your
previous Partner, and your HP Gauge, Power Gauge, and Partner Boosts
will all be refilled as well. After a few seconds the Archangel will
enter the battlefield in the south-east and begin slowly moving across
the mission area towards the west side. You must protect the Archangel
during this part of the mission. If the Archangel is destroyed you will
fail the mission. Luckily the enemies won't really pay too much
attention to the Archangel since it is so far away. You will initially
be confronted by two GAT-01 Strike Daggers, so destroy them and they
will soon be replaced by two more Strike Daggers. If you hurry up you
can destroy up to 10 Strike Daggers before the druggie trio appears.
After 51 seconds have gone by Clotho Buer in the GAT-X370 Raider
Gundam, Orga Sabnak in the GAT-X131 Calamity Gundam, and Shani Andras
in the GAT-X252 Forbidden Gundam will arrive in the area. Luckily for
you Athrun Zala will also arrive to support you in his ZGMF-X09A
Justice Gundam. The three druggie Gundams won't pay much attention to
the Archangel unless you are close to it, in which case the Calamity
Gundam will ignore you and bombard the ship. Try to take the Calamity
Gundam down first, in melee combat, of course. Once any of the three
druggie Gundams have lost all of their HP Gauge it will flee the area.
Once the Calamity Gundam is out of the way the Archangel won't have
much else to worry about so go after the other two. The mission will
end either after all three of the Earth Alliance Gundams have been
defeated, or the Archangel leaves the western edge of the mission area,
which will take a little over three minutes.
------------------------------
Phase 13: Spiral of Encounters
------------------------------
The Three Ships Alliance of the Archangel, Kusanagi, and the Eternal
hide in the L4 colony cluster. However, both ZAFT and Earth Alliance
forces are closing in to attempt to find and destroy the traitorous
elements. Kira Yamato will launch in the ZGMF-X10A Freedom Gundam by
default. Your default Partner will again be Lacus Clyne, but you can
choose to switch to Mu La Flaga, Murrue Ramias, Cagalli Yula Athha,
Miriallia Haw, or Sai Argyle on the Briefing screen. Athrun Zala will
also be supporting you in the ZGMF-X09A Justice Gundam.
When you begin the mission two of the druggie trio will already be
in the area, Orga Sabnak in the GAT-X131 Calamity Gundam and Clotho
Buer in the GAT-X370 Raider Gundam. The Archangel, the Kusanagi, and
the Eternal will also enter the area from the south but will stop near
the edge of the mission area, but they cannot be harmed so you need not
worry about them. The Raider Gundam will probably give you the most
trouble, as it will constantly fly up to you and attempt to attack you
in close combat. Just stay back and blast the Raider Gundam and once it
has lost all of its HP Gauge it will flee the area. After the Raider
Gundam is gone go for the Calamity Gundam. The Calamity Gundam will
deflect the vast majority of beams fired at it thanks to its
"Geschmeidig Panzer" system, so close combat will probably be more
efficient. After both the Calamity Gundam and Raider Gundam have been
defeated the next fight will be triggered.
Yzak Joule will enter the mission area in his GAT-X102 Duel Gundam
Assault Shroud accompanied by two ZGMF-1017 GINNs. Three ZAFT Nazca-
class battleships will also enter the mission area from the north. Take
care of the GINNs first; after six GINNs have been destroyed they will
stop coming. Now take care of Yzak Joule and the Duel Gundam Assault
Shroud. Once the Duel Gundam Assault Shroud has lost all of its HP
Gauge Yzak will flee the mission area. Now you can destroy the three
Nazca-class battleships. Once the three Nazca are destroyed the
Archangel and Eternal will start moving through the mission area at a
high speed and you will come under attack from more GINNs and another
Nazca-class battleship will enter the area. The mission will end once
the Archangel, Eternal, and Kusanagi escape the mission area.
-------------------------
Phase 14: The Final Light
-------------------------
After the Earth Alliance conquered Boaz by using their nuclear
arsenal the Three Ships Alliance vowed that they could not let this
sort of tragedy happen again. The Earth Alliance prepares to attack
ZAFT's final fortress, Jachin Due, which is the last defensive point
ZAFT has before the PLANTs. Kira Yamato will launch in the METEOR
Freedom Gundam for this mission. Your default Partner will be Lacus
Clyne, but you can switch to Mu La Flaga, Murrue Ramias, Cagalli Yula
Athha, Miriallia Haw, or Sai Argyle from the Briefing menu if you wish
to do so. You will also be allied with Athrun Zala in the METEOR
Justice Gundam.
During this first part of the mission you must defend the PLANTs
from the Earth Alliance's nuclear attack. If even one single nuclear
missile escapes the mission area a PLANT will go boom and you fail the
mission. To make shooting down the nuclear missiles as easy as possible
be sure to abuse the multi-lock attack of the METEOR unit. There will
be a total of about forty nuclear missiles during the mission that are
launched in clusters of about fourteen at a time. The clusters of
nuclear missiles will all be highlighted by orange target circles so
they are a smidgen easier to see. They come from the north and move
south at a decently slow pace. Be damn sure to watch your Radar to make
sure that no nuclear missiles have gotten past you. If any nuclear
missiles do slip past turn your METEOR the hell around and chase after
it and use your multi-lock attack to shoot it down before it escapes
the mission area. After the nukes are taken care of you just need to
destroy the few TS-MA2 Moebius mobile armors equipped with nuclear
missiles. After you have destroyed all of the nuclear missiles and ten
Moebius mobile armors the next fight will be triggered.
All three members of the druggie trio will enter the area, Shani
Andras in his GAT-X252 Forbidden Gundam, Orga Sabnak in the GAT-X131
Calamity Gundam, and Clotho Buer in the GAT-X370 Raider Gundam. These
three should be no problem to beat now that you and Athrun are both in
your frighteningly over-powered METEOR units. The METEOR unit's melee
attack, although awfully slow and awkward, works very well against
these three psychos. Just get in their face and slash away at them.
Once you have defeated all three of the Earth Alliance Gundam pilots
you will go to the next part of the mission.
You will relaunch, still in the METEOR Freedom Gundam and Athrun
Zala will still be supporting you in the METEOR Justice Gundam. You
will retain the same Partner and your HP Gauge, Power Gauge, and
Partner Boosts will all be refilled. You will be attacked by both ZAFT
and Earth Alliance forces here. The enemies in the beginning will be a
mix of GAT-01 Strike Daggers as well as ZGMF-1017 GINNs and ZGMF-600
GuAIZ. After a total of seventeen enemy mobile suits have been
destroyed by you and Athrun, Orga Sabnak piloting the GAT-X131 Calamity
Gundam will enter the mission area. To complete the mission all you
must do is destroy the Calamity Gundam, but why hurry? The Strike
Daggers, GuAIZ, and GINNs will continue coming infinitely for the
remainder of the mission so you can rack up an enormous score here.
Once the Calamity Gundam has been defeated the mission will end
successfully.
------------------------------
Phase 15: To An Endless Future
------------------------------
During the heated final battle at Jachin Due Kira Yamato senses that
something is wrong back at the battleship Archangel. Kira will head
back to the Archangel in the METEOR Freedom Gundam. Your default
Partner will be Lacus Clyne, but you can switch to Murrue Ramias,
Cagalli Yula Athha, Miriallia Haw, or Sai Argyle. You will also be
supported by Cagalli Yula Athha in the MBF-02 Strike Rouge.
During this first part of the mission you must defeat Rau Le Creuset
in his ZGMF-X13A Providence Gundam. He isn't much of a threat while you
are in your METEOR, the only really damaging attack Rau has is the
Providence Gundam's Special Attack which will release the Providence
Gundam's multitude of DRAGOONS for a barrage of powerful beams. Just
attack the Providence Gundam with the METEOR Freedom Gundam's melee
attack and use the METEOR Freedom Gundam's melee Special Attacks to
make short work of the Providence Gundam. After the Providence Gundam
has been reduced to 30% of its HP Gauge the fight will end and you will
go to the next part of the mission.
You will now just be in the regular ZGMF-X10A Freedom Gundam, as the
METEOR unit has been destroyed. Your HP Gauge, Power Gauge, and Partner
Boosts will be refilled, and you will retain your previous Partner. You
will again be dueling Rau Le Creuset in his Providence Gundam, this
time in front of ZAFT's GENESIS super-weapon. This fight won't be very
easy. You should stay near the Providence Gundam at all times which
will hopefully cause the Providence Gundam to favor melee combat and
prevent it from using its DRAGOONS Special Attack, which will do a LOT
of damage if it hits. Use your own Special Attacks on the Providence
Gundam to rack up a bit of damage and use your Partner Boosts as well.
Use your evasive maneuvers frequently and attack the Providence Gundam
with your beam sabers. Once Rau Le Creuset's Providence Gundam has lost
all of its HP Gauge the mission will end in success. Congratulations,
you cleared Kira's story mode.
\ /-------------------------------\ /
[==================|Story Mode: Athrun Zala Version|==================]
/ \-------------------------------/ \
---------------------
Phase 01: False Peace
---------------------
On January 24th, CE 71 ZAFT forces learn through a spy that the
Earth Alliance is secretly developing their own mobile suit weapons in
the neutral resource satellite Heliopolis. Athrun Zala is assigned to
the elite Le Creuset Team and receives orders to infiltrate Heliopolis
and capture the experimental weapons. Athrun and the rest of the Le
Creuset Team infiltrate Heliopolis and, after a running gun battle,
succeed in stealing all but one of the Earth Alliance's prototype
mobile suits. The other mobile suit is taken by someone who surprises
Athrun; an old friend named Kira Yamato. You will play as Athrun Zala;
after all, it is his Story Mode. You will pilot the stolen GAT-X303
Aegis Gundam. Your default Partner for now will be Nicol Amalfi, who
has three low-powered HP healing boosts for his Partner Boosts.
When you enter combat the only enemy in this area is Kira Yamato in
the GAT-X105 Strike Gundam. You will also have Miguel Aiman supporting
you in a ZGMF-1017 GINN. The Strike Gundam will move pretty clumsily,
so feel free to melee the ever-living heck out of it. It should be no
problem to defeat it. This part of the mission will end once the Strike
Gundam's HP gauge has been totally depleted.
You will once again launch in the Aegis Gundam and your HP Gauge and
Power Gauge will be refilled, but your previous Partner will be
replaced by Rau Le Creuset who will offer up three Boosts which will
give you unlimited Thruster Gauge for a short period of time. Once
again the only opponent is Kira Yamato in the Strike Gundam, but this
time its configured as the GAT-X105+AQM/E-X02 Sword Strike Gundam which
is quite a bit more dangerous than the plain Strike Gundam. In the
beginning of the mission Miguel Aiman will be supporting you in a GINN
with a Heavy Ion Cannon, but he will soon be killed after about 32
seconds have gone by as per story requirements, even if he wasn't hit.
Kira will spend all of his time attacking Miguel's GINN until it is
destroyed, so feel free to attack the Sword Strike Gundam without mercy
in melee combat. The Sword Strike Gundam's ranged weapon is its "Midas
Messer" beam boomerang. If you see the Sword Strike throw the beam
boomerang perform an evasive maneuver immediately, because if it hits
your unit you will be stunned, leaving you wide open for the word
Strike Gundam to attack. This mission will end in success once the
Sword Strike Gundam's HP Gauge is totally depleted.
--------------------
Phase 02: Silent Run
--------------------
After the Legged Ship carrying the final G-Weapon flees the remnants
of Heliopolis, the Le Creuset Team takes up pursuit. Sensing that the
Legged Ships destination is the Eurasian Federation military satellite
Artemis, Commander Rau Le Creuset sends Athrun and the rest of the team
to intercept and attack it. You will be piloting the GAT-X303 Aegis
Gundam for this mission. Your default Partner will be Rau Le Creuset,
but you can switch to Yzak Joule, Dearka Elsman, or Nicol Amalfi if you
want. Dearka Elsman and Yzak Joule will also be supporting you in the
GAT-X103 Buster Gundam and GAT-X102 Duel Gundam respectively.
Now, this is without a doubt the easiest mission in the game. The
Archangel will be slowly flying through the mission area, but Kira
Yamato in the GAT-X105+AQM/E-X01 Aile Strike Gundam is protecting it.
Mu La Flaga in the TS-MA2mod.00 Moebius Zero mobile armor will also be
in the area, but he will be sneaking around the left side out of range
to attack the Nazca-class battleship Vesalius behind you. After Mu has
completed his sneak attack, which takes about 30 seconds, he will turn
around and come back to attack you. If you attack Mu La Flaga's Moebius
Zero and it loses all of its HP Gauge, Mu La Flaga will flee the area.
To complete this mission you can either defeat Kira Yamato's Aile
Strike Gundam, or deal significant damage to the battleship Archangel.
I suggest taking down the Archangel since it's soooo easy and won't put
up a fight, unlike Kira in the Aile Strike Gundam. Fly right up to the
Archangel and use the Aegis Gundam's Special Attack to transform into
its mobile armor mode and fire its "Scylla" energy canon into the
Archangel at point blank range. Use the Aegis Gundam's Special Attack
three times, and then just start to blast the Archangel with the Aegis
Gundam's beam rifle to finish it off. It'll be finished in no time;
sometimes it can be done in less than 30 seconds. You could also spend
a little extra time to multi-lock and destroy the Archangel's various
turrets and gun emplacements for extra points. If you destroy all of
the Archangel's guns before you finish it you will earn an easy S Rank
when you complete the mission.
--------------------------
Phase 03: The Fading Light
--------------------------
While on a mission to attempt to find the missing Lacus Clyne the Le
Creuset Team comes across a small Earth Alliance fleet on an unusual
course. Suspecting that the fleet is running supplies for the Legged
Ship Rau Le Creuset sends Athrun Zala out to attack. Athrun Zala will
be piloting the GAT-X303 Aegis Gundam for this mission. Your default
Partner will be Rau Le Creuset; you do not have the option to change
Partners for this mission. You will also be supported by a ZAFT grunt
in a ZGMF-1017 GINN.
You must protect the Nazca-class battleship Vesalius for the
duration of this mission. If the Vesalius is destroyed you will fail
the mission. When you begin the mission two Earth Alliance 130 meter-
class battleships will enter the area from the north-east and will
launch their squads of TS-MA2 Moebius mobile armors. All of the Moebius
will pretty much go straight for the Vesalius, so hang close to your
battleship and destroy the Moebius as they come. After a total of six
Moebius have been destroyed they will stop coming, so now you are free
to go sink the Earth Alliance battleships. Fly on over to the enemy
battleships and use your multi-lock attack to pick off individual
turrets and gun batteries for extra points. Once both of the Earth
Alliance 130 meter-class battleships and all six Moebius are destroyed
the next round will be triggered.
Kira Yamato will enter the mission area in the GAT-X105+AQM/E-X01
Aile Strike Gundam, along with Mu La Flaga in the TS-MA2mod.00 Moebius
Zero. They will also be accompanied by another generic Moebius mobile
armor. If you destroy the regular Moebius it will be replaced, but they
will cease coming after you have destroyed five of them. If you attack
Mu's Moebius Zero until its HP Gauge runs out then Mu La Flaga will
retreat from the battlefield. Kira Yamato is the main threat here, and
he will attack you relentlessly. Use your Partner Boosts for a bit of
an edge and engage the Aile Strike Gundam. The Aile Strike Gundam is
quick and adept at both melee and ranged combat, so you really don't
have an advantage or weakness to exploit either way. After Kira
Yamato's Aile Strike Gundam is out of HP the mission will end.
-----------------------
Phase 04: Separate Ways
-----------------------
The Legged Ship has rendezvoused with the Earth Alliance's 8th Fleet
and prepares to descend to Earth. Believing that the Legged Ship is no
longer heading to the moon Rau Le Creuset orders that the Le Creuset
Team attack the 8th Fleet and destroy the vessel before it can escape.
Athrun Zala will launch in the GAT-X303 Aegis Gundam. Your default
Partner will be Rau Le Creuset, but you can opt to change to Yzak
Joule, Dearka Elsman, or Nicol Amalfi during the mission Briefing. You
will also be supported by Yzak Joule in the GAT-X102 Duel Gundam
Assault Shroud, Dearka Elsman in the GAT-X102 Buster Gundam, and Nicol
Amalfi in the GAT-X207 Blitz Gundam during the mission.
When you begin the mission there will already be six Earth Alliance
130 meter-class battleships scattered in a loose circle around the
mission area; the Buster Gundam, Blitz Gundam, and Duel Gundam Assault
Shroud will all hurry off to attack the battleships. During the course
of the mission you must protect the Nazca-class battleship Vesalius;
should it be destroyed you will fail. Don't worry, though, there really
will not be anything in this mission that will go after the Vesalius so
it should be okay. The Vesalius won't even initially be in the area
during the start of the mission; it will enter the area after 1 minute
and 35 seconds has gone by along with the Laurasia-class frigate Gamow.
Also the Earth Alliance Agamemnon-class battleship Menelaos will enter
the mission area after 35 seconds has gone by and it will slowly cruise
to the left-center of the mission area. Destroy the Menelaos before the
Gamow arrives, otherwise you'll miss out on the points because the two
ships will destroy each other at about 1 minute and 45 seconds when the
Menelaos uses itself to shield the Archangel from attack. Once the
initial six 130 meter-class battleships have all been destroyed the
next fight will be triggered.
Kira Yamato will enter the fray in his GAT-X105+AQM/E-X01 Aile
Strike Gundam along with Mu La Flaga in the TS-MA2mod.00 Moebius Zero
mobile armor. Yzak Joule will stick around to help you in his Duel
Gundam Assault Shroud, but the other two Gundams have returned to the
Vesalius. If you attack Mu La Flaga's Moebius Zero until it runs out of
HP then Mu will retreat back to the Archangel. Attack Kira in the Aile
Strike Gundam and once it has been reduced to having only about 15% of
its total HP Gauge remaining the Aile Strike Gundam will retreat and a
55 second countdown will begin. You must make it back to the Vesalius
before the 55 seconds are up, otherwise the Aegis Gundam will burn to a
crisp in the atmosphere and you will fail the mission. Just fly up to
the Vesalius, which will be highlighted by an orange target circle as
well as be a green blip on both your Radar and Search Circle, so you
shouldn't have any trouble finding it. All you must do to complete the
mission is enter the orange circle area around the Vesalius before you
run out of time. Do so and the mission will end.
---------------------
Phase 05: War For Two
---------------------
Athrun Zala has descended to Earth in preparations for ZAFTs
upcoming "Operation Spit Break". With the other three pilots of the
stolen X-Series mobile suits under his command, Athrun is now in charge
of the Zala Team and he renews his pursuit of the Legged Ship. Athrun
Zala will launch in the GAT-X303 Aegis Gundam. Your default Partner
will be Yzak Joule, but you can switch to Dearka Elsman or Nicol Amalfi
during the Briefing. During the mission you will be supported by Yzak
Joule in his GAT-X102 Duel Gundam Assault Shroud, Dearka Elsman in the
GAT-X103 Buster Gundam, and Nicol Amalfi in the GAT-X207 Blitz Gundam,
all of which will be riding Guul atmospheric flight support craft.
The Archangel will be slowly cruising towards Orb territory, and it
is being guarded by Kira Yamato in the GAT-X105+AQM/E-X01 Aile Strike
Gundam and Mu La Flaga in an FX-550 Sky Grasper support fighter. You
cannot complete this mission by just taking down the Archangel like you
could in Athrun's Phase 02. You should use your multi-lock attack to
destroy all of the gun turrets and cannons on the Archangel for extra
points, but once there is nothing left on the Archangel to lock onto
leave it alone and go attack Kira or Mu. The Archangel will splash down
in the sea after about 1 minute and 25 seconds have gone by, and it
will come to a halt just outside the mission area. If you attack Mu La
Flaga's Sky Grasper until it runs out of HP then Mu La Flaga will
retreat from the mission area. To complete the mission you must defeat
Kira Yamato in the Aile Strike Gundam. Once the Aile Strike Gundam has
run out of HP the mission will end.
-------------------------
Phase 06: Flashing Blades
-------------------------
Having tracked the Legged Ship to the neutral nation of Orb the Zala
Team has suspended pursuit. Waiting outside of Orb territory the Zala
Team detects an Orb battle fleet. When one solitary ship breaks away
from the group the Zala Team suspects it to be the Legged Ship and
spring their trap. Athrun Zala will launch in the GAT-X303 Aegis
Gundam. Your default Partner will be Yzak Joule, but you can switch to
Dearka Elsman if you want to. You will also be supported by Nicol
Amalfi in the GAT-X207 Blitz Gundam during the first part of this
mission.
You will be up against Kira Yamato in the GAT-X105+AQM/E-X02 Sword
Strike Gundam, as well as Mu La Flaga and Tolle Koenig, both of whom
are in FX-550 Sky Graspers. You don't need to defeat the two Sky
Graspers, but if you attack them until they run out of HP they will
flee the mission area. The real menace here is the Sword Strike Gundam.
The Sword Strike is great at melee combat, and its "Midas Messer" beam
boomerang can be used to stun you so it can get in close and combo you.
You should probably stay away from the Sword Strike Gundam and blast it
with the Aegis Gundam's beam rifle, and if you see it throw its beam
boomerang perform an emergency evasive maneuver and roll out of the way
so you won't be hit and stunned. You'll want to take as little damage
as possible during this first part of the mission, so I will repeat
myself, I STRONGLY suggest just hanging back and blasting the Sword
Strike Gundam with your beam rifle. Once the Sword Strike Gundam's HP
Gauge has been totally depleted the first half of the mission will end.
You will relaunch for the second part of the mission in the Aegis
Gundam again, but your HP Gauge, Power Gauge, and Partner Boosts remain
exactly how they were when you defeated the Sword Strike Gundam, so you
are not in tip-top shape. Not to mention that idiot Nicol went and got
himself killed, so your support is gone. Kira Yamato has exchanged the
Sword Striker pack so now he is in the GAT-X105+AQM/E-X01 Aile Strike
Gundam with a full HP Gauge and Power Gauge. It's totally unfair! Mu La
Flaga will also be supporting Kira in a Sky Grasper, and after 15
seconds have gone by Tolle Koenig will also enter the mission area in
another Sky Grasper. Tolle's Sky Grasper is very weak, though. You can
actually destroy it in a single shot from your beam rifle, so be sure
to pick it off and kill Tolle for the points. Mu's Sky Grasper is much
tougher so it'll take a lot more hits to bring down, but if his Sky
Grasper runs out of HP then he will retreat from the mission area. Now
the only problem you have left is that idiot Kira. Use whatever Partner
Boosts you may have left to help you out a little bit, and just beat on
him. Since he is using the Aile Strike Gundam he is pretty well
balanced in both melee and ranged combat, so you don't have an edge
either way. Just try to take Kira out in melee combat and if you are
low on HP hang back and take pot shots at him with your beam rifle.
Once Kira's Aile Strike Gundam has lost all of it HP the mission will
end.
-----------------------
Phase 07: Decisive Fire
-----------------------
After the destruction of the Aegis Gundam in the battle against the
Strike Gundam Athrun returns to the PLANTs. However, when ZAFTs
experimental Freedom Gundam is stolen Athrun is given a new Gundam and
sent to recover it. Athrun returns to Earth where he finds the Freedom
Gundam fighting the Earth Alliance forces at Orb. Athrun Zala will be
piloting the ZGMF-X09A Justice Gundam. Your default Partner will be
Cagalli Yula Athha, but you are allowed to switch during the Briefing
and can choose to take either Kira Yamato or Dearka Elsman in Cagalli
Yula Athha's stead. You will also be supported by Kira Yamato in the
ZGMF-X10A Freedom Gundam.
You must protect the Archangel from being destroyed throughout the
course of the mission. Should the Archangel be destroyed you will fail
the mission, so be sure to keep an eye on it. When the mission begins
there will already be a few Earth Alliance GAT-01 Strike Dagger mobile
suits in the area. Destroy them quickly before the Freedom Gundam
steals your kills. After a total of twelve Strike Daggers have been
destroyed the final fight will be triggered.
The Earth Alliance's druggie trio will enter the mission area. They
are Orga Sabnak in the GAT-X131 Calamity Gundam, Clotho Buer in the
GAT-X370 Raider Gundam, and Shani Andras in the GAT-X252 Forbidden
Gundam. Get used to seeing a lot of these three dudes. Your first
target should be the Calamity Gundam, as it does not have any melee
weapons, so just engage it in melee combat and don't let up until the
Calamity Gundam is finished. The other two, the Forbidden Gundam and
Raider Gundam, are a little more balanced than the Calamity, so don't
expect them to go down as easily. The Forbidden Gundam is equipped with
a "Geschmeidig Panzer" system, which will usually deflect beam attacks
made against the Forbidden so ranged attacks wont always work against
it. It is probably best to engage the Forbidden Gundam in close combat,
although it will put up a fight with its "Nidhoggr" heavy scythe. The
Raider Gundam on the other hand, has an awesome melee weapon called the
"Mjolnir" hammer, but its ranged attacks are just machine guns, which
will be nullified by the Justice Gundam's Phase Shift Armor, so you
should probably fight the Raider Gundam at range. After all three of
the druggie trio pilots have been defeated and fled the mission area
the mission will end in success.
-------------------------
Phase 08: Trembling World
-------------------------
After Athrun returns from the PLANTs after failing to reason with
his father he is branded a traitor. He escapes with the help of Lacus
Clyne, and joins up with the Three Ships Alliance. When the Earth
Alliance forces new Archangel-class battleship Dominion attacks the
Three Ships Alliance Athrun goes out to sortie. Athrun will launch in
the ZGMF-X09A Justice Gundam. Your default Partner will be Cagalli Yula
Athha, but you can switch to Kira Yamato, Lacus Clyne, or Dearka Elsman
during the mission Briefing. You will also be supported by Kira Yamato
in the ZGMF-X10A Freedom Gundam.
You must protect the Izumo-class battleship Kusanagi during the
course of this mission, and should it be destroyed you will fail the
mission. The initial enemies will be two GAT-01 Strike Daggers,
accompanied by Shani Andras trying to be sneaky in his GAT-X252
Forbidden Gundam. The Forbidden Gundam will often go hide in the rear
of the battlefield and take potshots at the Kusanagi, so you'll
probably want to go smash it around. Kira can handle the Strike
Daggers, but if you want to destroy them you can, although you'll be
leaving the Forbidden Gundam alone if you do so. If any of the Strike
Daggers are destroyed they will be replaced, but after five Strike
Daggers have been destroyed Clotho Buer and Orga Sabnak will arrive in
the GAT-X3170 Raider Gundam and GAT-X131 Calamity Gundam.
The Calamity Gundam and Raider Gundam will mostly come after you.
The Forbidden Gundam, however, will usually focus on attacking the
Kusanagi. If Kira in the Freedom Gundam can keep the Forbidden Gundam
occupied then you can take it easy and fight off the Calamity and
Raider, but if Kira wont pull his damn weight you'll have to take the
Forbidden Gundam down yourself. Just fight these guys like usual. Take
the Calamity Gundam out in melee combat since it can't melee back so
well. Take the Raider Gundam at range since it is more proficient at
melee combat and only has weak machine guns as its primary ranged
weapons. And as for the Forbidden Gundam, since its "Geschmeidig
Panzer" system will usually deflect any beams fired at it, should also
be fought in close combat. Once all three of the druggie trio Gundams
have been defeated the mission will end in success.
--------------------------
Phase 09: The Opening Door
--------------------------
The Three Ships Alliance of the Archangel, Kusanagi, and the Eternal
hide in the L4 colony cluster. However, both ZAFT and Earth Alliance
forces are closing in to attempt to find and destroy the traitorous
elements. Athrun Zala will launch in the ZGMF-X09A Justice Gundam. Your
default Partner will be Cagalli Yula Athha but you can switch to Kira
Yamato, Lacus Clyne, or Dearka Elsman during the Briefing. You will
also be supported by Kira Yamato in the ZGMF-X10A Freedom Gundam.
When the mission starts you will already be confronted by Shani
Andras in the GAT-X252 Forbidden Gundam and Orga Sabnak in the GAT-X131
Calamity Gundam. The Eternal, Kusanagi, and the Archangel battleships
will all line up in the southern portion of the mission area and will
stay there for now. Just treat the druggie trio like usual, go after
the Calamity Gundam in melee combat since it has no melee weapon and
you'll probably have to defeat the Forbidden Gundam in melee combat as
well because its "Geschmeidig Panzer" system will usually deflect any
beams fired at it. Once both the Forbidden Gundam and Calamity Gundam
have been defeated the next fight will be triggered, or if you can not
defeat them both before 2 minutes and 30 seconds have elapsed the next
fight will be triggered automatically and the Forbidden and Calamity
Gundams will flee the area.
Yzak Joule will enter the area in the GAT-X102 Duel Gundam Assault
Shroud, and he's angry. The Archangel, Kusanagi, and Eternal will also
now start flying swiftly across the mission area to make their escape,
but three ZAFT Nazca-class battleships will enter from the north side
of the battlefield. There will also be a few ZGMF-1017 GINNs, but once
you have destroyed a total of six GINNs they will no longer come. Go
destroy the three Nazca-class battleships first, then destroy the
GINNs, and finally go after Yzak's Duel Gundam Assault Shroud. Once the
Duel Gundam Assault Shroud has lost all of its HP Gauge the mission
will end successfully.
-------------------------
Phase 10: The Final Light
-------------------------
After the Earth Alliance forces use nuclear weapons to obliterate
ZAFT's military satellite Boaz they declare their next targets will be
the PLANTs themselves. Horrified, the Three Ships Alliance launches to
intercept and stop the attack. Athrun Zala will launch in the METEOR
Justice Gundam. His default Partner will be Cagalli Yula Athha, but you
may switch to Kira Yamato, Lacus Clyne, or Dearka Elsman instead. You
will be supported by Kira Yamato in the METEOR Freedom Gundam during
the mission.
During this first part of the mission you must defend the PLANTs
from the Earth Alliance's nuclear attack. If even one single nuclear
missile escapes the mission area a PLANT will be destroyed, hundreds of
thousands will die, and it'll all be your fault. In short, if you miss
a missile you'll fail the mission. To make shooting down the nuclear
missiles as easy as possible be sure to abuse the missile-spamming
multi-lock attack of the METEOR unit. There will be a total of about
forty nuclear missiles during the mission that are launched in clusters
of about fourteen at a time. The clusters of nuclear missiles will all
be highlighted by orange target circles so they are a little easier to
see. They will be launched from the north and move south at a decently
slow pace. Be damn sure to watch your Radar to make sure that no
nuclear missiles get past you. If any nuclear missiles do slip by turn
your METEOR the hell around and chase after them and use the METEORs
multi-lock attack to shoot it down before it escapes the mission area.
After the nukes are taken care of you need just destroy the few TS-MA2
Moebius mobile armors equipped with nuclear missiles. After you have
destroyed all of the nuclear missiles and ten Moebius mobile armors the
next fight will be triggered.
All three members of the druggie trio will enter the area, Shani
Andras in his GAT-X252 Forbidden Gundam, Orga Sabnak in the GAT-X131
Calamity Gundam, and Clotho Buer in the GAT-X370 Raider Gundam. These
three should be no problem to beat now that you and Kira are both in
the cheesy over-powered METEOR units. The METEOR unit's melee attack,
although awfully slow and awkward, works very well against these three
psychos. Just get in their face and slash away at them. Once you have
defeated all three of the Earth Alliance's Gundam pilots you will go to
the next part of the mission.
You will relaunch, still in the METEOR Justice Gundam and Kira
Yamato will still be supporting you in the METEOR Freedom Gundam. You
will retain the same Partner and your HP Gauge, Power Gauge, and
Partner Boosts will all be refilled. You will be attacked by both ZAFT
and Earth Alliance forces here. The enemies in the beginning will be a
mix of GAT-01 Strike Daggers as well as ZGMF-1017 GINNs and ZGMF-600
GuAIZ. After a total of seventeen enemy mobile suits have been
destroyed by you and Kira Clotho Buer piloting the GAT-X370 Raider
Gundam will enter the mission area. To complete the mission all you
must do is destroy the Raider Gundam, but why hurry? The Strike
Daggers, GuAIZ, and GINNs will continue coming infinitely for the
remainder of the mission so you can rack up an enormous score here.
Once the Raider Gundam has been defeated the mission will end
successfully.
------------------------------
Phase 11: To An Endless Future
------------------------------
ZAFT has fired GENESIS and is making preparations to fire it again,
and this time the target is Earth. In order to stop the madness Athrun
decides to self-destruct his nuclear-powered Justice Gundam inside of
GENESIS. This mission is pretty darned easy, especially considering
it's the very last one for Athrun Zala. You will have disengaged your
mobile suit from the METEOR unit, so you will be piloting just the
ZGMF-X09A Justice Gundam this go around. Your default Partner will be
Cagalli Yula Athha, but you can switch to Lacus Clyne, Dearka Elsman,
or Kira Yamato. You will also be supported by Cagalli Yula Athha in the
MBF-02 Strike Rouge.
You must protect the Eternal battleship for the duration of this
mission. Be sure to watch the Eternal's Health Gauge over on the left
side of the screen, as there will be plenty of enemies taking pot shots
at the ship. Enemies in this mission will consist of infinite amounts
of ZGMF-1017 GINNs, ZGMF-600 GuAIZs, and GAT-01 Strike Daggers. Those
enemies will keep coming until the mission ends, so there won't be any
let up at all. Now, when I said "until the mission ends" the catch is
that the mission will last as long as you want it to. After 1 minute
and 30 seconds have gone by a large yellow target zone will appear in
front of the Eternal and the crew will tell you to head towards
GENESIS; simply flying into that yellow circle will end the mission.
Now if you want to get a really high score just keep destroying the
infinite waves of enemy units; just be sure to haul your ass through
that yellow target circle before the Eternal is destroyed. Doing so
will end the mission, bringing Athrun Zala's story, and the war, to an
end.
\ /------------\ /
[===========================|Mission Mode|============================]
/ \------------/ \
</pre><pre id="faqspan-5">
Never Ending Tomorrow's Mission Mode is similar to the Ace Pilot
missions from Encounters in Space, except instead of playing several
missions for a few characters you get to play one mission for several
characters. (Quantity over quality...) You get to play a single
character specific mission for each notable ace pilot in Mission Mode,
each mission detailing a moment of importance from each of their
respective piloting careers.
-----------------------------------------------------------------------
Mu La Flaga - Battle of Endymion
-----------------------------------------------------------------------
During the early stages of the war ZAFT began operations to overtake
the Earth Alliance's lunar bases. With the Earth Alliance based on the
light side of the moon, and ZAFT based on the dark side of the moon,
bitter fighting broke out dividing the moon between the two forces. The
dividing landmark between the two opposing sides was the Grimaldi
Crater, and this front of the war would become known as the Grimaldi
Front. On June 2nd, CE 71, when ZAFT attacks an Earth Alliance outpost
in the Endymion Crater, the Moebius Zero Squadron is called into
action. You will play the role of Mu La Flaga and will be assigned a
TS-MA2mod.00 Moebius Zero mobile armor to pilot. Another Moebius Zero
will be supporting you during the mission. Your default Partner will be
an OMNI Operator with three low powered healing boosts set as his
Partner Boosts.
Now the Moebius Zero is not capable of melee combat so you need to
just keep your distance from the enemies in the mission. The enemies
will consist of three ZGMF-1017 GINNs at a time. The Moebius Zero's
multi-lock attack is very powerful. Mu La Flaga is capable of utilizing
all four of the Moebius Zero's Gunbarrels, so he can usually take out a
GINN with but one multi-lock attack, and if that doesn't do it the
opponent will definitely be finished off with a quick blast from the
linear gun. Just keep using your multi-lock attacks on the GINNs, and
if one of them happens to get too close to you and attempts a melee
attack use your evasive maneuvers and boost away quickly. After you and
your support have destroyed a total of twenty GINNs the final fight
will be triggered.
Rau Le Creuset will enter the area in his ZGMF-1017M GINN High
Maneuver Type and the mission timer will now have a 1 minute and 30
second time limit until the mission ends. Rau's GINN High Maneuver Type
is much tougher, faster, and stronger than your standard GINN, but your
tactics should remain the same. Multi-lock Rau to blast him with your
Gunbarrels and evade and fly away if he gets within melee range of your
unit. Always try to keep a good bit of distance between yourself and
Rau. The mission will end either when the time limit runs out or you
have defeated Rau Le Creuset. Rau will make his escape and the Earth
Alliance will detonate the Cyclops System hidden beneath the Endymion
crater.
-----------------------------------------------------------------------
Cagalli Yula Athha - GENESIS Attack
-----------------------------------------------------------------------
During the final Battle of Jachin Due on September 27th, CE 71, ZAFT
prepares to fire their super-weapon, GENESIS, at the Earth. To stop its
impending fire Athrun Zala decides to enter GENESIS and self-destruct
his ZGMF-X09A Justice Gundam. Cagalli Yula Athha decides to give chase
into the heart of GENESIS to stop Athrun. You will play the part of
Cagalli piloting the MBF-02 Strike Rouge. Your default Partner will be
Athrun Zala who, assuming he is still low in levels, will provide you
with a Partner Boost that ups both you Shot Power and close combat
Attack Power.
You will be constantly moving forward in this mission in a fashion
reminiscent of the Route Tube from Encounters in Space. Zooming through
GENESIS's crazy neon tunnels, it looks more like you're flying through
a pinball machine then a deadly nuclear super-weapon. There will be a
few ZAFT mobile suits interfering with you -an even mix of ZGMF-1017
GINNs, ZGMF-515 CGUEs, and ZGMF-600 GuAIZs- and it will be a real pain
in the butt to shoot them thanks to the many obstructing barriers and
pillars inside of GENESIS. Just don't use multi-lock here, as it will
make hitting your enemies more difficult. Single shots will do, as they
are more precise so you can time your fire better to avoid the
obstructions. Getting in to melee range is also a huge pain thanks to
the ever-moving tunnel, so you'll probably want to just stick with
shooting and dodging. After destroying six enemies the next fight will
be triggered.
The doctor is in! Mikhail Coast will now show up in his ZGMF-1017M
GINN High Maneuver Type. God, I hate this guy! He's not a particularly
difficult fight, but he has a lot of HP and his cheesy medicine-related
punning is so awful it makes me cringe just thinking about it.
Thankfully, Athrun Zala in the Justice Gundam will soon show up as
support to help beat up on the annoying Dr. Coast. Use Athrun's Partner
Boosts to make the fight go a little easier and just attack Dr. Coast's
GINN High Maneuver Type. It may be better to stay away as your beam
rifle far outclasses his heavy machinegun, and Cagalli's melee attacks
are pretty weak. On the other hand since Cagalli's melee attacks are so
weak you can easily rack up a very high combo here, I'm talking about a
combo in the high 50's or so. As for Mikhail Coast, he will try to
engage you in melee combat most of the time, as the GINN High Maneuver
Type is much more powerful in close combat. After Mikhail Coast has
lost all of his HP he will flee and you will be able to continue
forward uninterrupted.
After Mikhail Coast is defeated you will move forward a little more
and begin to slow down. Athrun will continue to fly the Justice Gundam
forward and he will stop in GENESIS's core. You must start manually
flying the Strike Rouge down the tunnel towards GENESIS's core. Keep
flying forward down the tunnel and when you reach the end of the
passage and enter the core the mission itself will end.
-----------------------------------------------------------------------
Andrew Waltfeld - Tiger Fangs, Soldier's Sword
-----------------------------------------------------------------------
For this mission you will play as ZAFT ace pilot Andrew Waltfeld,
known as the "Desert Tiger". You will be on the test run of the brand
new TMF/A-803 LaGOWE quadrupedal mobile suit, so that's what you'll be
piloting. You will be supported by two wingmen, one of them will be in
a TMF/A-802 BuCUE and the other in a TFA-02 ZuOOT, and your default
Partner will be the very sexy Aisha.
Your initial enemies will be the Eurasian Federation's tank corps.
There will be about one hundred Linear Tanks, but they are absolutely
no match for the superior might of your LaGOWE. The many tanks will
fire their main cannons at you, and given the sheer amount of artillery
that will be lobbed at you you'll probably be hit a few times, but the
tanks are pathetically weak and will be destroyed in one hit. Make use
of your awesome agility and your multi-lock ability to blast the tanks
into smithereens.
After the majority of the tanks have been destroyed Serpent Tail
mercenary Gai Murakumo will appear in his MBF-03 Astray Blue Frame.
Now, the fight against Gai's Astray Blue Frame will not start
immediately. In fact it'll be about forty seconds from the time Gai
appears until you can engage him, so until then use the free time as an
opportunity to finish off the rest of the Eurasian Federation's tank
squadron. After about forty seconds from his appearance when Gai and
Andrew have finished talking and posturing with each other the fight
will begin. The Astray Blue Frame will tend to stay high in the sky
during the majority of the fight, which will make engaging it in melee
combat very difficult for the LaGOWE as it has a small Thruster Gauge
and cannot fly very high. If you catch Gai on the ground you can try to
start a melee chain and rack up some damage, but he'll usually just
retreat back into the skies. The better way to fight Gai's Blue Frame
is to put some distance between yourself and him and just blast it with
your main cannon. Constantly move from side to side to evade the Blue
Frame's beam rifle shots, and occasionally use Aisha's Partner Boosts
to provide you with a boost in your speed just to give yourself a bit
of an edge. After defeating the Astray Blue Frame the mission will end.
-----------------------------------------------------------------------
Yzak Joule - Battlefield of Thunder
-----------------------------------------------------------------------
After the staggering amount of ZAFT casualties caused by the
detonation of a Cyclops System beneath Josh-A, Alaska, the remainder of
the ZAFT forces seek revenge on the Earth Alliance. They decide to
attack the Earth Alliance's base in Panama and destroy its mass driver
so that the Earth Alliance would lose their ability to send troops into
space. ZAFT will seek to deploy electromagnetic weapons known as
"Gungnirs" to do this. You will be playing as Yzak Joule, piloting the
GAT-X102 Duel Gundam Assault Shroud. Your default Partner will be a
ZAFT Operator who has three Partner Boosts that restore power to your
Power Gauge, which will be useful in keeping your Phase Shift Armor up
and running. You will also have a generic ZAFT grunt in an AMF-101 DINN
supporting you.
When you first start the mission everything will be quiet... too
quiet. But after about three seconds your radars will light up like a
Christmas tree. The ground is covered with a few hundred gun
emplacements and Linear Tanks, and there are a few squads of three VTOL
Fighter aircraft flying over head. However, all of these units are all
incredibly weak so you can simply fly around the mission area holding
down the multi-lock button and blasting whatever you can get a lock on.
After 58 seconds have gone by the Earth Alliance will launch its new
mass-produced mobile suits, the GAT-01 Strike Dagger. The Strike
Daggers will come three at a time. They are not especially powerful,
and all you must do is destroy a total of ten Strike Daggers to advance
to the next part of the mission.
After the tenth Strike Dagger has been destroyed a 2 minute and 45
second countdown will immediately begin, ticking off until the end of
the mission. If you run out of time the mission will end successfully,
so all you really have to do now is not die, which is a pretty easy
thing to do. The radio operator will also tell you that a new high-
speed model is moving into the area and Jean Carrey will soon enter the
battlefield in the GAT-01D Long Dagger Jean Carrey Custom. Jean's unit
is, for all intent and porpoises, almost identical to your own Duel
Gundam Assault Shroud, so the fight will be interesting. Jean Carrey
will also be tagging along with two Strike Daggers, and if they are
both destroyed two more Strike Daggers will appear, however the Strike
Daggers will stop coming after you destroyed a fifth one. Fighting Jean
Carrey is kind of bizarre as there's nothing that you can do that he
cannot do just as well, so feel free to go either melee or ranged
against him. Melee is preferably if not only to get up your Combo count
for extra points at the end of the mission. You could also just ignore
Jean all together and destroy the Strike Daggers and whatever tanks,
turrets, or planes may be left for a few extra points too. It's totally
up to you. Either reduce Jean Carrey's HP Gauge to nothing, causing him
to retreat, or run out of time and the mission will end successfully.
-----------------------------------------------------------------------
Dearka Elsman - Fateful Choice
-----------------------------------------------------------------------
After Dearka Elsman was shot down he, and his stolen Gundam, was
captured by the Archangel. The Archangel headed to the neutral nation
of Orb while the crew pondered defecting from the Earth Alliance.
Meanwhile, the Earth Alliance forces planned to use Orb's mass driver
to launch their forces into space, and when they are told they can not
have access to it the Earth Alliance attacks Orb. The Archangel, having
defected, releases Dearka and tells him he can take the Buster Gundam
and leave. However, rather than just abandoning them, Dearka chooses to
fight. You will play the part of Dearka Elsman piloting the GAT-X103
Buster Gundam. Your default Partner will be Miriallia Haw; her Partner
Boosts increase the damage your ranged attacks do, a very useful effect
for a range-oriented unit like the Buster Gundam. Supporting you will
also be Athrun Zala in the ZGMF-X09A Justice Gundam.
Now you must protect the battleship Archangel from being destroyed
during this mission. It will be designated as a defending target, so
just watch out for it 'cause if the Archangel is destroyed it's game
over. That said, the enemies really won't bother the Archangel that
much, and what you don't destroy the Justice Gundam certainly will. The
enemies in the beginning will be waves of GAT-01 Strike Daggers; they
are pretty wimpy opponents. After a total of fifteen Strike Daggers
have been destroyed, including any destroyed by Athrun in the Justice
Gundam, the next part of the mission will be triggered.
Clotho Buer will enter the area in his GAT-X370 Raider Gundam. The
Raider Gundam is quite fast, and can literally fly circles around you
Buster Gundam. He is also quite adept at melee combat, and with its
"Mjolnir" Hammer it can even melee you from a distance, which is bad
for the Buster Gundam. Couple this with the fact that the Strike
Daggers keep coming infinitely and you've got a fun little match going.
Raider Gundam really won't allow you to ignore him, expect him to be in
your grill the entire time. Because of Raider Gundam's persistence
destroying extra Strike Daggers for more points is tricky. Don't forget
to use Miriallia's Partner Boosts to boost your ranged damage, as this
will make the fight much easier. Hang back and blast Raider Gundam as
it charges you and then punch and kick it with Buster Gundams melee
attacks before retreating to shoot it again. After the Raider Gundam's
entire HP Gauge has been depleted it, and any remaining Strike Daggers,
will retreat and the mission will end.
-----------------------------------------------------------------------
Nicol Amalfi - Battle of Artemis
-----------------------------------------------------------------------
After the Legged Ship fled into the relative protection of the
Eurasian Federation's military satellite of Artemis the Le Creuset team
devised a plan to infiltrate the base. Artemis was protected by a
powerful lightwave barrier known as the "Umbrella of Artemis" that
would destroy anything that came into contact with it. But using the
stolen GAT-X207 Blitz Gundam, which could be rendered invisible and
undetectable due to its Mirage Colloid system, Le Creuset team member
Nicol Amalfi would infiltrate Artemis while its shields were down and
spearhead the assault. Your default Partner will be Yzak Joule, but you
can switch to Dearka Elsman if you wish. Assuming both are low in
level, Yzak will be able to increase the power of your ranged attacks
and Dearka will be able to do damage to the enemy you have targeted,
both potentially useful boosts.
When the mission starts Nicol will have already infiltrated past the
Umbrella of Artemis with the Blitz Gundam, so the sneaking part is
already done, so you won't actually have to turn invisible during the
mission at all. Yeah, I know, how boring... Now, you have to destroy
the generators for the Umbrella of Artemis, which are the large
metallic poles jutting out of Artemis's otherwise flat and rocky
surface in a circle around the launch bay. They can be kind of
difficult to see and maneuvering around the surface of Artemis to get
to them can be pretty annoying. You can see the shield generators on
your Radar, and although they appear to be in a straight line they are
actually in a wide circle around the hangar. Navigate to each one of
the shield generators and destroy them, which will take about three
shots each from the Blitz Gundam's beam rifle.
After you have destroyed six shield generators the doors to the
launch bay will open and you will be attacked by a few TS-MA2 Moebius
mobile armors. Inside the launch bay will also be two battleships, an
Agamemnon-class and the Archangel, which will both be firing their main
cannons at you, so just watch out for that 'cause they aren't nice. Now
there will still be a few more shield generators surrounding the hanger
if you want to destroy them for the extra points, but as far as the
mission is concerned you're done with them. Wait outside the hanger and
let the Moebius come out to play with you. They are very weak so just
blast them twice each and they are dead. After destroying twelve
Moebius mobile armors the last fight of the mission will be triggered.
After you have destroyed those twelve Moebius mobile armors Kira
Yamato will launch from Artemis in the GAT-X105+AQM/E-X02 Sword Strike
Gundam. But Yzak Joule, in the GAT-X102 Duel Gundam, and Dearka Elsman,
in the GAT-X103 Buster Gundam, will show up to support you. This is the
time to use those Partner Boosts! The Sword Strike Gundam has powerful
melee combat capabilities, and most dangerous of all is its "Midas
Messer" beam boomerang. If you are hit by the Sword Strike Gundam's
beam boomerang you will be stunned for several seconds and will be at
the mercy of the Sword Strike... which, as it turns out, is not very
merciful at all as he closes in to maul you with that "Schwert Gewehr"
anti-ship sword. When you see the Sword Strike Gundam throw its beam
boomerang perform an evasive maneuver IMMEDIATELY! Other than that the
Sword Strike Gundam is not much of a threat. Keep your distance from
the Sword Strike Gundam and pelt it with your beam rifle; this is the
safest approach to defeat the Sword Strike Gundam as it's ranged
abilities amount to the sum of jack and squat, with the exception of
that damnable "Midas Messer" beam boomerang of course. If you're
feeling brave you can take the Sword Strike Gundam in melee combat, as
that "Schwert Gewehr" anti-ship sword is still rather slow to swing and
you're pretty fast compared to it. However you do it just defeat the
Sword Strike Gundam and the mission will end successfully.
-----------------------------------------------------------------------
Miguel Aiman - Flight of the Magic Bullet
-----------------------------------------------------------------------
After capturing the resource satellite Nova, ZAFT plans to move the
massive object into their territory and rename it Boaz, transforming it
into a fortress to defend the PLANTs from attack. ZAFT anticipates a
major effort on part of the Earth Alliance to recapture Nova while the
asteroid is in transit. Miguel Aiman is sent to be part of the ZAFT
fleet escorting Nova. You will play as Miguel Aiman and pilot his
orange ZGMF-1017 GINN Miguel Aiman Custom. Your default Partner will be
a generic ZAFT Operator whose three Partner Boosts will refill your
Power Gauge, which won't be of much use unless you drain your SP Gauge
using Special Attacks. You will also be supported by a nameless grunt
in a ZGMF-1017 GINN who will do his best to kill steal.
As the mission starts you will be attacked by three TS-MA2 Moebius
mobile armors. The Moebius in this mission will be as thick as flies,
and twice as annoying. Destroy the Moebius quickly, otherwise your
support will kill them first; Moebius are not very durable so you
should be able to destroy them easily, they are just very fast and
nimble so you might have some trouble maintaining lock-ons.
Periodically an Earth Alliance 250-meter class battleship will enter
the area. The battleships can be easily destroyed by simply unloading a
Special Attack into them and then finishing them off with a few normal
shots. After you have destroyed five 250-meter battleships the mission
will end, so turn your attention back to the Moebius mobile armors
after you have destroyed your fourth battleship.
After destroying fifteen Moebius mobile armors Mu La Flaga will
enter the battlefield in his TS-MA2mod.00 Moebius Zero mobile armor.
The Moebius Zero is much tougher than a standard Moebius, and it can
perform powerful all-range attacks with its Gunbarrels. Otherwise, the
Moebius Zero isn't much different. You should concentrate on destroying
any other Moebius and up to the fourth battleship in the area first
before dealing with Mu just to get some extra points. The Moebius will
stop coming after you have destroyed ten more of them. (In addition to
the first fifteen, that makes twenty-five total Moebius in the entire
mission.) Now you can concentrate on defeating Mu La Flaga's Moebius
Zero or the fifth battleship. After the fifth 250-meter class
battleship is destroyed or Mu La Flaga's HP Gauge has been depleted the
mission will end.
-----------------------------------------------------------------------
Rau Le Creuset - Lunar Encounter
-----------------------------------------------------------------------
For this mission mode you will play the role of Rau Le Creuset.
During the still on-going battle over a vital Earth Alliance supply
base in the Endymion crater of Earth's moon Rau Le Creuset is
commanding from his battleship when a strange sensation washes over
him. Feeling the curious pressure Rau Le Creuset decides to launch into
the battle to investigate what is causing this unexpected feeling. You
will be piloting a ZGMF-1017M GINN High Maneuver Type during this
mission. You will also have a ZAFT grunt pilot in a standard ZGMF-1017
GINN providing support for you, which is just a nicer way to say that
he'll be kill stealing. Your default Partner will be a generic ZAFT
Operator whose Partner Boosts will refill your SP Gauge, so he probably
won't be of much assistance.
This mission is basically just like Mu La Flaga's Mission Mode, but
just from the opposite perspective. When you enter combat you will be
up against the members of the Earth Alliance's elite Moebius Zero
Squadron, so naturally you will be facing a plethora of TS-MA2mod.00
Moebius Zero mobile armors during this mission. The Moebius Zeros
Gunbarrel multi-lock attacks can be a real hard-hitter, so try to get
in close and melee them. After you have destroyed twenty Moebius Zeros
the boss fight will be triggered.
The last opponent will be Mu La Flaga in his Moebius Zero. There
will be a 1 minute and 30 second time limit on the match, and once
that's up the mission ends, but until then you might as well try to
smack Mu up a little. Stay close to Mu as much as possible, as it will
make it easier to hit him, and it will make it harder for him to use
his Gunbarrels, plus you will be able to see them deploy more easily.
If you ever notice that Mu's Gunbarrels are not attached to the main
body of the Moebius Zero you should do an evasive maneuver posthaste
because he's gunning for you. If you are not near enough to Mu's
Moebius Zero to see the Gunbarrels launch then if you keep shooting the
Moebius Zero with your machinegun you will be able to spot them. When
the Moebius Zero is struck by an attack it will flash white; the
Gunbarrels will also flash white when the Moebius Zero is struck so if
they are deployed you will be able to see them and prepare to evade
when they attack. After the time limit expires or Mu La Flaga is
defeated the mission will end.
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Orga Sabnak - The Final Key
-----------------------------------------------------------------------
This mission is a HUGE pain in the ass. You play as Orga Sabnak, one
of the three psycho members of the druggie trio. You will pilot the
spam-tastic GAT-X131 Calamity Gundam. Clotho Buer and Shani Andras will
be supporting you in the GAT-X370 Raider Gundam and GAT-X252 Forbidden
Gundam respectively. Your default Partner will be Clotho Buer, but you
can switch it to Shani Andras on the Briefing screen, though it's
probably best to stick with Clotho. Note that you have only a 3 minute
time limit to complete this mission or you will fail when Orga's combat
drugs wear off.
Now when the mission starts Kira Yamato in the ZGMF-X10A Freedom
Gundam and Athrun Zala in the ZGMF-X09A Justice Gundam will already be
in the area across from you. There will also be a few ZAFT ZGMF-600
GuAIZ mobile suits flanking you on both sides, and if destroyed more
will come, so feel free to destroy them for the points if you have a
chance. Now the Freedom and Justice Gundam will be your biggest
threats. They will double-team you as much as possible, completely
ignoring Raider and Forbidden, and since your main ranged weapon is a
physical attack with your "Todesblock" bazooka you're going to have a
hell of a time against their Phase Shift Armor. The only ways to get
around the Phase Shift Armor of the Freedom and Justice and deal direct
damage to their HP is to use either Calamity Gundam's Special Attack or
use your melee attacks. Since Special Attacks drain power from your PS
Gauge that means your own Trans-Phase Armor will afford you less
protection if used, although, if it hits, your Special Attack can drain
about half of one of the annoying Gundam's HP Gauges. But less
protection means you die quicker, so you should only use your Special
Attack once, if at all, and only if you can guarantee it will hit.
Melee is a better bet, and using your ranged melee attack will often
result in a blast from one of Calamity Gundam's many beam weapons.
Needless to say it's a damned tough fight, but once the HP Gauge of
Freedom or Justice Gundam is empty they will retreat from the battle...
although you don't actually have to fight them at all.
Yes, thankfully you don't actually have to defeat either the Freedom
or the Justice Gundam to complete this mission. Hell, you can ignore
them the whole mission, although I doubt they'll just let you. The way
to end this mission is to retrieve the ZAFT escape pod that contains
Flay Allster. The ZAFT escape pod will automatically appear after one
minute has gone by; when it arrives Natarle Badgiruel will radio you
and tell you to retrieve it. The escape pod will be a Defending Target
so luckily it will be displayed in green on the Radar and Search
Circle. The escape pod will also have a yellow indicator circle
surrounding it. It's small so it can be kind of hard to spot, so
navigate towards it using your radar until you are close enough to see
it visually. Once you spot it simply fly on over to the escape pod and
when you enter the area inside the yellow circle the mission will end.
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Clotho Buer - Wandering Souls
-----------------------------------------------------------------------
During the heated battle at Jachin Due the Archangel-class
battleship Dominion was sunk by its sister-ship, the Archangel. Without
his mothership to return to Clotho Buer was forced to wander the
battlefield in a psychotic rage, the last remaining member of the Earth
Alliance's druggie trio. You will be playing Clotho Buer and piloting
the GAT-X370 Raider Gundam in one final blitz of madness. Your Partner
will be a generic OMNI Operator with three low-powered healing Boosts
that could be useful if you're in a tight spot. A GAT-01 Strike Dagger
will be your support. As with the last three druggie missions you have
a three minute time limit to complete the mission or you will fail.
When you begin there will already be a few enemy units in the area.
Hurry and destroy them before your support does. The enemies will be a
combination of ZGMF-1017 GINNs and ZGMF-600 GuAIZ. After a total of
seven enemy mobile suits have been destroyed the next fight will be
triggered.
Dearka Elsman will enter the area in his GAT-X103 Buster Gundam. The
Buster Gundam is proficient in ranged combat, but sorely lacking in
melee range. But the Buster Gundam also has Phase Shift Armor, so your
standard machinegun ranged attack while in mobile armor mode will not
be very effective. Your best bet is to engage the Buster Gundam in
melee combat and bash it into submission with your "Mjolnir" Hammer
because you are on such a strict time limit. After the Buster Gundam
has lost all of its HP it will be defeated, but it will still remain
prone in the area for several seconds so you should continue to beat on
it and increase your combo count waiting for the next fight.
Several seconds after Dearka's Buster Gundam is defeated Yzak Joule
will enter the area in his GAT-X102 Duel Gundam Assault Shroud. The
Duel Gundam Assault Shroud is a better melee fighter than the Buster
Gundam, but that is irrelevant, as you should beat it into submission
with the superior range of the "Mjolnir" Hammer. After the Duel Gundam
Assault Shroud has been defeated it will flee the area and the mission
will end in success.
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Shani Andras - Madness Unleashed
-----------------------------------------------------------------------
You will be playing as Shani Andras, one of the three psycho members
of the druggie trio. You will pilot the GAT-X252 Forbidden Gundam
during the Earth Alliance's attack against the neutral nation of Orb.
Clotho Buer and Orga Sabnak will be supporting you in the GAT-X370
Raider Gundam and GAT-X131 Calamity Gundam respectively. Your default
Partner will be Orga Sabnak, but you can optionally switch to Clotho
Buer on the Briefing screen. Orga's Partner Boost will damage all
allied and opposing units in range, while Clotho's will raise your
Berserk Gauge by quite a bit. You should probably stick with Orga
Sabnak, as his Boost will be the most helpful. Note that you have only
a 3 minute time limit to complete this mission or you will
automatically fail when Shani's combat drugs wear off.
You will launch towards Orb, which has several Aegis-class
battleships and Kuraokami-class battleships in a defensive line off the
shore. Kira Yamato will already be in area in the ZGMF-X10A Freedom
Gundam ready to annoy the hell out of you, as well as a single MBF-M1
M1 Astray. The M1 Astrays will be infinitely replaced until the end of
the stage if destroyed. DO NOT destroy any of battleships yet! Your
first priority should be to defeat Kira in the Freedom Gundam. The
Freedom Gundam is a spamming machine, so you should probably engage it
in close combat, but even this is risky as the Freedom is good at melee
combat and the Forbidden Gundam's "Nidhoggr" heavy scythe isn't exactly
the fastest melee weapon around. You could alternately hang back and
try to blast the Freedom Gundam with your "Hresvelgr" plasma induction
cannon, which is beam based so it will ignore the Freedom Gundam's
Phase Shift Armor. Be sure to abuse the Forbidden Gundam's "Geshmeidig
Panzer" system, which will deflect any shots fired at you by beam
weaponry while you are shielding (holding down on the D-Pad). If you
took Orga Sabnak as a Partner use his Partner Boost to deal a good bit
of quick damage to Freedom Gundam. Either way, just be sure to defeat
the Freedom Gundam quickly before you start sinking any of the
battleships.
After you have defeated the Freedom Gundam you can now go about your
business of sinking Orb's Aegis-class and Kuraokami-class battleships.
But after you sink your third Orb battleship Athrun Zala will enter the
mission area in the ZGMF-X09A Justice Gundam. The Justice Gundam will
be just as damned annoying as the Freedom Gundam. Still assuming you
took Orga Sabnak as your Partner, use your remaining Partner Boosts to
damage the Justice Gundam greatly and then finish it off in melee
combat. After the Justice Gundam has been defeated take out the
remainder of Orb's sea battleships. After all seven of the Aegis-class
and Kuraokami-class battleships have been destroyed and both the
Freedom and Justice Gundams have been defeated the mission will end in
success.
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Lowe Guele - The Prize
-----------------------------------------------------------------------
Anyone who has seen the Mobile Suit Gundam SEED ASTRAY: Red Frame
promotional OVA will be familiar with the premise behind this mission.
After buying the scrapped head of a BuCUE Tactical Reconnaissance Type
at a black market auction, Lowe Guele is ambushed by ZAFT forces
determined to recapture the part. You play as Lowe Guele piloting the
MBF-P02 Gundam Astray Red Frame with the Gerbera Straight katana. Your
default Partner will be Kisato Yamabuki, whose Partner Boosts restore
your Power Gauge.
Now during the course of this mission you must protect the bazaar
market where Lowe purchased the ZAFT part. If any enemies should enter
the tented bazaar area, which is marked as a Defending Target on your
radars and surrounded by a yellow target circle, you will fail the
mission instantly. Now the best way to keep enemies away from the
bazaar is to keep your self away from the bazaar. As the enemies
consider you the priority target, they will come after you, ignoring
the bazaar. The initial enemies will by ZGMF-515 CGUES, which come four
at a time. They're pretty much pushovers; melee is definitely the way
to go to defeat them. After you have destroyed eight CGUEs the last
fight will be triggered.
Next Shiho Hahnenfuss will enter the area in her YFX-200 CGUE DEEP
Arms. She is a much more formidable opponent then the last few CGUEs.
Although its normal ranged weapon is a machinegun, it also has beam
weapons that can be used as a part of its melee combos and Special
Attacks. Shiho also has a very large beam sword for a melee weapon, so
she can put the hurt on you fast. But still the Astray Red Frame is an
excellent melee unit with its Gerbera Straight so you use your melee
attacks to defeat the CGUE DEEP Arms. After the CGUE DEEP Arms has had
all of its HP Gauge depleted Shiho will retreat and the mission will
end.
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Gai Murakumo - Battle of Ame-No-Mishashira
-----------------------------------------------------------------------
This mission is fun in a barrel! Orb engineer Erica Simmons has
asked a favor of Gai Murakumo, to defeat the forces of the Sahaku
family who wish to eliminate Cagalli Yula Athha and take over Orb for
themselves. Gai, who is indebted to Erica for her help in the past,
agrees to the job. You play as Gai Murakumo, Serpent Tail mercenary
extraordinaire. You will be piloting the rebuilt MBF-P03 Gundam Astray
Blue Frame Second L and will take on the personal mobile suit army of
the sinister Sahaku family of Orb nobility in the airspace of the
satellite Ame-No-Mishashira. Your default Partner is Elijah Kiel, who's
low level Partner Boosts will increase your Lock-On range which is not
very useful as Blue Frame 2nd L's ranged weapon is nothing but its
lousy "Igelstellung" head vulcans.
When you begin the mission you will flying towards the orbital
satellite Ame-No-Mishashira, and the Sahaku forces are already coming
out to greet you. There will immediately be three MBF-M1A M1A Astrays
and one GAT-X133 Sword Calamity. Just stick to using the Blue Frame 2nd
L's Tactical Arms sword to destroy the enemies, as your "Igelstellung"
head vulcans are not very good and you'll get a better combo count.
More M1A Astrays will continually come for the first part of the
mission as you destroy them, but after two M1A's have been defeated a
GAT-333 Raider Full Spec will enter the area. The Raider Full Spec is
really annoying, as it is fast and loves to fly near you and spam
machine gun fire and melee you. After you have defeated nine enemies
(not necessarily destroyed, just defeated, as the Calamity and Raider
still count towards this total even though they flee) the next fight
will be triggered. The way to get the most points here is to destroy
nothing but the M1A Astrays, and then to defeat the Sword Calamity and
Raider Full Spec during the next fight. But leaving the Raider Full
Spec and Sword Calamity alone until round two does make the next fight
considerably more difficult so you may want to defeat them beforehand
as well.
Rondo Ghina Sahaku will fly into the area in his MBF-P01-Re<AMATU>
Gundam Astray Gold Frame AMATU. Any other enemies that were left over
from the last part of the mission will still remain, but if destroyed
they will not be replaced as they previously were. The Gold Frame AMATU
is a powerful unit. It has you well outgunned in ranged combat, as your
head vulcans won't do much against its Phase Shift Armor and it has a
beam rifle. Astray Gold Frame AMATU's Special Attack also allows it to
utilize its Mirage Colloid system to turn invisible to both vision and
your Radar, so if you can't seem to find it and it's taking pot shots
as you it's probably invisible. If you manage to damage it while it is
invisible it will re-appear, though. Your best bet is to engage the
Gold Frame AMATU in close combat, which is still a pain in the butt as
its combo attacks are fairly strong. Just defeat the Gundam Astray Gold
Frame AMATU and the mission will end.
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Rondo Ghina Sahaku - The World in Our Hands
-----------------------------------------------------------------------
Rondo Ghina Sahaku, a member of one of Orb's highest-ranking
families, has big plans for the world. Now that Uzumi Nara Athha, the
idealistic leader of Orb, is dead he can attempt a take-over, and by
pretending to ally himself with the Earth Alliance for now he can
position himself to further claims of power with defeating ZAFT. And
when all is said and done the entire Earth Sphere will belong to the
Sahakus. You will play the part of Rondo Ghina Sahaku for this mission.
You will be piloting his malevolent-looking MBF-P01-Re<AMATU> Gundam
Astray Gold Frame AMATU. Your Partner will be a generic Orb Operator
whose three Partner Boosts can restore small amounts of your HP Gauge.
When you enter combat there will already be three ZAFT Nazca-class
battleships moving slowly across the area. There will also already be
three enemy mobile suits in the area consisting of ZGMF-1017 GINNs and
ZGMF-515 CGUEs, and if destroyed more will come. Destroy the mobile
suits first so you will be allowed to pick on the battleships without
being harassed. After you have destroyed a total of ten enemy mobile
suits they will stop coming, so you will be free to go attack the
Nazca-class ships. Feel free to use your multi-lock attack to pick off
individual gun turrets and the like off of the battleships for extra
points before you destroy them. After all three Nazca-class battleships
and all ten mobile suits are destroyed Rondo Ghina Sahaku will gloat
for several seconds before the final battle starts.
After about ten seconds Lowe Guele will have picked up a distress
signal and enters the area in his MBF-P03 Gundam Astray Red Frame with
the Gerbera Straight katana. The Astray Red Frame is a powerful melee
fighter and a decent ranged fighter. Now you can get rather sneaky
here, the Astray Gold Frame AMATU is capable of turning invisible for
several seconds if you use its Special Attack, however if you take any
damage you will lose your cloaking. It's probably best to take the
Astray Red Frame in melee combat if not just to increase your combo
count, but Lowe is quite fast and his attacks do good damage. If you
run low on HP remember to use your Partner Boosts to refill some of
your HP Gauge.
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Shiho Hahnenfuss - By Faith
-----------------------------------------------------------------------
During the final battle of the war at Jachin Due Shiho Hahnenfuss
launches as part of the Joule Team to intercept the Earth Alliance
attack force attempting to overwhelm the final defensive position
before the PLANTs. This game needs more Shiho! You will launch in the
experimental YMF-200 CGUE DEEP Arms. Your Partner will be Yzak Joule,
whose Partner Boosts, assuming he is still low in levels, will increase
the damage of your ranged and melee attacks. Yzak Joule will also be
supporting you in his GAT-X102 Duel Gundam Assault Shroud.
This mission will be extremely difficult, you will have to fight all
three members of the Earth Alliance's druggie trio; not from the start
but they'll be here shortly. When you first begin the mission there
will be three GAT-01 Strike Daggers in the area. If you or Yzak destroy
a Strike Dagger an additional Strike Dagger will take its place, and
they will be infinitely re-supplied throughout the entire mission so
you can get a hefty score if you continue to destroy them. But after a
total of six Strike Daggers have been destroyed the first of the
druggies will enter the area.
After destroying the six Strike Daggers Clotho Buer will arrive in
his GAT-X370 Raider Gundam. One Strike Dagger will also be in the area,
and if destroyed more will come, but you'll probably be too busy from
now on to deal with them much. Now this is what makes the fight so
darned difficult: the Raider Gundam, and all of the other druggie
Gundams, have Trans-Phase Armor. This will nullify any physical attacks
made against the unit until the PS Gauge is empty, and then will be
able to damage the HP Gauge, if they don't block with their shield that
is. The CGUE DEEP Arms's main ranged attack is a physical attack, a
machinegun, so you will have to find an alternate way to damage the
druggie Gundams more effectively. You can mainly do this with your
melee attacks. Your melee weapon is a big ol' heavy laser sword; it's
slow to swing due to its size but it will damage the druggie Gundam
well enough. Your ranged close combat attacks will also sometimes cause
the CGUE DEEP Arms to fire the two beam cannons on it's shoulders,
which will ignore the Trans-Phase Armor due to their non-physical
qualities. You can also use your Special Attacks to rack up quick
damage. Other than that the only thing that will damage the druggies is
Yzak, whose Duel Gundam Assault Shroud has a beam rifle, but don't
expect much help from him. Now the Raider Gundam is very fast, and it
will often try to fly right next to you and attack. Its primary ranged
weapons are machineguns, so they aren't too damaging and you can dodge
them easily by reversing your direction. The Raider is a beast in close
combat; its "Mjolnir" Hammer has a very long range, especially for a
melee weapon. For some odd reason it's often easier to stay away from
the Raider Gundam and just stay in ranged combat to avoid its melee
attacks. Stack up damage with your machineguns and when the Raider
Gundam is weak, attack it with your heavy laser sword.
When the Raider Gundam has been reduced to about 40% of its HP Gauge
Orga Sabnak will appear in the GAT-X131 Calamity Gundam. Unlike the
Raider Gundam, the Calamity Gundam's ranged "Todesblock" bazooka
attacks hurt. And then there's also the severe problem that the Raider
Gundam will still be in the area and the two will frequently try to
double-team you. You should try to finish off the Raider Gundam first
before taking on the Calamity Gundam. After the Raider Gundam has been
reduced to having 10% of its HP Gauge left it will flee the area. Now
deal with the Calamity Gundam; the Calamity Gundam's tactical style is
quite contrary to that of the Raider Gundam. The Calamity Gundam has
great ranged attacks but its melee attacks are pretty awful so you
should definitely attack it in close combat. Just keep slashing away
with your heavy laser sword, as it will devote more time to trying to
run away from you than it will to counter-attacking. After the Calamity
Gundam has been reduced to 40% of its HP Gauge it will retreat and
Shani Andras will enter the area in the GAT-X252 Forbidden Gundam.
The Forbidden Gundam is more of a wild card than the other two
druggie Gundams are. Its main ranged attack, the "Hresvelgr" plasma
induction cannon, is powerful and is hard to dodge due to its awkward
angle of fire, and its "Nidhoggr" heavy scythe that it uses for close
combat, though slow, is a formidable melee weapon. The Forbidden Gundam
can also often deflect ranged beam weapon attacks made against it
thanks to its "Geschmeidig Panzer" system. All said, it's probably best
to attack the Forbidden Gundam in close combat. Use any Partner Boosts
and Special Attacks you may have left to make the fight easier and once
the Forbidden Gundam's entire HP Gauge has been depleted the mission
will end successfully.
-----------------------------------------------------------------------
Morgan Chevalier - Light of Boaz
-----------------------------------------------------------------------
After the Earth Alliance forces get the data on the N-Jammer
Canceler they set the wheels in motion to attack ZAFTs main bases.
Morgan "the Moonlight Mad Dog" Chevalier is set to be part of the
Alliance attack force that will attack the asteroid fortress Boaz. You
will play the part of Morgan Chevalier in a GAT-01A1+AQM/E-X04
Gunbarrel Dagger, which is simply a 105 Dagger with a Gunbarrel pack
similar to the Gunbarrels of a Moebius Zero except they fire beams as
opposed to solid rounds. Your Partner is the ever-present generic OMNI
Operator who will make available to you three Partner Boosts that will
heal your HP Gauge. You will also have a single GAT-01 Strike Dagger
supporting you.
When you begin the mission there will already be four enemy ZAFT
units in the area, three in front of you and one behind you. The main
enemy units in this mission will be ZGMF-1017 GINNs, ZGMF-515 CGUEs,
and ZGMF-600 GuAIZs. The GINNs and CGUEs will be off little concern as
they are weak and can be destroyed quickly, and since their ranged
attacks all fire physical bullets it will be stopped by the 105 Daggers
Trans-Phase Armor. The GuAIZ, on the other hand, have beam rifle and
beam claws in their shield, and they are much tougher to destroy. The
Gunbarrel Dagger's multi-lock attack will utilize the beam-firing
Gunbarrels, which are powerful enough to destroy a mobile suit in one
swift multi-lock attack, and since Morgan is especially perceptive he
can fully utilize all four of them. There will also be several ZAFT
Luarasia-class and Nazca-class battleships trying to cross through the
mission area. A total of seven battleships will appear (three Luarasia-
class and four Nazca-class) and they must be destroyed in order to
complete the mission. Be sure to multi-lock the battleships to wipe out
their gun turrets and other destroyable segments. After a total of
twenty-two enemy mobile suits have been destroyed, either by yourself
or your support unit, the next fight will be triggered.
Dr. Mikhail Coast will enter the area in a ZGMF-1017M GINN High
Maneuver Type with two GuAIZ supporting him. Destroy the two GuAIZ
first just to get them out of the way. Any battleships you haven't
destroyed yet will still be hanging around so I suggest ignoring
Mikhail Coast for now and finishing them off. The GINN High Maneuver
Type isn't much of a threat, as its heavy machinegun is weak and can't
punch through your Trans-Phase Armor. However, the GINN High Maneuver
Type is fast and Mikhail Coast loves going melee in it. He can actually
hurt you in melee combat so try to keep this fight limited to a ranged
shoot-out where you have the upper hand. Keep repeatedly blasting him
with the Gunbarrel multi-lock attack and when his HP Gauge is empty he
will retreat. The mission will end in success once Mikhail Coast has
been defeated and all seven of the battleships have been destroyed.
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Edward Harrison - Victoria Dyed in Blood
-----------------------------------------------------------------------
This is an extremely easy mission. You will be playing as Earth
Alliance ace pilot Edward Harrison, who has just been assigned to be
part of the force that will assault Victoria Base, and hopefully
recapture it from ZAFT so that the Earth Alliance forces will be able
to return to space. You will be piloting the powerful close combat
mobile suit GAT-X133 Sword Calamity, which is truly a melee monster so
be sure to make full use of its short-range capabilities. Your default
Partner will be a nameless, faceless OMNI Operator, but his three
Partner Boosts will all heal a small bit of HP so he has his uses,
should you really find yourself in a bind. Your support will be a
nameless grunt in a GAT-01 Strike Dagger, but he won't be of much help.
All you really have to do to complete this stage is survive for 3
minutes until the end of the mission, which is an easy feat given the
power of the Sword Calamity and its Trans-Phase Armor. As I already </pre><pre id="faqspan-6">
said, the Sword Calamity is a melee monster with its "Schwert Gewehr"
anti-ship sword in hand, and with a beam boomerang as its primary
ranged weapon stunning enemy units to get in close is a snap. I suggest
not using the Sword Calamity's Special Attacks. Although they are
powerful the Sword Calamity's PS Gauge is put to better use here just
absorbing damage and there are no enemies in this mission powerful
enough to warrant using them on. As for the enemies, you will be facing
endless waves of three mobile suits at a time consisting of a mixture
of AMF-101 DINNs, ZGMF-1017 GINNs, and ZGMF-515 CGUEs, so you won't be
under much of a threat. Just go crazy on them and try to get as high a
melee combo as you possibly can and when time runs out you will be
victorious.
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Jean Carrey - Panama Battle: The Aftermath
-----------------------------------------------------------------------
Jean Carrey, a Coordinator that left ZAFT, was the first mobile suit
pilot in the entirety of the Earth Alliance forces, piloting a captured
GINN painted white. When ZAFT attacked the Panama base Jean Carrey was
there and was chosen to launch in one of the Earth Alliance's newest
mass-produced mobile suits. You will play as Jean Carrey piloting the
GAT-01D Long Dagger Jean Carrey Custom. Your Partner is a run-of-the-
mill OMNI Operator with three Partner Boosts that will restore a small
amount of your HP Gauge. You will also have a grunt in a GAT-01 Strike
Dagger supporting you during the mission.
This mission is pretty much identical to Yzak Joule's Mission Mode,
only from the opposite perspective. When you launch you will be charged
with defeating the enemy ZAFT units. There will be three units in the
area already consisting of ZGMF-1017 GINNs and AMF-101 DINNs. You must
simply destroy a total of eleven enemy mobile suits to advance to the
next part of the mission. Enemies defeated by your support also count
towards this, so be sure to beat him to the kills.
After the eleventh enemy has been destroyed a 2 minute and 40 second
countdown will immediately begin. The ZAFT forces have deployed their
Gungnir weapons and when the clock runs out they will be activated and
the mission will end in success. However, Yzak Joule will also enter
the area in his GAT-X102 Duel Gundam Assault Shroud. There will also be
infinite waves of DINNs and GINNs still attacking you. Fighting Yzak
Joule is kind of bizarre as there's nothing that you can do that he
cannot do just as well, so feel free to go either melee or ranged
against the Duel. Melee is preferably if not only to get up your Combo
count for extra points at the end of the mission. You could just ignore
the Duel Gundam altogether and destroy the GINNs and DINNs for more
points until the mission ends as well. If you either run out of time or
defeat Yzak in the Duel Gundam Assault Shroud the mission will end in
success.
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Jane Houston - Storms of Casablanca
-----------------------------------------------------------------------
This will be a pretty long, but easy, mission. You play the part of
Earth Alliance ace pilot (and real hottie) Jane Houston "the White
Whale" during the Earth Alliance's attack on the ZAFT Base located at
Gibraltar. You will be piloting the experimental GAT-X255 Forbidden
Blue aquatic-use mobile suit, so you will be well suited for an
undersea battle. Your Partner will be the ever-generic OMNI Operator,
who will provide you with three low powered HP healing Partner Boosts
should you need them. You will also have a grunt in a GAT-706S Deep
Forbidden supporting you and kill stealing.
Now as I already stated, this mission is relatively lengthy. Thirty-
five enemy mobile suits must be destroyed to end the mission. This
tally does include units shot down by your support, so try to beat him
to it to maximize your own score. The enemy mobile suit squads will
consist mostly of groups of four UMF-4A GOOhNs, as well as the
occasional UMF-5 ZnO. There will also be four ZAFT Vosgulov class
attack submarines that slowly move through the mission area from the
north. Their destruction is not important to the completion of the
mission, but you get a bit of extra points each submarine that you sink
so you might as well destroy them. Towards the end a few allied Earth
Alliance attack submarines will enter the area from the south, they are
not enemies so just ignore them. Destroy a total of thirty-five enemy
mobile suits and the mission ends.
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Rena Imelia - The Swirling Sakura Petals
-----------------------------------------------------------------------
For this mission you will play as Rena Imelia test-piloting a new
GAT/A-01E2 Buster Dagger against ZAFT forces. Your default Partner will
be a generic OMNI Operator, but his three Partner Boosts will all heal
a small bit of lost HP so he will come in handy later. Your support for
this mission will be Edward "the Ripper" Harrison who is piloting his
GAT-333 Raider Full Spec; he will do his darndest to kill steal so be
sure to destroy the enemy units before he does so you maximize your
points at the end of the mission.
The initial enemy units here won't be much of a hassle. There will
be three ZAFT mobile suits in the area at a time consisting of a mix of
TMF/A-802 BuCUEs on the ground and AMF-101 DINNs in the air. Keep
destroying the enemy ZAFT mobile suits and more will come. After you
have destroyed a total of fourteen enemy mobile suits you will trigger
the last group of enemies.
The final battle is against three TMF/A-803 LaGOWEs at the same
time. This can be a pretty tough spat because those pesky LaGOWEs will
gang up on you big time and they love to spam their Special Attacks
while they're at it. Staying airborne helps a little bit, but not much.
Try to blast a LaGOWE with your own Special Attack, which will stack on
a lot of quick damage, and then finish it off in close combat. Should
your HP Gauge start to get a little on the low side be sure to use your
Partner Boosts to heal yourself. After all three of the LaGOWEs are
destroyed the mission will end in success.
-----------------------------------------------------------------------
Mikhail Coast - Smart Operation
-----------------------------------------------------------------------
During the early stages of the war ZAFT captures the asteroid base
known as Nova from the Republic of East Asia. They attempt to move the
asteroid to PLANT territory and convert it into a fortress called Boaz,
but the asteroid comes under attack from Earth Alliance forces looking
to reclaim it while it is in transit. The eccentric Dr. Mikhail Coast
will launch in his ZGMF-1017M GINN High Maneuver Type to assist in
fighting the Earth Alliance forces off. Your Partner will be a generic
ZAFT Operator whose Partner Boosts will restore small amounts of your
Power Gauge, which may be useful if you use a bunch of Special Attacks.
You will also be supported by two ZAFT grunts, both of which are
piloting ZGMF-1017 GINNs, who will kill steal with extreme prejudice.
When you launch there will already be three TS-MA2 Moebius mobile
armors heading towards you. Moebius will be the primary enemies during
the entirety of the mission; they are incredibly frail so they're easy
to destroy, but they are very fast so hitting them can sometimes be a
pain. There will also be several Earth Alliance battleships that will
move through the battlefield as the mission progresses. A total of five
250 meter-class battleships will move through the area at varying
intervals. Be sure to destroy the battleships before they cross the
mission area and escape, they aren't important to the mission or
anything, they're just extra points. After you and your support destroy
a total of twenty Moebius mobile armors the last fight will occur.
Gai Murakumo will enter the mission area in his MBF-P03 Gundam
Astray Blue Frame. Gai will also be supported by two Moebius mobile
armors, so destroy those before you tackle him. Gai's Blue Frame is
equipped with a beam rifle, so it has you way out-gunned. Then again,
its melee weapon is also a beam saber, so it's got a more powerful
close combat weapon as well. I suggest staying in close range and
trying to use your Special Attacks to deal a lot of quick damage to the
Astray Blue Frame, and then using your Partner Boosts to refill your
Power Gauge and use whatever other Special Attacks that'll get you.
That should make things a little easier. After that just try to finish
the Astray Blue Frame in close combat. When the Astray Blue Frame's HP
Gauge has been depleted Gai Murakumo will notice the Earth Alliance
fleet has been wiped out, so he will retreat and the mission will end.
-----------------------------------------------------------------------
Barry Ho - For Whom the Master Fights
-----------------------------------------------------------------------
During the battle of Jachin Due wandering martial arts master Barry
Ho joins with the Three Ships Alliance. During the final assault on
GENESIS Barry tries to fight off the ZAFT and Earth Alliance forces so
that the super-weapon can be disabled. You will play as Barry Ho in his
MBF-M1A M1A Astray. Your default Partner will be Cagalli Yula Athha,
but you have a few other Partners that you could possibly choose from
in this mission. You can stay with Cagalli Yula Athha, or take Lacus
Clyne, Murrue Ramias, or Miriallia Haw. Just take whomever you have
leveled up the most, are accustomed to using, or whom suits your style
of combat. You will also be supported by an Orb grunt in an MBF-M1 M1
Astray.
You will begin the mission and things will be fairly calm. The
Kusanagi will be headed through the battlefield, but luckily you do not
have to guard them. A few enemies will already be headed towards you.
Enemies in this mission will be a mix of Earth Alliance GAT-01 Strike
Daggers and ZAFT ZGMF-600 GuAIZ mobile suits. The Strike Daggers and
GuAIZ both have beam sabers and beam rifles, but the GuAIZ are just a
little tougher to destroy. Just keep destroying enemies and once you
and your support have destroyed a total of six enemies a new challenger
will enter the area.
After you have defeated six enemies Rau Le Creuset will enter the
area in his ZGMF-X13A Providence Gundam. The standard assortment of
Strike Daggers and GuAIZ will continue to come as well. You do not
necessarily have to engage the Providence Gundam, and if you defeat six
more mobile suits (which makes twelve total in the mission) than Rau Le
Creuset will simply retreat own his own, saying he has someone else he
must attend to. If you do choose to attack the Providence Gundam watch
out, it can get pretty mean. It is definitely best to stay in melee
combat with the Providence Gundam to prevent it from utilizing its
DRAGOONS. If the Providence Gundam launches its DRAGOONS start doing
emergency maneuvers to barrel roll away from them as they hurt BADLY if
they hit dead on. After the Providence Gundam has been reduced to 40%
of its HP Gauge -or if you have defeated six additional opponents- it
will retreat.
Continue to destroy Strike Daggers and GuAIZ as they come. After you
and your partner have destroyed a total of sixteen enemy mobile suits
the final fight will begin. Morgan Chevalier will enter the area in his
GAT-01A1+AQM/E-X04 Gunbarrel Dagger. The remaining two enemy grunt
mobile suits will remain, but when destroyed they will not be replaced.
The Gunbarrel Dagger is similar to the Providence Gundam in style. The
Gunbarrels are just annoying as the DRAGOONS, so you should probably
handle the Gunbarrel Dagger in close combat to try to limit Morgan's
use of them. Just keep slashing away on the Gunbarrel Dagger with your
beam saber and don't forget about those Partner Boosts. Who ever it was
that you took be sure to put them to use. After the Gunbarrel Dagger's
HP Gauge has been emptied Morgan Chevalier will retreat and the mission
will end successfully.
\ /-------------\ /
[===========================|Survival Mode|===========================]
/ \-------------/ \
Survival Mode is the only mode that Never Ending Tomorrow features
that doesn't have its roots in Encounters in Space. It is a new mode
and, as can be gleaned from its name, Survival Mode will have you go
into combat with a pilot, partner, and unit of your choosing in an
attempt to survive against varying odds. You can only choose from
pilots, partners, and units that you have already unlocked and
purchased from the Item Shop so it is a good idea to hold off on
Survival Mode until you have a good deal of powerful units unlocked and
high-level Partners. You will be pitted against insane odds to see how
many enemies you can defeat, how long you can survive, or even if you
can survive. Survival Mode is a lot of fun... but just beware the
Haros.
-----------------------------------------------------------------------
ACE 100
-----------------------------------------------------------------------
ACE 100 Survival Mode will pit you against wave after wave of enemy
units that will get progressively more powerful as the match drags on.
You must defeat 100 enemy units to complete this challenge, and every
twenty-fifth unit will be a special "boss" unit that will be much more
powerful than the rest of the cannon fodder you'll have fought. In ACE
100 mode I suggest taking a Partner that specializes in recovery of
lost HP and Power, as you will be fighting for quite a while; Lacus
Clyne is probably the best choice. You have the option to fight in
either space, on the ground, or underwater. Depending on which area you
fight in you will face different enemies.
Space:
------
Initially Space is very easy, as GINNs are pretty pathetic enemies
and their machineguns do paltry damage. The GuAIZ are not much worse,
even though they have beam weaponry. The real threat comes from the
boss suits, which are the most trumped up units in the game. Providence
Gundam will spam beams from its DRAGOONS like it's going out of
fashion, so try to engage it in melee range to prevent it from having
the opportunity to do so. Justice Gundam is very proficient in mid-
range and melee combat, so it might be better to stay back and blast it
away. Freedom Gundam is a spammer just like Providence and even though
it has more skill in melee you should still get into its grill and
slash it to death.
1 ~ 22: ZGMF-1017 GINN x 22 (three at a time)
23 ~ 25: ZGMF-1017 GINN x 2, ZGMF-600 GuAIZ
26 ~ 47: ZGMF-1017 GINN x 22 (three at a time)
48 ~ 50: ZGMF-600 GuAIZ x 2, ZGMF-X13A Providence Gundam
51 ~ 72: ZGMF-600 GuAIZ x 22 (three at a time)
73 ~ 75: ZGMF-600 GuAIZ x 2, ZGMF-X09A Justice Gundam
76 ~ 97: ZGMF-600 GuAIZ x 22 (three at a time)
98 ~ 100: ZGMF-X13A Providence Gundam, ZGMF-X09A Justice Gundam,
ZGMF-X10A Freedom Gundam
Ground:
-------
The Ground is probably the easiest of the ACE 100 areas. The Strike
Daggers in the beginning, though armed with beam weapons, are quite
easy, and the Duel Daggers really aren't much more threatening. The
real problems are the three big bosses. All three of them are very good
melee fighters. The Gundam Astray Red Frame with its Flight Unit and
Gerbera Straight katana is a quick and powerful melee unit, but if you
stay away and blast it all it can do is return fire with its beam
rifle. The Gundam Astray Blue Frame Second L is in an even worse spot
because all it has for ranged weaponry is its CWIS head vulcans, which
do little damage. It's giant Tactical Arms sword can really smash you
in melee combat, so just stay back and blast this one too. The Gundam
Astray Gold Frame AMATU is pretty dangerous, as it can turn invisible
so you won't see it visually or on your radar. He has a beam rifle and
beam saber built into its shield, so it is pretty skilled both close in
and at mid-range, but its probably best to dodge around and blast the
Gold Frame AMATU as well.
1 ~ 22: GAT-01 Strike Dagger x 22 (three at a time)
23 ~ 25: GAT-01 Strike Dagger x 2, GAT-01D1 Duel Dagger
26 ~ 47: GAT-01 Strike Dagger x 22 (three at a time)
48 ~ 50: GAT-01D1 Duel Dagger x 2, MBF-P02 Astray Red Frame Flight
Unit
51 ~ 72: GAT-01D1 Duel Dagger x 22 (three at a time)
73 ~ 75: GAT-01D1 Duel Dagger x 2, MBF-P03 Astray Blue Frame 2nd L
76 ~ 97: GAT-01D1 Duel Dagger x 22 (three at a time)
98 ~ 100: MBF-P01-Re<AMATU> Astray Gold Frame AMATU, MBF-P03 Astray
Blue Frame 2nd L, MBF-P02 Astray Red Frame Flight Unit
Sea:
----
It depends what unit you take whether this section will be
challenging or not. Using a unit that specializes in aquatic combat
like a GOOhN, ZnO, Deep Forbidden, or Forbidden Blue and this will be
one of the easier ACE 100 matches. Using any other unit, however, and
the water will slow your unit down so much that you will be cruising
for a bruising, so I suggest taking one of the four aforementioned
mobile suits. Almost everything you will be fighting here is a mobile
suit adapted for undersea combat, so unless yours is too they will be
swimming circles around you.
1 ~ 22: UMF-4A GOOhN x 22 (three at a time)
23 ~ 25: UMF-4A GOOhN x 2, UMF-5 ZnO x 1
26 ~ 47: UMF-4A GOOhN x 22 (three at a time)
48 ~ 50: UMF-5 ZnO x 2, Deep Forbidden
51 ~ 72: UMF-5 ZnO x 22 (three at a time)
73 ~ 75: UMF-5 ZnO x 2, Forbidden Blue
76 ~ 97: UMF-5 ZnO x 22 (three at a time)
98 ~ 100: GAT-706S Deep Forbidden, GAT-X255 Forbidden Blue, GAT-X105
Strike Gundam (w/ Bazooka)
-----------------------------------------------------------------------
Sudden Death
-----------------------------------------------------------------------
Sudden Death mode will pit you against the same 100 enemy units you
fight in ACE 100 mode, but with a new and deadly twist. The damage has
been turned WAY up. You will be pretty much destroyed by only a few
hits, and very often just a single hit is good enough to do you in. And
God forbid something gets close enough to melee you... Anyway, luckily
the same penalty also applies to the enemies you will be fighting so
you'll definitely be guaranteed some fast paced action as you try to
keep yourself from getting fragged. It's all skill here. In Sudden
Death you should not focus on healing -as a few hits will do you in
anyway- and focus on Partners whose Partner Boosts specialize in
dealing direct damage to enemies. Natarle Badgiruel is one great
choice; with her you can easily blow away the bosses before they blow
you away.
Space:
------
Space is probably the easier match of Sudden Death... which isn't
saying much at all. The GINNs machineguns are not insidiously lethal,
but if they hit you a lot you are dead as hell. The GuAIZ are worse
with their beam rifles, but the real challenge comes from the bosses.
The Providence Gundam will usually start spamming its Special Attack
right out of the gate, so it is imperative you finish it with a direct
damage Partner Boost once it arrives. Justice Gundam isn't as cheesily
bad as Providence Gundam, but its Special Attack is just as deadly, as
are its normal attacks, so finish it in a similar fashion. Freedom
Gundam does not have as dangerous a Special Attack as Justice, and
especially not Providence, but its normal hits can kill you anyway, and
its spams like mad. Like I said, direct damage Partner Boosts are the
key here.
1 ~ 22: ZGMF-1017 GINN x 22 (three at a time)
23 ~ 25: ZGMF-1017 GINN x 2, ZGMF-600 GuAIZ
26 ~ 47: ZGMF-1017 GINN x 22 (three at a time)
48 ~ 50: ZGMF-600 GuAIZ x 2, ZGMF-X13A Providence Gundam
51 ~ 72: ZGMF-600 GuAIZ x 22 (three at a time)
73 ~ 75: ZGMF-600 GuAIZ x 2, ZGMF-X09A Justice Gundam
76 ~ 97: ZGMF-600 GuAIZ x 22 (three at a time)
98 ~ 100: ZGMF-X13A Providence Gundam, ZGMF-X09A Justice Gundam,
ZGMF-X10A Freedom Gundam
Ground:
-------
The Ground is one of the most deadly matches in Sudden Death because
even the lowly Strike Daggers are able to totally destroy the
powerhouse units like the high-powered Gundams in a single hit with
their beam rifles. The bosses here aren't as bad, though. They are
mostly close-combat oriented, especially the Astray Blue Frame 2nd L.
The Astray Red Frame Flight Unit and Astray Gold Frame AMATU are a
little more versatile, though. Just use your direct damage Partner
Boosts to destroy the bosses as usual.
1 ~ 22: GAT-01 Strike Dagger x 22 (three at a time)
23 ~ 25: GAT-01 Strike Dagger x 2, GAT-01D1 Duel Dagger
26 ~ 47: GAT-01 Strike Dagger x 22 (three at a time)
48 ~ 50: GAT-01D1 Duel Dagger x 2, MBF-P02 Astray Red Frame Flight
Unit
51 ~ 72: GAT-01D1 Duel Dagger x 22 (three at a time)
73 ~ 75: GAT-01D1 Duel Dagger x 2, MBF-P03 Astray Blue Frame 2nd L
76 ~ 97: GAT-01D1 Duel Dagger x 22 (three at a time)
98 ~ 100: MBF-P01-Re<AMATU> Astray Gold Frame AMATU, MBF-P03 Astray
Blue Frame 2nd L, MBF-P02 Astray Red Frame Flight Unit
Sea:
----
The Sea in Sudden Death is also a huge pain in the butt, but not as
bad as the Ground stage. Initially the enemies torpedoes won't murder
you instantly, but since they home in on you they are extremely
difficult to dodge, and the damage stacks quickly. Plus the water
naturally slows any non-aquatic unit, so you're already at a large
disadvantage if you aren't using any of the four units in the game that
are built for aquatic combat.
1 ~ 22: UMF-4A GOOhN x 22 (three at a time)
23 ~ 25: UMF-4A GOOhN x 2, UMF-5 ZnO x 1
26 ~ 47: UMF-4A GOOhN x 22 (three at a time)
48 ~ 50: UMF-5 ZnO x 2, Deep Forbidden
51 ~ 72: UMF-5 ZnO x 22 (three at a time)
73 ~ 75: UMF-5 ZnO x 2, Forbidden Blue
76 ~ 97: UMF-5 ZnO x 22 (three at a time)
98 ~ 100: GAT-706S Deep Forbidden, GAT-X255 Forbidden Blue, GAT-X105
Strike Gundam (w/ Bazooka)
-----------------------------------------------------------------------
Time Trial
-----------------------------------------------------------------------
Time Trial is pretty much the easiest of the three primary Survival
mission types, so I suggest using this whenever you have to complete a
Survival match with a pitiably weak unit to unlock something. (Why yes,
Moebius, I am looking at you.) All you have to do is survive for three
minutes while wrecking as many enemy mobile suits as possible. Heck,
the wrecking part is actually optional, all you really need to do is
survive... you'll just get a lousy score. Like usual you can choose to
fight in either Space, on the Ground, or under the Sea, which will
determine what types of enemies you fight against. The enemies will be
the same as the above two modes, but the more powerful enemies will
come more quickly. HP Gauge recovery Partner Boosts are of no use here
what so ever as you'll only be in the mission for a few minutes, so if
you're losing critical amounts of HP in that short a period of time you
have other problems, like being a sucky player. However, you will
probably need to use up your Energy Gauge on Special Attacks if you
want to beat the bosses quickly, and a Partner who can refill your
Power Gauge would be useful. A Partner who boosts your attack power so
you can destroy more enemies quicker is probably what you'll be looking
for in this mission in the way of Partner Boosts, so someone like
Elijah Kiel comes to mind who can both raise your firepower and refill
your Power Gauge.
Space:
------
You'll definitely want to use either the METEOR Freedom Gundam or
the METEOR Justice Gundam here to get as high a score as you possibly
can. Use the METEOR's multi-lock attacks to quickly destroy the normal
enemy units with missile barrages. Occasionally use a Partner Boost to
up your firepower attack so the enemies will be destroyed quicker. The
METEOR's close-ranged melee Special Attack can be used to quickly
destroy the boss units when they come.
1 ~ 12: ZGMF-1017 GINN x 12 (four at a time)
13 ~ 15: ZGMF-1017 GINN x 2, ZGMF-600 GuAIZ
16 ~ 27: ZGMF-1017 GINN x 12 (four at a time)
28 ~ 30: ZGMF-600 GuAIZ x 2, ZGMF-X13A Providence Gundam
31 ~ 42: ZGMF-600 GuAIZ x 12 (four at a time)
43 ~ 45: ZGMF-600 GuAIZ x 2, ZGMF-X09A Justice Gundam
46 ~ 57: ZGMF-600 GuAIZ x 12 (four at a time)
58 ~ 60: ZGMF-X13A Providence Gundam, ZGMF-X09A Justice Gundam,
ZGMF-X10A Freedom Gundam
61+: Repeats from the beginning.
Ground:
-------
Since you cannot use the spam factory that is the METEOR outside of
Space you probably won't be able to rack up as impressive a score on
the Ground or Sea stages. The uneven, hilly ground can also make
hitting the enemy units difficult at times, as you will very frequently
find your attacks thunking into the ground instead of your intended
target.
1 ~ 12: GAT-01 Strike Dagger x 12 (four at a time)
13 ~ 15: GAT-01 Strike Dagger x 2, GAT-01D1 Duel Dagger
16 ~ 27: GAT-01 Strike Dagger x 12 (four at a time)
28 ~ 30: GAT-01D1 Duel Dagger x 2, MBF-P02 Astray Red Frame Flight
Unit
31 ~ 42: GAT-01D1 Duel Dagger x 12 (four at a time)
43 ~ 45: GAT-01D1 Duel Dagger x 2, MBF-P03 Astray Blue Frame Second L
46 ~ 57: GAT-01D1 Duel Dagger x 12 (four at a time)
58 ~ 60: MBF-P02 Astray Red Frame Flight Unit, MBF-P03 Astray Blue
Frame Second L, MBF-P01-Re<AMATU> Astray Gold Frame AMATU
61+: Repeats from the beginning.
Sea:
----
Since you cannot use the spam factory that is the METEOR outside of
Space you probably won't be able to rack up as impressive a score on
the Sea stages. Additionally since the movement of most of the units in
the game will be slowed by the water the Sea will prove to be the most
challenging Time Trial mission as far as getting a very high score
goes.
1 ~ 12: UMF-4A GOOhN x 22 (four at a time)
13 ~ 15: UMF-4A GOOhN x 2, UMF-5 ZnO
16 ~ 27: UMF-4A GOOhN x 22 (four at a time)
28 ~ 30: UMF-5 ZnO x 2, Deep Forbidden
31 ~ 42: UMF-5 ZnO x 22 (four at a time)
43 ~ 45: UMF-5 ZnO x 2, Forbidden Blue
46 ~ 57: UMF-5 ZnO x 22 (four at a time)
58 ~ 60: GAT-706S Deep Forbidden, GAT-X255 Forbidden Blue, GAT-X105
Strike Gundam (w/ Bazooka)
61+: Repeats from the beginning.
-----------------------------------------------------------------------
Haro Madness
-----------------------------------------------------------------------
The final Survival challenge. It is unadulterated evil. You must
fight a small army of Haros. Like usual you are allowed to select
whatever Pilot, Partner, Partner Boosts, and unit you wish to use for
this mission. As for what kind of Partner Boosts you would need?
Healing Boosts... Lots of Healing Boosts! Take Lacus Clyne or someone
else who has Partner Boosts that can restore your HP Gauge and Power
Gauge. You also have the option to fight in three different terrain
types as well, like always, only these are special psychedelic stages!
Space:
------
When the challenge begins an enormous battleship-sized version of
Okapi, Lacus Clyne's yellow robot servant dog, will fly into the area.
A compartment will open in Okapi's chest and it will extend a gangplank
and release three small Haro robots. After releasing the first wave of
Haros Okapi will begin to spin around in a circle and attack at random.
Okapi will rapid-fire "Lohengrin" positron cannon blasts from the holes
in its feet, as well as "Gottfried" high-energy beam cannon blasts from
its eyes, and "Valiant" linear cannon shots from the little pedestal on
its underside. These attacks are very powerful; avoid them at all costs
by remaining below Okapi. Fortunately these first three Haros are not a
threat. There is a green Haro, a pink Haro, and a navy blue Haro with a
white moustache. These three small Haros will just bounce around and
make annoying noises. They won't attack, and can often be destroyed in
a single hit. The Pink Haro has an "Armure Lumiere" lightwave shield,
but it is relatively weak and easily pierced. Destroy the Okapi first,
which will probably take awhile because it has a LOT of HP, and then
destroy the three Haros.
A little while after you have destroyed the first three Haros three
more Haros will enter the area, but these Haros are much bigger and
much tougher. There will be another Green Haro, Navy Haro, and Mr. Pink
the Pink Haro, and each of them has their own unique abilities. The
Green Haro will rapid-fire small green beams at you (similar to the
Hyperion Gundam's beam sub-machine gun) and it has Phase Shift Armor.
The Navy Haro (with the white Turn-A Gundam-esque moustache) will
frequently fire homing missiles at you similar to a 130 meter-class
battleship, it has a "Geschmeidig Panzer" system like the Forbidden
Gundam that will more often then not bounce beams off of it, and it has
Trans-Phase Armor to boot. And as for Mr. Pink, well Pink-chan has an
"Armure Lumiere" mono-phose lightwave shield similar to Hyperion
Gundam, only it can sustain it infinitely. Mr. Pink can not be damaged
unless his lightwave shield is lowered, and the only time it lowers its
shield is to attack or if you've damaged it so much that you've
disabled it, which takes A LOT of damage. The Pink Haro attacks by
quickly lowering its lightwave shield and firing a red beam at you
similar to the "Agni" hyper impulse cannon used by the Launcher Strike
Gundam and then quickly raising the lightwave shield again. I strongly
suggest destroying the Green Haro first since its beam sub-machine gun
attack is very hazardous to your health, and since it's probably the
easiest to destroy. After the Green Haro is destroyed take out the Navy
Haro. If you use a unit that fires beams as its primary ranged weapon
you'll either have to take the Navy Haro in melee combat, or try to
find a way to deal physical damage to it. Once the Navy Haro is
destroyed move on to the Pink Haro. Mr. Pink will occasionally lower
its lightwave shield, but only when it attacks. Fire at the pink Haro
when its lightwave shield is down and hopefully you'll hit it before it
puts its shield back up, or just keep spamming at it and once its
Shield Gauge breaks its lightwave shield will be disabled. Once you
have defeated all three Haros the madness will end.
Ground:
-------
When the challenge begins an enormous battleship-sized version of
Okapi, Lacus Clyne's yellow robot servant dog, will fall out of the sky
into the area. A compartment will open in Okapi's chest and it will
extend a gangplank, releasing three small Haro robots. After releasing
the first wave of Haros Okapi will retract its pedestal and begin to
walk around the perimeter of the mission area wagging its tail. Okapi
is rather tame in this stage, it will only fire "Gottfried" high-energy
beam cannon blasts from its eyes, but does not do anything else, unlike
in the Space or Sea stages. Fortunately these first three Haros are not
a threat. There is a green Haro, a pink Haro, and a navy blue Haro.
They will just bounce around harmlessly, and can not attack. The Pink
Haro does have an "Armure Lumiere" lightwave shield, but it is
relatively weak and easily pierced. Destroy the Okapi first and then
destroy the three Haros.
A little while after you have destroyed the first three Haros three
more Haros will enter the area, but these Haros are much bigger and
much tougher. There will be another Green Haro, Navy Haro, and Mr. Pink
the Pink Haro, and each of them has their own unique abilities. The
Green Haro will rapid-fire small green beams at you similar to the
Hyperion Gundam's beam sub-machine gun, and it has Trans-Phase Armor.
The Navy Haro with the white Turn-A Gundam-esque moustache will
frequently fire homing missiles at you similar to a 130 meter-class
battleship, and it has a "Geschmeidig Panzer" system (like the
Forbidden Gundam) that will more often then not bounce beams off of it,
and it has Trans-Phase Armor to boot. And as for Mr. Pink, well Pink-
chan has an "Armure Lumiere" mono-phose lightwave shield similar to
Hyperion Gundam, only it can pretty much sustain it infinitely. Mr.
Pink can not be damaged unless his lightwave shield is lowered, and the
only time it lowers its shield is to attack or if you've damaged it so
much that you've disabled it, which takes A LOT of damage. The Pink
Haro attacks by quickly lowering its lightwave shield and firing a red
beam at you similar to the "Agni" hyper impulse cannon used by the
Launcher Strike Gundam, and then quickly raising the shield again. I
strongly suggest destroying the Green Haro first since its beam sub-
machine gun attack is very hazardous to your health, and since it's
probably the easiest to destroy. After the Green Haro is destroyed take
out the Navy Haro. If you use a unit that fires beams as its primary
ranged weapon you'll either have to take the Navy Haro in melee combat,
or try to find a way to deal physical damage to it. Once the Navy Haro
is destroyed move on to the Pink Haro. Mr. Pink will occasionally lower
its lightwave shield, but only when it attacks. Fire at the pink Haro
when its lightwave shield is down and hopefully you'll hit it before it
puts its shield back up, or just keep spamming at it and once its
Shield Gauge breaks its lightwave shield will be disabled and you can
damage the Haro. Once you have defeated all three of the Haros the
madness will end.
Sea:
----
The Sea battle in the Haro Madness challenge is probably the hardest
of the three because most of your great units either cannot be used in
water or are having their abilities restricted by the water. The most
powerful unit you can take here that won't have its performance reduced
by being underwater is the Deep Forbidden. When the challenge begins an
enormous battleship-sized version of Okapi, Lacus Clyne's yellow robot
servant dog, will cruise into the battlefield. A compartment will open
in Okapi's chest and it will extend a gangplank, releasing three small
Haro robots. After releasing the first wave of Haros the Okapi will
begin to spin around in a circle and attack at random. Okapi will
rapid-fire "Lohengrin" positron cannon blasts from the holes in its
legs, as well as "Gottfried" high-energy beams from its eyes, and
"Valiant" linear cannon blasts from the little pedestal on its
underside. These attacks are very powerful; avoid them at all costs by
remaining below Okapi. However the first three Haros here are not a
threat. There is a green Haro, a pink Haro, and a navy blue Haro with a
white moustache. They will just bounce around, and they can't attack,
and they can often be destroyed in just a single hit. The Pink Haro has
an "Armure Lumiere" lightwave shield, but it is relatively weak and
easily pierced. Destroy the Okapi first, which will probably take
awhile because it has a LOT of HP, and then destroy the three Haros.
A little while after you have destroyed the first three Haros three
more Haros will enter the area, but these Haros are much bigger and
much tougher. There will be another Green Haro, Navy Haro, and Mr. Pink
the Pink Haro, and each of them has their own unique abilities. The
Green Haro will rapid-fire small green beams at you similar to the
Hyperion Gundam's beam sub-machine gun, and it has Trans-Phase Armor.
The Navy Haro with the white Turn-A Gundam-esque moustache will
frequently fire homing missiles at you similar to a 130 meter-class
battleship, and it has a "Geschmeidig Panzer" system like the Forbidden
Gundam that will more often then not deflect beam attacks made against
it and Trans-Phase Armor to boot! And as for Mr. Pink, well Pink-chan
has an "Armure Lumiere" mono-phose lightwave shield similar to the
Hyperion Gundam, only it can sustain it indefinitely. Mr. Pink can not
be damaged unless his lightwave shield is lowered, and the only time it
will lower its shield is to attack or if you've damaged it so much that
you've disabled it, which takes A LOT of damage. The Pink Haro attacks
by quickly lowering its lightwave shield and firing a red beam at you
similar to the "Agni" hyper impulse cannon used by the Launcher Strike
Gundam, and then quickly raising the shield again. I strongly suggest
destroying the Green Haro first since its beam sub-machine gun attack
is very hazardous to your health, and since it's probably the easiest
to destroy. After the Green Haro is destroyed take out the Navy Haro.
If you use a unit that fires beams as its primary ranged weapon you'll
either have to take the Navy Haro in melee combat, or try to find a way
to deal physical damage to it. Once the Navy Haro is destroyed move on
to the Pink Haro. Mr. Pink will occasionally lower its lightwave
shield, but only when it attacks. Fire at the pink Haro when its
lightwave shield is down and hopefully you'll hit it before it puts its
shield back up, or just keep spamming at it and once its Shield Gauge
breaks its lightwave shield will be disabled. Once you have defeated
all three Haros the madness will end.
\ /---------------------------\ /
[====================|Unlocking and the Item Shop|====================]
/ \---------------------------/ \
This section lists how to unlock the staggering amounts of crap in
this game. Whenever you unlock a new feature in Never Ending Tomorrow a
small orange window will pop up in the center of the screen and Haro
will give an un-detailed description of what you unlocked and where you
can access it. This section of the walkthrough will also detail what
unlockables need to be bought from the Item Shop after being unlocked.
The Item Shop can be accessed anytime from the Main Menu and can even
be accessed after completing or failing a mission. Upon entering the
Item Shop you will be greeted by the shopkeeper who will help you in
your shopping endeavors. In the Item Shop you will be able to purchase
additional mobile suit weapons, new units, character pilots and
partners, and other various unlockable extras by spending the SEED
Points (SP) that you accumulate at the conclusion of every mission.
Upon the successful completion of a mission you will automatically
receive 100 SEED Points. However, you will only receive 10 SEED Points
if you fail the mission. Better mission performances will also earn you
more SEED Points; depending on what Rank you got at the end of a
mission you may earn a Rank Bonus. You will receive 20 SEED Points if
you earn an S Rank on the mission, 10 SEED Points for an A Rank, and
just 5 SEED Points for a B rank. Anything lower and you don't get any
Rank Bonus, so try not to suck. You may also receive a Berserk Bonus if
your character went into Berserk status several times during the
mission, or may get a Partner Attack bonus if your you destroyed any
enemies with a damaging Partner Boost. All of these points will be
added to your Total SEED Points, which you can use in the Item Shop to
buy stuff.
That's it, really, now get crackin'!
-----------------------------------------------------------------------
Unlocking Survival Mode
-----------------------------------------------------------------------
Unlock Survival Mode:
---------------------
To unlock Survival Mode in the Main Menu you must complete either Story
Mode: Kira Yamato Version or Story Mode: Athrun Zala Version.
Unlock Haro Madness:
--------------------
To unlock the Haro Madness Survival Mode match you must complete the
ACE 100, Sudden Death, and Time Trial matches once each.
-----------------------------------------------------------------------
Unlocking Extra Mission Modes
-----------------------------------------------------------------------
Mu La Flaga Mission Mode:
-------------------------
Unlocked by default.
Cagalli Yula Athha Mission Mode:
--------------------------------
Unlocked by default.
Andrew Waltfeld Mission Mode:
-----------------------------
Complete Rau Le Creuset's mission mode.
Yzak Joule Mission Mode:
------------------------
Unlocked by default.
Dearka Elsman Mission Mode:
---------------------------
Unlocked by default.
Nicol Amalfi Mission Mode:
--------------------------
Unlocked by default.
Miguel Aiman Mission Mode:
--------------------------
Complete the Mission Modes of Yzak Joule, Dearka Elsman, and Nicol
Amalfi.
Rau Le Creuset Mission Mode:
----------------------------
Complete Mu La Flaga's Mission Mode.
Orga Sabnak Mission Mode:
-------------------------
Complete Shani Andras's Mission Mode.
Clotho Buer Mission Mode:
-------------------------
Complete Orga Sabnak's Mission Mode.
Shani Andras Mission Mode:
--------------------------
Complete both Story Mode: Kira Yamato Version and Story Mode: Athrun
Zala Version.
Lowe Guele Mission Mode:
------------------------
Unlocked by default.
Gai Murakumo Mission Mode:
--------------------------
Unlocked by default.
Rondo Ghina Sahaku Mission Mode:
--------------------------------
Complete the Mission Modes of both Gai Murakumo and Lowe Guele.
Shiho Hahnenfuss Mission Mode:
------------------------------
Complete Miguel Aiman's Mission Mode.
Morgan Chevalier Mission Mode:
------------------------------
Unlocked by default.
Edward Harrison Mission Mode:
-----------------------------
Unlocked by default.
Jean Carrey Mission Mode:
-------------------------
Complete Clotho Buer's Mission Mode.
Jane Houston Mission Mode:
--------------------------
Complete Jean Carrey's Mission Mode.
Rena Imelia Mission Mode:
-------------------------
Complete Edward Harrison's Mission Mode.
Mikhail Coast Mission Mode:
---------------------------
Complete Morgan Chevalier's Mission Mode.
Barry Ho Mission Mode:
----------------------
Complete Mikhail Coast's mission mode.
-----------------------------------------------------------------------
Unlocking Units
-----------------------------------------------------------------------
Strike Gundam:
--------------
Unlocked by default.
GINN:
-----
Unlocked by default.
Aile Striker Pack: SEED Point Cost
------------------ ---------------
The Aile Striker Pack for use with the GAT-X105 Strike 250 SP
Gundam and FX-550 Sky Grasper is available by default.
Launcher Striker Pack: SEED Point Cost
---------------------- ---------------
The Launcher Striker Pack for use with the GAT-X105 250 SP
Strike Gundam and FX-550 Sky Grasper is available
by default.
Sword Striker Pack: SEED Point Cost
------------------- ---------------
The Sword Striker Pack for use with the GAT-X105 Strike 250 SP
Gundam and FX-550 Sky Grasper is available by default.
Strike Rouge: SEED Point Cost
------------- ---------------
Complete Cagalli Yula Athha's Mission Mode. 400 SP
Freedom Gundam: SEED Point Cost
--------------- ---------------
Complete Story Mode: Kira Yamato Version Phase 10. 700 SP
Justice Gundam: SEED Point Cost
--------------- ---------------
Complete Story Mode: Athrun Zala Version Phase 07. 700 SP
Moebius Zero: SEED Point Cost
------------- ---------------
Complete Mu La Flaga's Mission Mode. 300 SP
Sky Grasper: SEED Point Cost
------------ ---------------
Complete Story Mode: Kira Yamato Version Phase 04. 300 SP
METEOR: SEED Point Cost
------- ---------------
Complete both Story Mode: Kira Yamato Version and 1,000 SP
Story Mode: Athrun Zala Version to unlock the METEOR
for use with either the ZGMF-X09A Justice Gundam or
the ZGMF-X10A Freedom Gundam.
Strike Dagger: SEED Point Cost
-------------- ---------------
The Strike Dagger is unlocked by default. 250 SP
Calamity Gundam: SEED Point Cost
---------------- ---------------
Complete Orga Sabnak's Mission Mode. 600 SP
Forbidden Gundam: SEED Point Cost
----------------- ---------------
Complete Shani Andras's Mission Mode. 600 SP
Raider Gundam: SEED Point Cost
-------------- ---------------
Complete Clotho Buer's Mission Mode. 600 SP
Hyperion Gundam: SEED Point Cost
---------------- ---------------
Complete a total of ten Mission Mode missions. 700 SP
IWSP: SEED Point Cost
----- ---------------
Complete any Survival Mode mission with Strike Rouge to 300 SP
unlock the Integrated Weapons system Striker Pack for
use with the MBF-02 Strike Rouge
Long Dagger Jean Custom: SEED Point Cost
------------------------ ---------------
Complete Jean Carrey's Mission Mode. 300 SP
Sword Calamity: SEED Point Cost
--------------- ---------------
Complete Edward Harrison's Mission Mode. 600 SP
105 Dagger: SEED Point Cost
----------- ---------------
Complete Morgan Chevalier's Mission mode. 350 SP
Gunbarrel Pack: SEED Point Cost
--------------- ---------------
Get Mu La Flaga to Level 10 to unlock the Gunbarrel 300 SP
Pack for use with the GAT-01A1 105 Dagger.
Duel Dagger: SEED Point Cost
------------ ---------------
Complete any five Mission Mode missions. 300 SP
Buster Dagger: SEED Point Cost
-------------- ---------------
Complete Rena Imelia's Mission Mode. 300 SP
Forbidden Blue: SEED Point Cost
--------------- ---------------
Complete Jane Houston's Mission Mode. 500 SP
Deep Forbidden: SEED Point Cost
--------------- ---------------
Accumulate 5,000 Seed Points. (This does NOT take into 350 SP
account SP you have already spent, you must have it
all at once!!!)
Raider Full Spec: SEED Point Cost
----------------- ---------------
Level up Orga Sabnak, Shani Andras, and Clotho Buer 500 SP
until their combined Levels are equal to 20.
Moebius: SEED Point Cost
-------- ---------------
Get either Natarle Badgiruel or Murrue Ramias to 100 SP
Level 10.
Moebius (Nuclear Equipment): SEED Point Cost
---------------------------- ---------------
Complete any Survival Mode mission with a Moebius. 500 SP
Aegis Gundam: SEED Point Cost
------------- ---------------
Complete Story Mode: Athrun Zala Version Phase 01. 350 SP
Blitz Gundam: SEED Point Cost
------------- ---------------
Complete Nicol Amalfi's Mission Mode. 350 SP
Buster Gundam: SEED Point Cost
-------------- ---------------
Complete Dearka Elsman's Mission Mode. 350 SP
Duel Gundam: SEED Point Cost
------------ ---------------
Complete Yzak Joule's Mission Mode. 350 SP
Assault Shroud: SEED Point Cost</pre><pre id="faqspan-7">
--------------- ---------------
Complete any Survival Mode mission with the GAT-X102 200 SP
Duel Gundam to unlock the Assault Shroud for use with
the Duel Gundam.
Recoilless Cannon: SEED Point Cost
------------------ ---------------
The Recoilless Cannon for use with the ZGMF-1017 GINN 50 SP
is unlocked by default.
Heavy Ion Cannon: SEED Point Cost
----------------- ---------------
The Heavy Ion Cannon for use with the ZGMF-1017 GINN 100 SP
is unlocked by default.
Missile Launcher: SEED Point Cost
----------------- ---------------
The Guided Missile Launcher for use with the ZGMF-1017 150 SP
GINN is unlocked by default.
GINN Miguel Aiman Custom: SEED Point Cost
------------------------- ---------------
Complete Miguel Aiman's Mission Mode. 350 SP
GINN Reconnaissance Type: SEED Point Cost
------------------------- ---------------
Complete any Survival Mode mission with a standard 250 SP
ZGMF-1017 GINN.
CGUE: SEED Point Cost
----- ---------------
Complete any one Survival Mode mission. 350 SP
DINN: SEED Point Cost
----- ---------------
Get any Partner to Level 10. 300 SP
BuCUE: SEED Point Cost
------ ---------------
Unlocked by default. 300 SP
Missile Pod (for BuCUE): SEED Point Cost
------------------------ ---------------
Complete any Survival Mode mission with a BuCUE. 100 SP
LaGOWE: SEED Point Cost
------- ---------------
Complete Andrew Waltfeld's Mission Mode. 400 SP
ZuOOT SEED Point Cost
----- ---------------
Get either Aisha or Martin DaCosta to Level 10. 150 SP
GOOhN: SEED Point Cost
------ ---------------
Unlocked by default. 250 SP
ZnO: SEED Point Cost
---- ---------------
Complete any Survival Mode mission with a GOOhN. 400 SP
GuAIZ Commander Type: SEED Point Cost
--------------------- ---------------
Get either Yzak Joule or Rau Le Creuset to Level 10. 450 SP
GuAIZ: SEED Point Cost
------ ---------------
Get either Dearka Elsman or Nicol Amalfi to Level 10. 400 SP
Providence Gundam: SEED Point Cost
------------------ ---------------
Complete Rau Le Creuset's Mission Mode. 800 SP
CGUE DEEP Arms: SEED Point Cost
--------------- ---------------
Complete Shiho Hahnenfuss' Mission Mode. 400 SP
GINN High Maneuver Type: SEED Point Cost
------------------------ ---------------
Complete Mikhail Coast's Mission Mode. 350 SP
Dreadnought Gundam: SEED Point Cost
------------------- ---------------
Complete all twenty-two Mission Mode missions. 700 SP
M1 Astray: SEED Point Cost
---------- ---------------
Unlocked by default. 250 SP
M1A Astray: SEED Point Cost
----------- ---------------
Complete Barry Ho's Mission Mode. 400 SP
Gundam Astray Red Frame: SEED Point Cost
------------------------ ---------------
Get Lowe Guele to Level 10. 300 SP
Gundam Astray Blue Frame: SEED Point Cost
------------------------- ---------------
Get Gai Murakumo to Level 10. 250 SP
Gundam Astray Gold Frame: SEED Point Cost
------------------------- ---------------
Get either Kisato Yamabuki or Elijah Kiel to Level 10. 350 SP
Gundam Astray Red Frame (Gerbera Straight): SEED Point Cost
------------------------------------------- ---------------
Complete Lowe Guele's Mission Mode. 500 SP
Gundam Astray Blue Frame 2nd L: SEED Point Cost
------------------------------- ---------------
Complete Gai Murakumo's Mission Mode. 550 SP
Gundam Astray Gold Frame AMATU: SEED Point Cost
------------------------------- ---------------
Complete any Survival Mode mission with Rondo Ghina 600 SP
Sahaku selected as your Pilot.
Prototype GINN: SEED Point Cost
--------------- ---------------
Unlock every other unit. (NOTE: The GINN Gai Murakumo 1,000 SP
Custom and Astray Red Frame Flight Unit do not need to
be unlocked to unlock the Prototype GINN.)
GINN Gai Murakumo Custom: SEED Point Cost
------------------------- ---------------
Unlock all Pilot and Partner characters, including 400 SP
the alternate costumes.
Gundam Astray Red Frame Flight Unit: SEED Point Cost
------------------------------------ ---------------
Unlock all items in the Others section. 600 SP
-----------------------------------------------------------------------
Unlocking Pilots and Partners
-----------------------------------------------------------------------
Kira Yamato:
------------
Unlocked by default.
Mu La Flaga:
------------
Unlocked by default.
Athrun Zala:
------------
Unlocked by default.
Kira (second uniform): SEED Point Cost
---------------------- ---------------
Purchase "Kira's Uniform 2" from the Item Shop. Kira's 150 SP
Uniform 2 will be unlocked when Kira Yamato reaches
Level 10.
Murrue Ramias SEED Point Cost
------------- ---------------
Purchase the "Pendant" from the Item Shop. The Pendant 200 SP
is unlocked by default.
Natarle Badgiruel: SEED Point Cost
------------------ ---------------
Purchase the "EAF Military Cap" from the Item Shop. 220 SP
The EAF Military Cap is unlocked by default.
Flay Allster: SEED Point Cost
------------- ---------------
Purchase the "Makeup" from the Item Shop. The Makeup 200 SP
is unlocked by default.
Flay (EA uniform): SEED Point Cost
------------------ ---------------
Purchase the "EAF Uniform" from the Item Shop. The EAF 150 SP
Uniform will be unlocked when Flay Allster reaches
Level 5.
Flay (ZAFT uniform): SEED Point Cost
-------------------- ---------------
Purchase the "Top Secret Disk" from the Item Shop. The 150 SP
Top Secret Disk will be unlocked when Flay Allster
reaches Level 10.
Sai Argyle: SEED Point Cost
----------- ---------------
Purchase the "Yellow Glasses" from the Item Shop. 200 SP
The Yellow Glasses are unlocked by default.
Miriallia Haw: SEED Point Cost
-------------- ---------------
Purchase the "Intercom Earpiece" from the Item Shop. 200 SP
The Intercom Earpiece is unlocked by default.
Orga Sabnak: SEED Point Cost
------------ ---------------
Purchase the "Notebook" from the Item Shop. The 200 SP
Notebook will be unlocked after completing Story Mode:
Kira Yamato Version Phase 15.
Clotho Buer: SEED Point Cost
------------ ---------------
Purchase the "Great WSXXX" from the Item Shop. The 200 SP
Great WSXXX will be unlocked after completing Story
Mode: Kira Yamato Version Phase 15.
Shani Andras: SEED Point Cost
------------- ---------------
Purchase the "Portable Player" from the Item Shop. The 200 SP
Portable Player will be unlocked after completing Story
Mode: Kira Yamato Version Phase 15.
Lacus Clyne: SEED Point Cost
------------ ---------------
Purchase the "Pink Haro" from the Item Shop. The Pink 200 SP
Haro is unlocked by default.
Lacus (stage dress): SEED Point Cost
-------------------- ---------------
Purchase the "Stage Dress" from the Item Shop. The 150 SP
Stage Dress will be unlocked when Lacus Clyne reaches
Level 5.
Lacus (surcoat): SEED Point Cost
---------------- ---------------
Purchase the "Coat" from the Item Shop. The coat will 150 SP
be unlocked when Lacus Clyne reaches Level 10.
Rau Le Creuset: SEED Point Cost
--------------- ---------------
Purchase the "Mask" from the Item Shop. The Mask will 200 SP
be unlocked after completing Story Mode: Athrun Zala
Version Phase 11.
Yzak Joule: SEED Point Cost
----------- ---------------
Purchase the "Good Luck Charm" from the Item Shop. 200 SP
The Good Luck Charm is unlocked by default.
Yzak (facial scar): SEED Point Cost
------------------- ---------------
Purchase the "Bandage" from the Item Shop. The Bandage 150 SP
will be unlocked after the "Good Luck Charm" has been
purchased and Yzak Joule reaches Level 5.
Dearka Elsman: SEED Point Cost
-------------- ---------------
Purchase the "Fan" from the Item Shop. The Fan is 200 SP
unlocked by default.
Nicol Amalfi: SEED Point Cost
------------- ---------------
Purchase the "Sheet Music" from the Item Shop. The 200 SP
Sheet Music is unlocked by default.
Miguel Aiman: SEED Point Cost
------------- ---------------
Purchase the "ZAFT I.D. Tag" from the Item Shop. The 200 SP
ZAFT I.D. Tag will be unlocked when Athrun Zala
reaches Level 5.
Andrew Waltfeld: SEED Point Cost
---------------- ---------------
Purchase the "Coffee Cup" from the Item Shop. The 200 SP
Coffee Cup will be unlocked upon completion of Story
Mode: Kira Yamato Version Phase 06.
Andrew (Eternal captain): SEED Point Cost
------------------------- ---------------
Purchase the "Walking Stick" from the Item Shop. The 150 SP
Walking Stick will be unlocked when Andrew Waltfeld
reaches Level 10.
Aisha: SEED Point Cost
------ ---------------
Purchase the "Bracelet" from the Item Shop. The 200 SP
Bracelet will be unlocked when Andrew Waltfeld
reaches Level 5.
Martin DaCosta: SEED Point Cost
--------------- ---------------
Purchase the "ZAFT Military Cap" from the Item Shop. 200 SP
The ZAFT Military Cap will be unlocked when Andrew
Waltfeld reaches Level 5.
Cagalli Yula Athha: SEED Point Cost
------------------- ---------------
Purchase the "Amulet of Haumea" from the Item Shop. 200 SP
The Amulet of Haumea is unlocked by default.
Cagalli (dress): SEED Point Cost
---------------- ---------------
Purchase the "Dress" from the Item Shop. The Dress will 150 SP
be unlocked when Cagalli Yula Athha reaches Level 5.
Cagalli (commanding officer): SEED Point Cost
----------------------------- ---------------
Purchase the "Officer's Uniform" from the Item Shop. 200 SP
The Officer's Uniform will be unlocked when Cagalli
Yula Athha reaches Level 10.
Lowe Guele: SEED Point Cost
----------- ---------------
Purchase "Eight" from the Item Shop. To unlock Eight 200 SP
you must accumulate 1,000 SEED Points. (This does NOT
take into account SP you have already spent, you must
have it all at once!!!)
Gai Murakumo: SEED Point Cost
------------- ---------------
Purchase the "Sunglasses" from the Item Shop. To 200 SP
unlock the Sunglasses you must accumulate 2,000
SEED Points. (This does NOT take into account SP you
have already spent, you must have it all at once!!!)
Kisato Yamabuki: SEED Point Cost
---------------- ---------------
Purchase the "Work Tool" from the Item Shop. The Work 200 SP
Tool will be unlocked when Lowe Guele reaches Level 5.
Elijah Kiel: SEED Point Cost
------------ ---------------
Purchase the "Serpent Tail Emblem" from the Item Shop. 200 SP
The Serpent Tail Emblem will be unlocked when Gai
Murakumo reaches Level 5.
Rondo Ghina Sahaku: SEED Point Cost
------------------- ---------------
Purchase the "Sahaku Family Crest" from the Item Shop. 200 SP
To unlock the Sahaku Family Crest complete Rondo Ghina
Sahaku's Mission Mode.
Shiho Hahnenfuss: SEED Point Cost
----------------- ---------------
Purchase the "ZAFT Red Uniform" from the Item Shop. 200 SP
The ZAFT Red Uniform will be unlocked when Yzak Joule
reaches Level 10.
Morgan Chevalier: SEED Point Cost
----------------- ---------------
Purchase "Emblem A" from the Item Shop. To unlock 200 SP
Emblem A complete Morgan Chevalier's Mission Mode.
Edward Harrison: SEED Point Cost
---------------- ---------------
Purchase "Emblem B" from the Item Shop. To unlock 200 SP
Emblem B complete Edward Harrison's Mission Mode.
Jean Carrey: SEED Point Cost
------------ ---------------
Purchase "Emblem C" from the Item Shop. To unlock 200 SP
Emblem C complete Jean Carrey's Mission Mode.
Jane Houston: SEED Point Cost
------------- ---------------
Purchase "Emblem D" from the Item Shop. To unlock 200 SP
Emblem D complete Jane Houston's Mission Mode.
Rena Imelia: SEED Point Cost
------------ ---------------
Purchase "Emblem E" from the Item Shop. To unlock 200 SP
Emblem E complete Rena Imelia's Mission Mode.
Mikhail Coast: SEED Point Cost
-------------- ---------------
Purchase "Emblem F" from the Item Shop. To unlock 200 SP
Emblem F complete Mikhail Coast's Mission Mode.
Barry Ho: SEED Point Cost
--------- ---------------
Purchase "Emblem G" from the Item Shop. To unlock 200 SP
Emblem G complete Barry Ho's Mission Mode.
-----------------------------------------------------------------------
Unlocking Other Extras
-----------------------------------------------------------------------
Beginner's Ticket: SEED Point Cost
------------------ ---------------
Unlocked by default, Beginner's Tickets can be 10 SP
purchased and used on the briefing screen of missions
to greatly reduce the difficulty of the stage, but it
will cut the amount of points you get after completing
the stage in half. You can have a maximum Inventory of
nine Beginner's Tickets at a time.
SEED Encyclopedia1: SEED Point Cost
------------------- ---------------
Unlocked by default, this will allow you to access 300 SP
section "A to B" in the SEED Facts portion of
the Gallery.
SEED Encyclopedia2: SEED Point Cost
------------------- ---------------
Unlocked by default, this will allow you to access 300 SP
section "C to D" in the SEED Facts portion of
the Gallery.
SEED Encyclopedia3: SEED Point Cost
------------------- ---------------
Unlocked by default, this will allow you to access 300 SP
sections "F to Ha" and "He to K" in the SEED Facts
portion of the Gallery.
SEED Encyclopedia4: SEED Point Cost
------------------- ---------------
Unlocked by default, this will allow you to access 300 SP
sections "La to Ma" and "Me to Mu" in the SEED Facts
portion of the Gallery.
SEED Encyclopedia5: SEED Point Cost
------------------- ---------------
Unlocked by default, this will allow you to access 300 SP
sections "N", "O", and "P to R" in the SEED Facts
portion of the Gallery.
SEED Encyclopedia6: SEED Point Cost
------------------- ---------------
Unlocked by default, this will allow you to access 300 SP
section "S to Z" in the SEED Facts portion of
the Gallery.
Unit Viewer: SEED Point Cost
------------ ---------------
Unlocked by default, this will allow you to access 500 SP
the Unit Viewer in the Gallery, where you can view
information on units you have already purchased from
the Item Shop.
Sound File: SEED Point Cost
----------- ---------------
Unlocked by default, this will allow you to access 1,500 SP
the Sound Gallery in the Gallery where you can listen
to music and character voiceovers.
Bonus Disc 1: SEED Point Cost
------------- ---------------
Get Kira Yamato, Sai Argyle, or Lowe Guele to Level 15. 500 SP
Bonus Disc 2: SEED Point Cost
------------- ---------------
Get Athrun Zala, Nicol Amalfi, or Clotho Buer 500 SP
to Level 15.
Bonus Disc 3: SEED Point Cost
------------- ---------------
Get Yzak Joule, Shani Andras, or Shiho Hahnenfuss 500 SP
to Level 15.
Bonus Disc 4: SEED Point Cost
------------- ---------------
Get Dearka Elsman or Miriallia Haw to Level 15. 500 SP
Bonus Disc 5: SEED Point Cost
------------- ---------------
Get Mu La Flaga or Murrue Ramias to Level 15. 500 SP
Bonus Disc 6: SEED Point Cost
------------- ---------------
Get Rau Le Creuset or Miguel Aiman to Level 15. 500 SP
Bonus Disc 7: SEED Point Cost
------------- ---------------
Get Lacus Clyne, Andrew Waltfeld, or Martin DaCosta 500 SP
to Level 15.
Bonus Disc 8: SEED Point Cost
------------- ---------------
Get Cagalli Yula Athha, Aisha, or Gai Murakumo to 500 SP
Level 15.
Bonus Disc 9: SEED Point Cost
------------- ---------------
Get Flay Allster, Natarle Badgiruel, or Orga Sabnak 500 SP
to Level 15.
-----------------------------------------------------------------------
Unlocking Movies
-----------------------------------------------------------------------
--------------------------------------
Story Mode: Kira Yamato Version Movies
--------------------------------------
False Peace 1:
--------------
Complete Story Mode: Kira Yamato Version Phase 01.
False Peace 2:
--------------
Complete Story Mode: Kira Yamato Version Phase 01.
False Peace 3:
--------------
Complete Story Mode: Kira Yamato Version Phase 01.
Silent Run 1:
-------------
Complete Story Mode: Kira Yamato Version Phase 02.
Silent Run 2:
-------------
Complete Story Mode: Kira Yamato Version Phase 02.
Songstress of the Enemy 1:
--------------------------
Complete Story Mode: Kira Yamato Version Phase 03.
Songstress of the Enemy 2:
--------------------------
Complete Story Mode: Kira Yamato Version Phase 03.
Songstress of the Enemy 3:
--------------------------
Complete Story Mode: Kira Yamato Version Phase 03.
Stars Falling in Space 1:
-------------------------
Complete Story Mode: Kira Yamato Version Phase 04.
Stars Falling in Space 2:
-------------------------
Complete Story Mode: Kira Yamato Version Phase 04.
Stars Falling in Space 3:
-------------------------
Complete Story Mode: Kira Yamato Version Phase 04.
Burning Sandstorm 1:
--------------------
Complete Story Mode: Kira Yamato Version Phase 05.
Burning Sandstorm 2:
--------------------
Complete Story Mode: Kira Yamato Version Phase 05.
Burning Sandstorm 3:
--------------------
Complete Story Mode: Kira Yamato Version Phase 05.
Beyond the Clouds of Sand 1:
----------------------------
Complete Story Mode: Kira Yamato Version Phase 06.
Beyond the Clouds of Sand 2:
----------------------------
Complete Story Mode: Kira Yamato Version Phase 06.
Beyond the Clouds of Sand 3:
----------------------------
Complete Story Mode: Kira Yamato Version Phase 06.
The Sea Dyed Red 1:
-------------------
Complete Story Mode: Kira Yamato Version Phase 07.
The Sea Dyed Red 2:
-------------------
Complete Story Mode: Kira Yamato Version Phase 07.
The Sea Dyed Red 3:
-------------------
Complete Story Mode: Kira Yamato Version Phase 07.
The Land of Peace 1:
--------------------
Complete Story Mode: Kira Yamato Version Phase 08.
The Land of Peace 2:
--------------------
Complete Story Mode: Kira Yamato Version Phase 08.
Flashing Blades 1:
------------------
Complete Story Mode: Kira Yamato Version Phase 09.
Flashing Blades 2:
------------------
Complete Story Mode: Kira Yamato Version Phase 09.
Flashing Blades 3:
------------------
Complete Story Mode: Kira Yamato Version Phase 09.
The Descending Sword 1:
-----------------------
Complete Story Mode: Kira Yamato Version Phase 10.
The Descending Sword 2:
-----------------------
Complete Story Mode: Kira Yamato Version Phase 10.
The Descending Sword 3:
-----------------------
Complete Story Mode: Kira Yamato Version Phase 10.
Decisive Fire 1:
----------------
Complete Story Mode: Kira Yamato Version Phase 11.
Decisive Fire 2:
----------------
Complete Story Mode: Kira Yamato Version Phase 11.
Decisive Fire 3:
----------------
Complete Story Mode: Kira Yamato Version Phase 11.
Trembling World 1:
------------------
Complete Story Mode: Kira Yamato Version Phase 12.
Trembling World 2:
------------------
Complete Story Mode: Kira Yamato Version Phase 12.
Trembling World 3:
------------------
Complete Story Mode: Kira Yamato Version Phase 12.
Spiral of Encounters 1:
-----------------------
Complete Story Mode: Kira Yamato Version Phase 13.
Spiral of Encounters 2:
-----------------------
Complete Story Mode: Kira Yamato Version Phase 13.
The Final Light 1:
------------------
Complete Story Mode: Kira Yamato Version Phase 14.
The Final Light 2:
------------------
Complete Story Mode: Kira Yamato Version Phase 14.
The Final Light 3:
------------------
Complete Story Mode: Kira Yamato Version Phase 14.
To An Endless Future 1:
-----------------------
Complete Story Mode: Kira Yamato Version Phase 15.
To An Endless Future 2:
-----------------------
Complete Story Mode: Kira Yamato Version Phase 15.
To An Endless Future 3:
-----------------------
Complete Story Mode: Kira Yamato Version Phase 15.
--------------------------------------
Story Mode: Athrun Zala Version Movies
--------------------------------------
False Peace 1 - Athrun:
-----------------------
Complete Story Mode: Athrun Zala Version Phase 01.
False Peace 2 - Athrun:
-----------------------
Complete Story Mode: Athrun Zala Version Phase 01.
False Peace 3 - Athrun:
-----------------------
Complete Story Mode: Athrun Zala Version Phase 01.
Silent Run 1 - Athrun:
----------------------
Complete Story Mode: Athrun Zala Version Phase 02.
Silent Run 2 - Athrun:
----------------------
Complete Story Mode: Athrun Zala Version Phase 02.
The Fading Light 1:
-------------------
Complete Story Mode: Athrun Zala Version Phase 03.
The Fading Light 2:
-------------------
Complete Story Mode: Athrun Zala Version Phase 03.
Separate Ways 1:
----------------
Complete Story Mode: Athrun Zala Version Phase 04.
Separate Ways 2:
----------------
Complete Story Mode: Athrun Zala Version Phase 04.
War For Two 1:
--------------
Complete Story Mode: Athrun Zala Version Phase 05.
War For Two 2:
--------------
Complete Story Mode: Athrun Zala Version Phase 05.
Flashing Blades 1 - Athrun:
---------------------------
Complete Story Mode: Athrun Zala Version Phase 06.
Flashing Blades 2 - Athrun:
---------------------------
Complete Story Mode: Athrun Zala Version Phase 06.
Flashing Blades 3 - Athrun:
---------------------------
Complete Story Mode: Athrun Zala Version Phase 06.
Decisive Fire 1 - Athrun:
-------------------------
Complete Story Mode: Athrun Zala Version Phase 07.
Decisive Fire 2 - Athrun:
-------------------------
Complete Story Mode: Athrun Zala Version Phase 07.
Trembling World 1 - Athrun:
---------------------------
Complete Story Mode: Athrun Zala Version Phase 08.
Trembling World 2 - Athrun:
---------------------------
Complete Story Mode: Athrun Zala Version Phase 08.
The Opening Door 1:
-------------------
Complete Story Mode: Athrun Zala Version Phase 09.
The Opening Door 2:
-------------------
Complete Story Mode: Athrun Zala Version Phase 09.
The Final Light 1 - Athrun:
---------------------------
Complete Story Mode: Athrun Zala Version Phase 10.
The Final Light 2 - Athrun:
---------------------------
Complete Story Mode: Athrun Zala Version Phase 10.
The Final Light 3 - Athrun:
---------------------------
Complete Story Mode: Athrun Zala Version Phase 10.
To An Endless Future 1 - Athrun:
--------------------------------
Complete Story Mode: Athrun Zala Version Phase 11.
To An Endless Future 2 - Athrun:
--------------------------------
Complete Story Mode: Athrun Zala Version Phase 11.
------------
Other Movies
------------
Opening:
--------
Unlocked by default.
Mission Opening:
----------------
Complete any one Mission Mode mission.
Gundam SEED DVD Trailer:
------------------------
Unlocked by default.
\ /------\ /
[=============================|Thanks|================================]
/ \------/ \
--GameFAQs for kicking that much ass! (And hopefully posting this FAQ.)
--Yoshiyuki Tomino for creating the Mobile Suit Gundam universe!
--Charlene... for everything! I love you!
--Don and Regina for opening their home to me after Hurricane Katrina
destroyed mine.
--The Coca-Cola Corporation for deciding to once again produce Cherry
Coke!
--
http://www.network-science.de/ascii/input.html for the basis of my
opening ASCII art.
--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 express
permission, which you won't get so don't ask. As of now 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 I'll just plain find you and hurt you.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++