__ __ _ _ _ ____ _ _
| \/ | ___ | |__ (_) | ___ / ___| _ _(_) |_
| |\/| |/ _ \| '_ \| | |/ _ \ \___ \| | | | | __|
| | | | (_) | |_) | | | __/ ___) | |_| | | |_
|_| |_|\___/|_.__/|_|_|\___| |____/ \__,_|_|\__|
____ _
/ ___|_ _ _ __ __| | __ _ _ __ ___ _
| | _| | | | '_ \ / _` |/ _` | '_ ` _ \ (_)
| |_| | |_| | | | | (_| | (_| | | | | | | _
\____|\__,_|_| |_|\__,_|\__,_|_| |_| |_| (_)
____
/ ___|_ __ ___ ___ ___
| | | '__/ _ \/ __/ __|
| |___| | | (_) \__ \__ \
\____|_| \___/|___/___/
____ _ _
| _ \(_)_ __ ___ ___ _ __ ___(_) ___ _ __
| | | | | '_ ` _ \ / _ \ '_ \/ __| |/ _ \| '_ \
| |_| | | | | | | | __/ | | \__ \ | (_) | | | |
|____/|_|_| |_| |_|\___|_| |_|___/_|\___/|_| |_|
___ ___ _____ ___
/ _ \ / _ \___ / _ \
| | | | | | | / / (_) |
| |_| | |_| |/ / \__, |
\___/ \___//_/ /_/
Mobile Suit Gundam: Cross Dimension 0079
Platform: Super Nintendo Entertainment System
Genre: Strategy
Version 1.0
Written by Necropenguin
Started: June 14th, 2003
Completed: August 14, 2003
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versions History:
Version 1.0
-It's done! What more else is there to say?
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This document is copyrighted to
[email protected], that's me, and
this document may NOT be altered, reproduced, sold for profit, or
especially plagiarized in any way shape or form without my permission,
which you won't get so don't ask. As of tonight August 13, 2002,
GameFaqs is authorized by my decree to display this document for public
use. If I find out that my hard work (well not really hard, but you sit
here and try doing this) is being ripped off I will be forced to take a
rather unhappy legal action, plus Ill just plain find you and hurt you.
Mobile Suit Gundam, and all of its characters and mecha, are copyrights
of Sotsu Agency, Sunrise, and Bandai Entertainment.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=======================================================================
=======================================================================
1) Introduction
2) Game Controls
-Combat Controls
-Prime Points Screen Controls
3) The Prime Points Screen
-An Explanation of the Prime Point System
-Using the Prime Point System
-A-Gun Weapons and B-Gun Requirements
4) Special Attacks
-RX-75-4 Guntank A-Gun Attacks
-RX-77-2 Guncannon A-Gun Attacks
-RX-78-2 Gundam Close Combat and A-Gun Attacks
-RX-78XX Gundam Pixy Close Combat and A-Gun Attacks
5) An Introduction to Gameplay
6) Mission Walkthroughs
7) Characters
- Mobile Suit Gundam Characters List
- Gundam Cross Dimension Characters List
8) Earth Federal Forces Unit Information
- FF-X7 Core Fighter
- FF-X7-Bst Core Booster
- RB-79 Ball
- RGM-79 GM
- RX-75-4 Guntank
- RX-77-2 Guncannon
- RX-78-2 Gundam
- RX-78XX Gundam Pixy
- SCV-70 White Base
- Medea Transport Plane
9) Principality of Zeon Unit Information
- MA-04X Zakrello
- MA-08 Big Zam
- MAN-08 Elmeth
- MS-06F Zaku II
- MS-06S Zaku II Command Type
- MS-07B Gouf
- MS-08TX Efreet
- MS-09 Dom
- MS-09R Rick Dom
- MS-14A Gelgoog
- MS-14S Gelgoog Command Type
- MSM-04 Acguy
- MSM-07 Z'Gok
- MSM-07S Z'Gok Command Type
- MSN-02 Zeong
- Magella Attack Tank
- Gaw Carrier
- Zanzibar
- Gallop
10) Thanks and Shameless Plugs
]============================[Introduction]===========================[
Once again I find myself digging through the heap of requests at
GameFAQs, and once again I spy a familiar face. Well, it would seem
that this great game has gone for ages without any semblance of a
guide. I mean how could this go undone? Even the music in this game
rocks hard! Well I guess it's time for me to do something about it, as
a Gundam fan, as an up-and-coming writer, and as a decent human being.
This will also be my first attempt at using ASCII for an intro and
tables. Well lets hope this goes well. Strap yourselves in, kids. It's
time for some Gundam damn-goodness.
Cross Dimension follows the story of the original Mobile Suit Gundam, a
Television program that aired in Japan in the late 1970's and became a
worldwide phenomenon, spawning a multitude spin-off series, movies,
novels, comics, toys, games, and other objects that continue to delight
fans to this day. The story involves a young boy named Amuro Ray who is
caught in the middle of a war for independence between the Earth
Federation and the space-dwelling Principality of Zeon. The war, which
has raged on for over half a year, was being fought with giant humanoid
robots known as Mobile Suits. With the Earth Federation over-whelmed by
the Zeon's new mobile suits, the Earth Federation struggles to produce
models of it's own to counter the Zeon threat. When Amuro's home space
colony gets attacked, Amuro finds an experimental Federation Mobile
Suit, known as the Gundam. He enters the cockpit of the Gundam and
quickly finds himself confronted by enemy Zeons... Who will survive?
]===========================[Game Controls]===========================[
Combat Controls:
----------------
D-Pad: Move selection arrow over combat area/ move the selected mobile
suit through combat area/ rotate the selected mobile suit in place/
move the selected choice in the combat menu
A Button: Confirm Selection
B Button: Cancel Selection
Prime Points Screen Controls:
-----------------------------
D-Pad: Move between statistics
A Button: Assign Prime Points to selected statistic
B Button: Remove Prime Points from selected statistic
]=======================[The Prime Points Screen]=====================[
An Explanation of the Prime Point System:
----------------------------------------
The level system used in Cross Dimension is called the Prime Points
System. At the beginning of every mission, when your mobile suit gains
enough experience to level up (it will have the words "LEVEL UP" appear
over it's head), or by selecting the STATUS option in battle you will
be taken to the Prime Points Screen. To try and make understanding the
way it works as easy as possible, I reference you to the example below.
- RX-78 -------------------
| LV-18 | |
| EX-00550 | TOTAL . 1 |
|---------------------------------|
| MOVE === |
| ITEM ===== |
|---------------------------------|
|MAG| >> | <<<|E-PAC|
|---------------------------------|
| ATTACK | DEFENCE |
|---------------------------------|
|CLOSE|>>>>>>>> | <<<<<| CLOSE|
|---------------------------------|
|AIM |>>>>>>>> | <<<<<| AIM |
|---------------------------------|
|SKILL|>>>>>> | <<<<<| SKILL|
|---------------------------------|
WEAPON
-------- -------- ---------
| | | | | |
-------- -------- ---------
----------- ------------
| EXIT | | NEXT |
----------- ------------
------------------------------------
|801|************************* |
------------------------------------
Now I will break it down for you starting in the upper left corner:
-The first thing you will see will be the model number of the mobile
suit you are currently viewing. In this case the RX-78-2 Gundam.
-Under the model number is the current level of the mobile suit; in
this case it is Level 18.
-Under the current level is the total amount of experience points that
have been gained throughout the game thus far.
-To the right of all of the above is the TOTAL box, which shows you how
many Prime Points are available to allocate between different stats.
-Below this is the Movement statistic. For every Prime Point that is
spent here, the mobile suit will be able to move 1 space. You cannot
spend more than eight Prime Points in MOVE.
-Underneath the MOVE statistic is the ITEM statistic. For every Prime
Point spent here, you can carry one item. You can spend no more than
six Prime Points in ITEM and carry no more than six items at a time.
-Underneath the ITEM statistic is the MAG and E-PAC boxes. These boxes
are used to show how many of each item you are taking into battle. The
total amount of magazines and E-Pacs you can carry is limited to your
ITEM statistic.
Next, under the MAG and E-PAC area are your ATTACK and DEFENCE
statistics. All of these can hold a maximum of eight prime points.
-CLOSE ATTACK determines the strength of your close range attacks.
Guncannon and Guntank CANNOT raise this statistic.
-CLOSE DEFENCE determines your ability to defend or take less damage
from an enemy's close range attacks.
-AIM ATTACK determines how powerful your long ranged attacks such as a
beam rifle or cannons are.
-AIM DEFENCE determines your ability to take lessened damage from an
enemy's ranged attacks.
-SKILL ATTACK determines the power of your special attacks.
-SKILL DEFENCE determines your defence against special attacks.
-Underneath the ATTACK and DEFENCE skills are the weapons boxes. They
indicate what weapons the mobile suit has equipped.
-The NEXT icon will take you to your Special Attacks screen, where you
can view what attacks you have at your disposal, how to use those
attacks, and what the growth percentage of the attacks currently are.
-The EXIT icon will allow you to leave the Prime Point menu and return
to whatever screen you were on before you accessed it.
-The bar on the very bottom is your AP gauge. It displays how much
damage your mobile suit can take before it is removed from combat. A
suit's AP increases every time you level up. You do not need to use
Prime Points on your AP
Using the Prime Point System
----------------------------
Well as you have probably figured out by now the statistics work by
assigning the Prime Points to the desired attribute. Luckily, in case
you change your mind or lose use of an attack you hadn't mastered yet,
you can remove Prime Points as well.
Assigning items does not use Prime Points. You can only take as many
items as you are allowed to by your ITEM stat. You can take any
combination of items, say you have 5 Prime Points in your ITEM
statistic, you can take 3 E-Pacs, and 2 Magazines, but no more than a
total of five items. Always, always, ALWAYS make sure you select your
items before you begin the mission. Careful use of your items can
greatly effect your game. Whenever you level up you can also replenish
your stock of items, which is a great added benefit.
Having a high MOVE stat is quite important because it allows you to get
from enemy to enemy faster, thus cutting down on the damage you receive
from being fired upon.
The A-Gun your mobile suit carries is determined by how many Prime
Points you have assigned to your SKILL ATTACK statistics. You can see
which weapon you are carrying in the Weapons boxes.
A-Gun Weapons and B-Gun Requirements
------------------------------------
+-----------------+
|RX-75-4 Guntank |
|-----------------+-------------------------------------+
| A-Gun Weapon | REQUIREMENTS |
|-----------------+-------------------------------------|
| 180mm Cannons | Guntank starts with this weapon |
|-----------------+-------------------------------------|
| Arm Gattlings | SKILL ATTACK must be five or higher |
+-------------------------------------------------------+
+-----------------+
|RX-77-2 Guncannon|
|-----------------+-------------------------------------+
| A-Gun Weapon | REQUIREMENTS |
|-----------------+-------------------------------------|
| 240mm Cannons | Guncannon starts with this weapon |
|-----------------+-------------------------------------|
| Beam Rifle | SKILL ATTACK must be five or higher |
|-----------------+-------------------------------------+
| B-Gun | REQUIREMENTS |
|-----------------+-------------------------------------|
| Head Vulcans | Guncannon starts with this weapon |
+-------------------------------------------------------+
+-----------------+
|RX-78-2 Gundam |
|-----------------+-------------------------------------+
| A-Gun Weapon | REQUIREMENTS |
|-----------------+-------------------------------------|
| Beam Rifle | SKILL ATTACK must be three or four |
|-----------------+-------------------------------------|
| Hyper Bazooka | SKILL ATTACK must be at five or six |
|-----------------+-------------------------------------|
| Beam Rifle 2 | SKILL ATTACK must be seven or higher|
|-----------------+-------------------------------------+
| B-Gun | REQUIREMENTS |
|-----------------+-------------------------------------|
| Head Vulcans | Gundam starts with this weapon |
+-------------------------------------------------------+
+-------------------+
|RX-78XX Gundam Pixy|
|---- -------------+-------------------------------------+
| A-Gun Weapons | REQUIREMENTS |
|-------------------+-------------------------------------|
| Sub-machinegun | Gundam Pixy starts with this weapon |
|-------------------+-------------------------------------+
| B-Gun | REQUIREMENTS |
|-------------------+-------------------------------------|
| Head Vulcans | Gundam Pixy starts with this weapon |
+---------------------------------------------------------+
]==========================[Special Attacks]==========================[
The following is a listing of the Special Attacks available to each
mobile suit. Once the requirements for the attack is met the attack
will appear under your special attacks list. An attack that does not
appear in the list cannot be used yet. If the requirements are not met
EXACTLY, than the move can not be used. Close combat special attacks
are used by pressing a combination of directions on the D-Pad followed
by the A button. If you succeed, the attack will be carried out. If you
screw up the button combination, you will usually miss stupidly. For
every successful attack you will earn a percentage of growth points
toward the attack. When the growth of an attack reaches 100% an (OK)
will appear next to it and you can use it regardless of whether or not
you meet the requirements to do so. So make sure you practice using
your close range special attacks because if you move on without getting
100% you may lose use of that attack.
A-Gun special attacks are multi-hit primary weapon attacks. They do not
have growth rates like the close combat attacks, and once acquired they
will not be lost or become unusable unless you unequip the A-Gun the
mobile suit is currently using.
+------------------+
| RX-75-4 Guntank |
|------------------+--------------------------------------------------+
| A-Gun Skills | REQUIREMENTS |
|------------------+--------------------------------------------------|
| Knock-Back Shot | RX-75-4 Guntank must be at Level 6 |
+---------------------------------------------------------------------+
+--------------------+
| RX-77-2 Guncannon |
|--------------------+------------------------------------------------+
| A-Gun Skills | REQUIREMENTS |
|--------------------+------------------------------------------------|
| Multi-Shot | RX-77-2 Guncannon must be Level 6 |
|--------------------+------------------------------------------------|
| 1T3A | RX-77-2 Guncannon must be Level 12 |
|--------------------+------------------------------------------------|
| Knock-Back Shot | RX-77-2 Guncannon must be Level 18 |
| | *The Guncannons in 0080 do not have this skill*|
+---------------------------------------------------------------------+
+-----------------------+
| RX-78-2 Gundam |
|-----------------------|
| Close Combat Skills |
|-----------------------+---------------------------------------------+
|ATTACK NAME |GROWTH % | BUTTON COMBINTION | REQUIREMENTS |
|-------------+---------+---------------------+-----------------------|
|Double Slash | 20% | down, down-right, |CLOSE ATTACK attribute |
| | | right |must be at three points|
|-------------+---------+---------------------+-----------------------|
|Vulcan Slash | 10% | down, down-left, |SKILL ATTACK attribute |
| | | left |must be at three points|
|-------------+---------+---------------------+-----------------------|
|Jumping Slash| 05% | right, down-right, |CLOSE ATTACK attribute |
| | | down |must be at five points |
|-------------+---------+---------------------+-----------------------|
|Jumping Side | 04% | up, up-left, left |Gundam must be level 15|
|Slash | | | |
|-------------+---------+---------------------+-----------------------|
|Vulcan | 02% | up, up-right, right |SKILL ATTACK attribute |
|Tri-Slash | | down-right, down |must be at eight points|
+-------------+-------------------------------------------------------+
|A-Gun Skills | REQUIREMENTS |
|-------------+-------------------------------------------------------|
| Multi-Shot | RX-78-2 Gundam must be at Level 6 |
|-------------+-------------------------------------------------------|
| 1T2A | RX-78-2 Gundam must be at Level 13 |
|-------------+-------------------------------------------------------|
| 1T3A | RX-78-2 Gundam must be at Level 16 |
|-------------+-------------------------------------------------------|
| Six-Shooter | RX-78-2 Gundam must be at Level 20 |
+---------------------------------------------------------------------+
+-----------------------+
| RX-78XX Gundam Pixy |
|-----------------------|
| Close Combat Skills |
|-----------------------+---------------------------------------------+
|ATTACK NAME |GROWTH % | BUTTON COMBINTION | REQUIREMENTS |
|-------------+---------+----------------------+----------------------|
|Double Slash | 04% | up, up-left, left, |CLOSE ATTACK must be |
| | | up-left, up |at seven or more |
|-------------+---------+----------------------+----------------------|
| | |right, down-right, |Must have between ten |
|Jumping Slash| 04% |down, down-right, |and twelve points in |
| | |right |SKILL ATTACK and |
| | | |CLOSE ATTACK |
|-------------+---------+----------------------+----------------------|
| | | |Must have between ten |
|Jumping | 04% |left, down-left, down,|and twelve points in |
|Double Slash | |down-right, right |SKILL ATTACK and |
| | | |CLOSE ATTACK |
|-------------+---------+----------------------+----------------------|
| | | |Must have a combined |
|Double Flash | 04% |right, up-right, up, |amount of thirteen |
|Strike | |up-left, left |points in SKILL ATTACK|
| | | |and CLOSE ATTACK |
|-------------+---------+----------------------+----------------------|
|Quintuple | |right, down-right, |SKILL ATTACK and CLOSE|
|Flash Strike | 04% |down, down-left, |ATTACK must be at |
| | |left |eight points |
+-------------+-------------------------------------------------------+
|A-Gun Skills | REQUIREMENTS |
|-------------+-------------------------------------------------------|
| Multi-Shot | Gundam Pixy starts with this A-Gun Skill |
|-------------+-------------------------------------------------------|
| 1T2A | Gundam Pixy starts with this A-Gun Skill |
+---------------------------------------------------------------------+
]====================[An Introduction to Gameplay]====================[
After the introduction to the mission you will go to the mobile suit
lunch deck. You will be given a chance to alter your mobile suits Prime
Points set up and allocate items. Make sure you always stock up on
items before you begin the mission otherwise your pretty much as good
as dead.
After you are done with that, select exit to begin the mission. Use
your cursor, which is a large blue arrow, to select the mobile suit you
wish to take action with. Move the arrow with the D-Pad and select with
the A Button. Once you have selected your mobile suit, a menu of the
actions you can take comes up.
From left to right and top to bottom your available actions are MOVE,
ATTACK, ITEM, MEMBER, STATUS, and LOST.
-Selecting MOVE will allow your move. You can only move as many spaces
as you have Prime Points in your MOVE stat. When you first select this
option a green area will appear around you showing where you can move.
As you move the area will change color from green, to yellow, to orange
and finally to red. When the area is bright red you can no longer move.
If you attempt to move over a large building your mobile suit will
activate its boosters and fly up and over the building. If you move
next to an enemy suit, and are facing them, you can attack them in
close combat be pressing the A button. If you do not wish to attack,
pressing the B button will end your move phase. Moving takes AP. To
simulate fuel being burned while moving, for every space your mobile
suit moves you will lose 1 AP.
-Selecting ATTACK will bring up another menu. From left to right it
reads CLOSE, A-GUNS, B-GUNS, and CANCEL. Selecting Close will bring you
to a menu which contains all of your suits Close Combat Skills. You can
only use close combat if you are right next to an enemy suit, and you
have to be facing them. After you attack an enemy, they will counter-
attack you. Guntank and Guncannon have no close combat attacks.
Selecting A-Guns will bring you to a list of the suits A-Gun skills. A-
Gun skills such as beam rifles and bazookas use ammo, as indicated by
the bar on the left side of the screen. The bar is pink but as ammo is
used it depletes and turns white. The Guncannon's 240 mm cannons, and
the Guntank's 140 mm cannons do not use ammunition. Select the area you
wish to fire upon by moving the template cursor. When the template is
green you can fire and anything underneath it will be hit, including
your allies. Anything not covered by the template will not be hit, and
if the template is red you cannot fire. Selecting B-GUNS will use your
suits B-Gun. B-Guns are close-ranged attacks, such as head vulcans. To
use them you must be in close combat distance and be facing the enemy
you wish to use your B-Guns on. Selecting CANCEL returns you to the
main combat menu.
-Selecting ITEM brings you to the list of items your suit is currently
carrying. You can use an item by highlighting it and pressing A. Using
E-PACS will restore your mobile suits full AP, and using a MAG will
restore your mobile suits full A-Gun ammunition. Pressing B will return
you to the first menu.
-Selecting MEMBER will display a map of the mission area. Areas you
have already been in are colored gray. Unvisited areas are colored
purple. Your mobile suits are shown as red dots, and the mobile suit
you currently have selected as a blinking red dot. Some units, such as
your Core Fighters or Core Boosters, can only be selected this way and
can perform screen-high bombing runs.
-Selecting STATUS will bring up the mobile suits Prime Point list.
Pressing A again will bring up your Special Attacks list. Pressing B
will return you to the menu.
-Pressing LOST will make you lose. Pretty simple concept, pretty dumb
idea. Just don't select this unless you are a complete idiot and forgot
to distribute items.
-The bar on the bottom of the screen is your mobile suit's AP gauge. It
determines how much damage your mobile suit can take before it is lost.
On the left it will display a numeric value for how much AP you have at
the time. The bar, when full, is completely yellow. As you take damage,
the bar will turn red and deplete to the left. If your mobile suit's AP
reaches exactly 0, it will no longer be able to move or shoot. If a
mobile suit's AP falls below 0 it will be removed from the battle.
]========================[Mission Walkthroughs]=======================[
---------
Mission 1
---------
Backstory:
Universal Century 0079, the Earth Federation has been at war with
the Principality of Zeon, but the battle has come to a stalemate.
Neither side having enough power to deal the decisive blow against the
other, the bitter war drags on. At a space colony named Green Noah in
the Bunch 1 region of Side 7, the mobile suit carrier White Base
arrives on it's mission to pick up the prototype mobile suits that were
being developed in secret there. But the secret seems to have gotten
out. As the White Base arrives, three Zeon Zaku II mobile suits
infiltrate the colony. Their pilots, Denim, Gene, and Slender survey
the surroundings. They discover a military convoy transporting the
Federation prototype mobile suits. Denim grows impatient with only
watching and decides to attack. An alarm is sounded to tell the
citizens of the colony to evacuate, and three teenage children, Amuro
Ray, Frau Bo, and Hayato Kobayashi flee to an evacuation shelter.
Slender reports to their superior officer, Zeon ace pilot Char Aznable,
to explain what Denim had done. Slender leaves to meet up with Char,
but Denim and Gene refuse to go. Along the way Amuro discovers one of
the new mobile suits. Climbing into the cockpit he fumbles with the
controls to try and get the new mobile suit, which it's instruction
manual referred to as "Gundam", to stand. Gene sees the new mobile suit
struggling to stand and moves in to attack it.
Item Crate Locations:
-There are no spare items in this mission.
Strategy:
This mission is easy. Your objective is to destroy the two Zaku II's
piloted by Denim and Gene. As the mission starts, Gundam will stand.
Simply walk forward until you get to the Zaku II's, make sure you are
facing towards them and standing next to them, and press the A button
to draw your beam saber and attack them. Each one will take about three
hits to be destroyed, which you should have absolutely no problem
doing. Just take this time to get used to the controls. After you
destroy the second Zaku II the mission will end.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------
Mission 2
---------
Backstory:
After destroying the two Zaku II's Amuro uses the Gundam to help
load the remaining two experimental mobile suits onto White Base. Char
commands his Musai carrier to begin a missile bombardment of the
colony. The citizens inside the colony begin to evacuate to White Base
and the captain of the ship Paolo Cassius is badly injured. He
instructs his subordinate Bright Noah to take command of White Base and
to get it out of Side 7. He inlists the help of a young women named
Mirai Yashima to pilot the ship. A young medical student named Sayla
Mass is also asked to help. White Base leaves port and Bright orders
Amuro to protect White Base with Gundam. Ryu Jose decides to launch in
one of the Core Fighters onboard White Base, despite his limited
experience. As White Base desperately tries to flee, Amuro is
confronted by Char "The Red Comet" Aznable.
Item Crate Locations:
-There is one blue E-PAC crate in the upper-right portion of the first
area.
-There is also a red MAG crate in the lower-left portion of the first
area.
Strategy:
The objective of this mission is to defeat Char Aznable and his
custom Zaku IIS. This can be quite a task if you don't use the
beginning of this mission to level yourself up before you run off to
fight Char. Make sure you take an E-PAC with you before you start the
mission. DO NOT TAKE A MAG. They are useless at this time since you
don't even have an A-Gun. When the mission starts, go to the right.
There will be three Zaku II's waiting for you there. Get into close
combat with one of them and destroy it. It will probably take four
hits. After it is destroyed the game will show Char and he will comment
on how powerful the Gundam is. When the view switches back to Gundam
you will level up and be taken to the Prime Points screen. You will
have four Prime Points to work with. I suggest putting three in CLOSE
ATTACK and one in ITEM. Make sure to take an extra E-PAC before you
leave the Prime Point screen. After you are done, select EXIT. The Zaku
II's will be much easier to destroy now that you've pumped your attack
up. Destroy the two remaining Zaku II's. Now head to the right to the
edge of the map. Move to the next section, but do not proceed any
further than the edge of the map. Stop at the edge and wait until your
next turn, then turn around and head back to the left back to the
screen you just came from. There will be another Zaku II there. Destroy
it and head back to the right map. Stop and go back to the left again.
Destroy the Zaku II that has appeared again. Lather, rinse, repeat.
After destroying a few Zaku II's you will level up again. You can do
this as long as you like. It is a quick way to gain much needed levels,
but after awhile you will only get two Prime Points per level. But
still it is a great way to get a jump-start on the enemy. If you get
low on AP, heal with an E-PAC. Should you forget to restock when you
level up, or if you run out of E-PACS, you will notice a small blue
crate in the upper right corner of the first area. By moving onto this
area you will pick up an E-PAC. There is also a similar red crate in
the bottom of the area, which indicates a MAG. Continue to level for as
long as you wish. You can even get you're A-Guns right now if you want
to by putting points into your SKILL ATTACK, but you really don't need
them right now. After you are satisfied with your level, I usually call
it quits around Level 6, proceed again to the area on the right. There
you will find a normal Zaku II, and Char's custom Zaku IIS. Destroy the
Zaku II first, and then move in to fight Char. Char likes to play hit
and run, and he has some neat tricks up his sleeves, but as long as you
leveled up during this mission you should be more than able to beat
him. After you do enough damage to him, he will retreat.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------
Mission 3
---------
Backstory:
With Char momentarily thwarted, the White Base crew prepares to go
to Earth. With the death of Paolo Cassius, Bright becomes the captain
of White Base. Char receives a shipment of new Zaku II's to attack the
White Base with, and plans to attack them at the critical moment when
they enter the Earth's atmosphere hoping to cause them to be destroyed
during re-entry.
Item Crate Location:
-There is a blue E-PAC crate on the left side of the second area.
Strategy:
This mission is pretty straight-forward. The objective is once again
to defeat Char's Zaku IIS. Make sure to assign your items on the Prime
Point screen before you launch. In the first area you will encounter
two Zaku II's. They have become slightly stronger since the last
mission so they may require two or more beam sword slashes to be
destroyed. Go down and enter the second area. There you will find two
more Zaku II's. Destroy them both. If you should need one, there is a
blue E-PAC crate on the right side of the area. Go down to the third
area. There you will find one Zaku II, and Char's Zaku IIS. Destroy the
normal Zaku II first before you try to tackle Char. As usual he has
some tricks up his little red sleeves. This time his Zaku II is armed
with a bazooka, which is capable of doing several hits at a time, and
knocking you backwards. Stay close to the edge of the map so you won't
be pushed back. Try to stay in close to Char and hack away. After three
or four hits he will retreat. But your problems aren't over yet. It
seems that your battle with Char has taken too long. Overwhelmed by
Earth's gravity, and unable to return to White Base, Gundam is pulled
into Earth's atmosphere...
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------
Mission 4
---------
Backstory:
After safely riding through Earth's atmosphere despite Char's dirty
plots, the White Base arrives on Earth. But all is not as well as they
think. Even though Char failed to destroy the Gundam, his plan had
worked perfectly. By harassing White Base through it's re-entry they
had forced them into North America, which is currently Zeon controlled
airspace. Char follows the White Base to Earth in a re-entry shuttle
and gets in touch with his old friend Garma Zabi, commander of the
North American forces and youngest son of the ruler of the Principality
of Zeon. What dirty tricks could they be planning?
Item Crate Locations:
-There is a blue E-PAC crate in the lower portion of the fourth area.
Strategy:
This is the first mission that you will launch with Kai Shiden in
the Guncannon, and Hayato Kobayashi and Ryu Jose in the Guntank along
with Gundam. Unfortunately, they are both only Level 2 and are vastly
under-powered when compared to the Gundam since they haven't had the
opportunity to level up like Gundam has. Before the mission begins be
sure to allocate Prime Points to Guncannon and Guntank, and gives E-
PACS to everyone. Once the mission starts it is imperative that you
prevent Guntank and Guncannon from taking damage. They will not be able
to handle much damage at first at their low levels, so you should
utilize the Gundam as a shield for them. Do not let Gundam attack any
enemies unless the Guntank or Guncannon are threatened directly. Using
Gundam as a shield you should let the enemies attack Gundam. Gundam
will be able to shed off the Zaku II's and Magella Attack Tanks like
they are nothing, but if you get low on AP heal with an E-PAC. Now
while Gundam is the focus of the enemy's attacks, take this opportunity
to fire upon the enemy with the Guncannon and Guntanks A-Guns. They
will slowly build up experience just from hitting the enemies with
their attacks. They don't have to make the kill to get all the
experience, as long as they are shooting they will gain levels. In the
first area there are four Magella Attack Tanks. Start off by walking
Gundam into the middle of the clearing on your right to lure the
Magella tanks to it. Next move the Guncannon and Guntank up a few
spaces to keep from being fired upon by a tank that will come from
directly south of them. After everyone is set up keep firing at the
Magella Attack Tanks taking turns between the Guncannon and Guntank.
After the four Magella Attack Tanks are destroyed move right to the
next area. Make sure that the first suit to cross over is the Gundam.
Once again lure the enemies into attacking Gundam, and then bring
Guntank and Guncannon onto the screen and let them destroy everything.
There are four Zaku II's in the second area. After destroying the Zaku
II's move on to the third area, repeating the process of drawing fire
with Gundam and attacking with Guncannon and Guntank. Destroy the four
Zaku II's in area three, and then move on to area four following the
same strategy you have for the last few areas. Destroy the remaining
four Magella Attack Tanks in this area and the mission will end. Should
you need it there is a single blue E-PAC crate on the bottom of the
fourth area. If you let your Guntank and Guncannon have a field day
they should both now be around level five.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------
Mission 5
---------
Backstory:
Suffering constant attack the White Base is forced into hiding in a
ruined city. Despite constant carpet bombing of the area, White Base
managed to escape detection by sitting in a destroyed football stadium.
With Char, Garma, and the forces of Zeon bearing down on them they
launch in a desperate offensive to save their own lives.
Item Crate Location:
-There is a blue E-PAC crate in the lower-left corner of the area
furthest to the left.
Strategy:
Make sure you distribute your E-PACS to your mobile suits before you
launch for this mission because you're sure as hell going to need them.
You start off in the second area of a four-area map. You start off
surrounded by four Zaku II's. Fire off shots with your Guntank and
Guncannon to try and do some damage before the Zaku II's get into close
range. After you finish the Zaku II's in the first area move your
Guntank and Guncannon to the area on the left. Destroy the four Zaku
II's in the area to the right using either the Guntank or Guncannon to
draw fire while the other fires at the enemy. Heal if necessary. After
you finish with that area, move the Gundam right to the third area.
After the four Zaku II's in area three are destroyed, select the
Gundam. Move the Gundam through area three and on to area four. There
are two Zaku II's in this last area. Destroy them both and Bright will
radio Kai and Hayato asking them to provide cover for White Base. They
will both leave, and Char will appear randomly in one of the areas.
Char is up to his old tricks again. He is easily capable of dealing 80
to 100 AP of damage with his bazooka. Try to stay in close range while
fighting him, and if you ever get below 100 AP use an E-PAC. After
dealing a few hundred damage to Char he will flee. Char will radio
Garma and tell him he found the location of the "Trojan Horse". Garma
takes his Gaw carrier to launch an attack on the White Base but
discovers that they are in fact behind him. White Base begins to attack
the Gaw and Garma commands to turn around and ram the Gaw straight into
White Base. As Garma heads towards White Base Char radios him and tells
him that it was nothing personal and he can blame his death on the
misfortune of his birth. The Gaw explodes and White Base escapes the
city.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------
Mission 6
---------
Backstory:
After the death of Garma Zabi White Base flees North America and
heads across the Pacific Ocean and into Asia. Char Aznable is placed on
leave by Dozul Zabi, commander of the Zeon space forces. Ramba Ral "The
Blue Star", another one of Zeons top aces is sent to Earth on a
Zanzibar to destroy White Base and avenge the death of Garma Zabi.
Item Crate Locations:
-There is one blue E-PAC crate on the left side of the right-middle
area.
-There is one red MAG crate on the right side of the left-middle area.
Strategy:
For this mission I suggest to increase the Gundam's CLOSE ATTACK all
the way to eight to get the fights over as quick as possible. AND DON'T
FORGET TO STOCK UP ON E-PACS! When this mission begins you will see
Ramba Ral in his Gouf standing next to the Gallop. He soon takes off to
hide in the desert. Compared to all the other missions you've done this
one is the toughest yet. It also has a decently large map. Not to
mention that every few turns the Gallop that Ramba Ral was with will
fire it's main cannons which will hit all allied and enemy mobile suits
that happen to fall under one of it's three screen-high templates for
around 80 damage. You start off in the top-right corner of the map.
There are three Zaku II's in the area. Use Guncannon and Guntank to
destroy them, and try to keep Gundam from taking damage, since you need
it in good condition for the later parts of this mission. Take the
Guncannon and Guntank to the next area on the right of where you start.
Destroy all four of the Zaku II's in this area. Proceed to take the
Guntank and Guncannon to the right-center area below the one they are
in. There are four more Zaku II's here. Destroy these four pests. There
is a blue E-PAC crate near the top of the left side of the area in case
you need it, but I suggest saving it for Gundam. Take Gundam down the
right side of the map, cross over into the right-center area of the map
and destroy the two Zaku II's there. There is a red MAG crate in the
lower right corner of this area. Take Gundam down into the bottom-right
corner of the map. There you will find Ramba Ral's Gouf and two Zaku
II's. Head directly for Ramba Ral to get him out of the way. After you
attack him, whether you hit him or not, he will flee to another area of
the map. Be cautious though, because Ramba Ral can hit for some serious
damage. After Ramba Ral leaves destroy the two Zaku II's that are in
the same area. After you wipe the desert with them it's time to track
down Ramba Ral. You will end up chasing Ramba Ral all around the
desert. Every time you hit him with Gundam he will run away and he will
go randomly to any of the areas except the one on the bottom-right. You
must engage him in close combat because A-Guns do little to no damage
to him. Chase him down and keep damaging him. After he takes enough
damage he will make a final stand and attack you instead of running.
Simply attack Ramba Ral to finish him off. But unfortunately things
aren't over yet... Bring Gundam to the bottom-right corner of the map.
You will find the Gallop. Ryu will crash his Core Fighter into the
Gallop to save Amuro, which will severely damage it. Just switch
between using Gundam, Guntank, and Guncannon to attack it. After taking
a long annoying beating the Gallop will be destroyed and the mission
will end.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------
Mission 7
---------
Backstory:
After crossing through Asia, White Base is contacted by General
Revil, commander of the Earth Federal Forces. He tells them of a plan
the Earth Federation has come up with to attack the Odessa mining
facility in Western Europe to severely weaken Zeon's resources. He
wants the crew of the White Base to provide support on the rear flank
of the main forces during Operation Odessa, and to provide as a
distraction to confuse the enemy, who believe that the Trojan Horse is
a key element to the Federation's strategy. They were sent a supply
convoy under the command of Lieutenant Matilda Ajan, and received
several badly needed supplies and spare parts, and some new
transformation components for the Core Fighter, enabling the formation
of the Core Booster unit. After the untimely death of Ryu, Sayla Mass
is assigned to pilot the Core Booster. But the White Base comes under
attack by a new foe before the supply core is able to retreat. The
special Zeon ace team, "The Black Trinary". A three-man team,
consisting of Gaia, Ortega, and Mash were brought in to strengthen
Odessa's defenses for the upcoming Federation attack.
Item Crate Locations:
-There are no spare items in this mission.
Strategy:
This mission is seething with enemies. To be able to move on you
have to clear out six of the nine mission maps. There really are no
right or wrong ways to go to accomplish this. Clear the area you start
in of the four Zaku II's that are there. Try to use Guncannon and
Guntank to absorb damage because you will need Gundam to have a few E-
PACS and a good bit of AP left for the end of this mission. Proceed to
the area to the right. Destroy the three Zaku II's and the Gouf you
will find here. Proceed straight up and destroy the four Zaku II's in
this area. Proceed up to the next area and destroy the four Zaku II's
you find. Go to the area on the left. Destroy the Gouf and three Zaku
II's you find there. Now, here you can either choose to finish the
mission, or kill lots of stuff to gain experience. If you just want to
get this over with proceed to the left again and destroy the one Zaku
II and two Goufs. If you want to get experience, go to every area and
destroy things until there is only one enemy left in every area. After
you are done playing, destroy one enemy in any area to clear it out and
meet your six-area quota. After that Bright will radio Gundam asking
for assistance. The Black Trinary are attacking White Base. Gundam will
take off to a new area to fight these new redneck foes. When Amuro
arrives he find the Black Trinary have already begun their attack. In a
drastic attempt to keep White Base safe, Lieutenant Matilda flies her
Medea between the Black Trinary and White Base... this valiant action
costs her her life. Amuro, enraged by the death of Ms. Matilda, engages
the rampaging rednecks. At the beginning of the battle, the Black
Trinary will disappear. If you need to do so, heal now, if you are good
on AP just move to end your turn. The Black Trinary will re-appear to
show off their flashy coordinated team attack, the "Jetstream Attack."
This attack will hit for around 60 damage every other turn. They will
separate and scatter after the attack hits. You should attack either of
the two that are directly next to you; the one in the middle has the
least amount of AP, so he should be your target. Once you hit one of
them they will scatter again. Wait a turn; heal if necessary and they
will return to do their Jetstream Attack again. After they finish
attack the same one you attacked last turn. Repeat the process
continuing to hit the same Dom every turn. After one of them is
destroyed they stop using the Jetstream Attack and will stick it out.
Attack the other Black Trinary Dom that is in close combat range, heal
if you need to because they can do around 60-90 damage per attack.
After the second Dom is destroyed go for the third. The third Dom has
an increased resistance to close range attacks. Try to use you're A-Gun
or get in close range and use Gundam's B-Guns to use the head vulcans
to bring this loathsome redneck down. After the last Dom is destroyed
the mission ends.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------
Mission 8
---------
Backstory:
After the successful conclusion of Operation Odessa the Zeon grip on
Earth is weakened. White Base is given orders to journey to Jaburo, the
Earth Federation's secret underground Amazon base in South America.
After a long trek across the Atlantic Ocean White Base arrives at
Jaburo. They are docked and are under-going repairs. But they are not
alone. Char Aznable has returned. Following White Base's movements he
discovers the location of the base. The Zeon begin to amass a huge army
of aquatic mobile suits to infiltrate Jaburo via the Amazon River.
Sayla Mass finds Char Aznable inside Jaburo. Char knows that Sayla is
really his sister, Artesia zum Daikun, revealing himself to be Casval
zum Daikun, the long lost son of Zeon zum Daikun, the original leader
of Side 3 before the Zabi family assassinated their father and took
political power for themselves, renaming Side 3 the Principality of
Zeon. Char escapes and the attack on Jaburo begins.
Item Crate Locations:
-There are no spare items in this mission.
Strategy:
You only get to launch with Gundam for this mission. Make damned
sure you stock up on E-PACS before you launch. There are no stop to the
enemies on this Mission. Every time you re-enter a screen you already
cleared out, the enemies will return as if you never destroyed them in
the first place. This is great if your taking your time to level up,
but if you're just trying to finish the damn mission it can get old
fast. When you launch you will see a GM walk up and start firing its
beam spray gun. A red Z'Gok S-Type will charge onto the screen and
impale the poor GM. Char will then fly to a different area. Your
objective is to defeat Char Aznable. Trot through the different areas
until you find him. When you do find him, or more like when he finds
you, attack him at close range. Much like Ramba Ral, whenever you
attack Char in close range combat he will flee, whether you hit or
miss. After Char takes off it is time to hunt him down again. Trudge
around the besieged subterranean fortress until you find Char, and
again get up close and attack him. Just keep this up. After taking a
few hundred damage Char will flee Jaburo and the Zeon will retreat.
With the invasion over, the Zeon are defeated. Suffering another loss
at the hands of Amuro and the Gundam, Char retreats back to his Mad
Angler submarine fleet. Back at Jaburo, the White Base receives a few
new surprises. A new pilot, Sleggar Law, a stubborn womanizing old
veteran, and a new Guncannon to replace the decommissioned Guntank.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------
Mission 9
---------
Backstory:
Returning to space, the White Base is sent on a mission to distract
enemy forces. Still believing that the White Base is critical to the
Federation's plans the Zeon and Char continue to hassle it drawing
their attention away from what is really happening. In the meantime the
Earth Federal Forces are amassing a large number of its mobile suit
forces and soldiers in space. The final battles of this war are drawing
near. A sure victor cannot be determined, but one thing is for certain:
The outcome of this war shall be decided in space.
Item Crate Locations:
-There is one red MAG crate in the top of the upper middle area.
-There is one red MAG crate in the lower-right portion of the bottom
right area.
Strategy:
Before you launch for this mission be sure to assign all of the
Prime Points to the new Guncannon, and I've probably drilled it into
your head by now but don't forget to assign items. Stick with Gundam
for this mission. When you start off there will be a Zaku II directly
below you. Go down to attack it before it gets an open shot at your
Gancannons. Destroy the next two Zaku II's that are in the area, and
move on to the area on the right. Destroy the three Zaku II's there.
Head down to the next area. Here you will encounter a Rick Dom that has
an extremely high resistance to physical attacks. From here on you will
be seeing many enemies that resist either physical attacks or ranged
weapons. Attacking this Rick Dom at close range with your beam saber is
generally a really dumb idea. You will never do more than 2 AP worth of
damage to it and it can counter-attack for 90-110 so it just isn't
worth it. Either destroy him with your A-Guns, your B-Guns, have either
Sleggar or Sayla bomb it with the Core Boosters, or destroy all of the
other enemies in the mission and come back at the end to deal normal
damage. A-Guns are the best way to go. After you destroy the nigh-
invulnerable Rick Dom finish the next two Rick Doms in close range. Go
to the lower-right corner and pick up the MAG and use it to replenish
the ammo you used on the Rick Dom. Move on to the area on the left.
Destroy the three Zaku II's in this area. Move on to the next area to
the left and destroy the next three Zaku II's here. Move up to the next
area and destroy the three Rick Doms that are there. After you are done
there move up to the next area. Destroy the three Zaku II's than take a
right to the next area. Destroy the three Zaku II's here and pick up
the MAG crate if you have room. Go to the right and destroy the last
three Rick Doms in this area. Amuro will notice something coming and
will take off alone. You will arrive in a new area and confront your
first mobile armor. The absolutely hideous, butt-ugly, nasty, meaner
than hell Zakrello. A giant smiley face with scythes for arms and a
scattering mega particle cannon in its mouth... If that isn't the very
picture of terror I don't know what is. This thing is truly evil. It is
much, much faster and can move much further than you can so outrunning
it is simply not possible. A-Guns don't do much for damage against it
so close range is you best choice. This thing is a monster in close
combat as well. It's scythe arms hit for 70-100 AP worth of damage,
with the added effect of knocking you back up to eight spaces. When the
battle starts heal if necessary, and fly up and engage it in close
combat. It will swat you with a scythe arm and send you across the
screen. From here fly over and sit in the left corner of the area. Wait
in the corner for the Zakrello to fly up to you and when it is right
next to you engage it in close combat again. Since you are at the edge
of the map, it's counter-attacks will no longer send you reeling across
space. Trade licks with it and be sure to heal if you get below 100 AP.
It should go down in little time at all. With the fugly menace
destroyed it is safe to return to White Base.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 10
----------
Backstory:
Stopping at the colony of Baldur Bay in the neutral area of Side 6,
White Base undergoes re-supply and repairs. Due to Side 6's neutrality
in the war fighting within the colonies perimeter is forbidden. Using
this to their advantage the White Base is able to shake off pursuit by
the Zeon, but a large force is gathering. Admiral Conscon has brought
in a massive fleet of Rick Doms and is waiting for White Base at the
border of Side 6.
Item Crate Locations:
-There is a blue E-PAC crate located in the bottom-left corner of the
bottom-left corner area.
Strategy:
What we have here is a slaughterfest, pure and simple. The objective
is to destroy all of the enemies. All of the many, plentiful, boatloads
of enemies. All Rick Doms. And remember the nigh-invulnerable Rick Doms
from the last mission that only took 2-4 damage from close attacks?
Yeah, well their back. Luckily they always appear in the same spots in
the top-right of the areas in which I note they are, so you can shoot
them before they have a chance to get to you. Remember to stock up on
E-PACS and at least one MAG before you launch and make sure you have
either Beam Rifle equipped on Gundam because the Hyper Bazooka is
nothing but trouble. "Why is the Hyper Bazooka nothing but trouble?"
you ask. Well you can't fire directly next to yourself, which is
exactly where the Rick Doms like to sit. So if you take the Hyper
Bazooka as you're A-Gun instead of the Beam Rifle you will be, for lack
of a better term, heat sword-raped. So take the Beam Rifle, okay. There
are four Rick Doms in the area you start off in. Stick with Gundam and
destroy them all. Heal when necessary. I can not stress how important
it is to keep an eye on your health during this mission. I suggest
healing if you get under 150 AP. Head to the area to the right. Destroy
the four Rick Doms that are here. Head down to the next area. There are
four more Rick Doms here, the one in the top right of the area is one
of the close range-resistant Doms, so use A-Guns and B-Guns to waste
it. After you finish with this area head to the left and destroy the
four Rick Doms here. Next head to the area to the left. There is
another physical attack-resistant Rick Dom in the top-right, so use
you're A-Guns and B-Guns to waste it and deal with the other three Rick
Doms in the area normally. Next head to the left (again) and destroy
the next four Rick Doms (again). Now for a change of pace go up. There
are three more normal Rick Doms and one more physical-resistant Rick
Dom in this area. I hope you know what to do with them by now. Head up
and find three more normal Rick Doms and one physical-resistant pain in
ye olde ass, and destroy them. Head to the right to the next area and
find three more normal Rick Doms and one more physical-resistant one.
Destroy them and head down. Find the four normal Rick Doms and destroy
them. Head up to the area you just came from and then head right.
Engage the four normal Rick Doms in this area, and once they are
reduced to debris head to the right to the final (Thank God) area. Take
out all your frustrations on these last four normal Rick Doms, give the
finger to this long annoying level, and once the last Rick Dom explodes
and the pilot screams his last words get on with the game... Stupid
Rick Doms... Later on board his Zanzibar, Char introduces his student
Lalah Sune, a powerful Newtype... but what exactly is a Newtype, and
what sway could they possibly have on this atrocious war.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 11
----------
Backstory:
December 24th, 0079. The Earth Federation has amassed the vast
majority of its space forces to attack the Zeon asteroid base of
Solomon. The Zeon struggle to keep hold of the fortress, but are
greatly outnumbered by the Earth Federation. In a final effort to
defeat the Federation forces Dozul Zabi, commander of the Zeon space
forces and second oldest son of the ruler of the Principality of Zeon,
launches in the experimental mobile armor Big Zam. Featuring a
devastatingly powerful mega particle gun, capable of annihilating
entire capital ships in a single blast, a multitude of smaller beam
cannons, and an I-Field generator, the Big Zam quickly evened the odds.
Item Crate Locations
-There is a red MAG crate on the right side of the fifth area.
Strategy:
Before you launch for this mission, go to Gundam's Prime Point
screen. For this mission you want to have Gundam's MOVE attribute at
eight. Take Prime Points out of some of the things you won't need that
much in this mission, such as your CLOSE DEFENCE, AIM DEFENCE, and
SKILL DEFENCE if you need extra Prime Points to increase your MOVE
with. Now stock up on E-PACS and launch. As soon as the mission starts
take Gundam and move it diagonally to the right and up. DO NOT PUT
GUNDAM IN THE MIDDLE OF THE SCREEN. You will die. Capice? So being sure
to keep Gundam on the right side of the screen, begin moving Gundam up
as far as you can every turn. DO NOT STOP TO FIGHT ENEMIES. Because you
will die. Capice? So move up area by area, going around and past any
and all enemies that get in your way because you don't have time to
stop and fight. Keep going up. There are nine areas in this mission,
all in a straight line, so just stay on the right side of the screen
while going up, avoiding enemies along the way, but making sure to stay
out the center area of the screen. Have you got that yet? After ten
turns, Big Zam will fire it's Mega Particle Gun. It will instantly
destroy anything that it touches, friend or foe. See I told you to stay
out the middle of the screen. Luckily the beam passes harmlessly
between the two Guncannons, but they aren't of much use in this mission
anyway. Continue going up, you have to make it to the area that Big Zam
is in before the next tenth turn, because next time you will be
destroyed no matter where you are. So there's no time to dilly-dally,
keep going up. If your MOVE is at eight you should get there with
plenty of time to spare. Once you arrive in Big Zam's area, Bright will
radio Kai and Hayato and they will leave. It's just you and the monster
mobile armor. When the fight begins, stay the hell away from Big Zam.
Just heal and waste a turn by selecting move, and moving no where. Big
Zam will jet up and then appear in the background and stop. Stay the
hell away from it again! Waste another turn. Big Zam will fire off all
of it's anti-aircraft lasers creating a large orb of instant kill
around itself. That's right. Instant kill. Every attack that the Big
Zam has will instantly kill you no matter what your life, your level,
or your defence is, hence why you are supposed to stay away when it
does that. Now that it is finished that attack you can go in to close
combat. If you want to you can use you're A-Guns, but I don't suggest
this. Close range is much easier to destroy Big Zam with. Using the A-
Guns you leave yourself wide open for Big Zam to sidestep into you and
blow you away, and there is only one spot on Big Zam that won't result
in you missing when you shoot at it. Unless you position the target
directly over the small gray rocket thruster under the mega particle
gun you're A-Gun attack will miss. So since it is so much easier just
stick with close range move directly in front of Big Zam so when it
comes back into the foreground next turn you will be positioned right
in front of the mega particle gun. End your move phase. Big Zam will
move back into the foreground and will be directly in front of you. Use
your close attack and Big Zam will flash white. After taking damage Big
Zam will sidestep randomly to either the left or the right and fire
it's mega particle gun. But not to worry, the sidestep it takes should
put you well out of range so you wont die. Simply move back in front of
the Big Zam on your next turn and attack it again. Continue doing this
until Big Zam jumps into the background again. Move off the screen away
from Big Zam, and wait until it comes back into the foreground to move
in to attack it again. Keep up this strategy and Big Zam will be
finished in no time. Once you have done enough damage to Big Zam,
Sleggar Law will crash his Core Booster into Big Zam's mega particle
gun. His sacrifice severely cripples the mobile armor, allowing time
for Gundam to leap into the air and impale the Big Zam, destroying it
and putting an end to the powerful menace.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 12
----------
Backstory:
After the Battle of Solomon, the remaining Zeon retreat. With Dozul
Zabi killed in action the asteroid Solomon comes under Federation
control and is renamed Konpei Island. But not all is well. Char Aznable
is back with his student Lalah, and they're looking for a bit of rough
and tumble in their new mobile suit and mobile armor. Using her
psychic-like Newtype abilities Lalah is able to control several small
independent laser pods called "bits". Able to control these bit weapons
with mere thought Lalah is able to decimate the Earth Federation
defenses at Konpei Island without even being close to the battle,
earning her the nickname "The Ghost of Solomon". The Earth Federal
Forces launch their main fleet to begin their attack on Zeon's last
line of defense, the asteroid fortress A Baoa Qu, but with the
increasing amount of attacks on the ships in transit Amuro, Kai,
Hayato, and Sayla are ordered to deploy to investigate.
Item Crate Location:
-There is one blue E-PAC crate located in the upper-left corner of the
upper-left area.
-There is one blue E-PAC crate located on the right side of the middle-
right area.
-There is one blue E-PAC crate located in the lower-left corner of the
lower-left area.
Strategy:
For this mission make sure you stock up on at least two MAGs with
Gundam before you head out. You can either destroy all the enemies
while chasing Char or go straight for Char while ignoring the enemies
to finish this part as quick as possible. Since it is preferable to
have as many ITEMS as possible for the end battle I recommend going
after Char only. From the beginning of the mission just take Gundam up
and into the area above where you start. Move up the right side of the
area and stop so you will have your maximum amount of move spaces
before you head to the next area. On Gundam's next turn head to the
next area to the right and move right to the middle where you will find
Char in his Gelgoog. Move next to Char and attack him in close combat.
He will take off to hide in another area. Make sure you get the first
attack on Char because if he gets the jump on you he can combine his
beam rifle and beam naginata for an attack that will easily deal over
200 AP in damage. Ignore the two Zaku II's and head back to the left.
Move through the upper-center area and then into the upper-left area,
where you will find Char in the center again. Attack him and he will
jet away. Char will almost always move between the two upper corner
areas, but he will occasionally appear in another area. Continue to
chase Char, while attacking him. If you should use an E-PAC, there are
two in this mission that you should pick up to keep you fully stocked.
After dealing enough damage to Char's Gelgoog, he will leave and Amuro
will follow him. Amuro finds Lalah in the Elmeth mobile armor and she
attacks. When the battle with Elmeth begins you will see a small pink
flower bud looking object. This is one of the Elmeth's bit weapons. The
bits are your targets, and you should attack them and only them. If you
attack the Elmeth itself you will deal 0 damage and feel like a dimwit
for wasting your precious turn. It is critical to watch your AP. Elmeth
is more than capable of dealing 300 to 350 AP worth of damage in
between each of your turns, so healing is necessary every two to three
turns. The bits themselves are tough little opponents. There are eight
bits in total that you must destroy. They're AP ranges from about 290
to 325, and some bits can only be damaged by A-Gun or B-Gun attacks,
while other bits can only be damaged in close range. Determining which
are which is frustrating, especially given the bits annoying habit of
moving frequently. For every one of your turns three bits get a turn,
or the Elmeth gets one turn. When the Elmeth does move and fire, the
bits will not attack that turn. Consider yourself lucky when this
happens because the Elmeth's cannons do not do as much damage as the
three bits combined attacks, plus the bits will not move allowing you
to keep track of which bits are which for one more turn. When the
battle does start use an E-PAC if you re under 350 AP and head straight
to the right and attack the closest bit in close combat, which is the
only way this specific bit can be harmed. Try and keep an eye on this
one bit and destroy it in close combat. Then move to the next closest
bit and as a test of what will harm it attack in close combat. If it
does normal damage continue to attack the bit in close combat, but if
it does pitiful to no damage switch over to A-Guns and B-Guns. This
strategy is extremely time and health and item consuming, but it is the
only way to go. Periodically during the battle Amuro and Lalah will
speak to one another. Amuro begins to discover that he has fledgling
Newtype powers as well. He and Lalah begin to discuss the wrongness of
the war and they both develop feelings for one another. After you
destroy all eight bits in one hell of a battle Char Aznable will return
in his Gelgoog. Char instructs Lalah to destroy Amuro because he is the
enemy. Torn between her loyalties to her captain and her feelings for
Amuro she withdraws. Char attacks Amuro. The fight is relatively easy;
just go blow for blow with Char in close combat. If your health is low,
heal. Hopefully you have at least one E-PAC left after the Elmeth
fight; but then again you may not need it. After you deal around 300
damage to Char's Gelgoog, Gundam cuts off the Gelgoog's right arm and
goes in for finishing blow. Elmeth flies back and pushes Char out of
the way saving him, but Gundam's beam saber impales the Elmeth's
cockpit and Lalah is incinerated. Taking this as an opportunity to
escape Char flees. Amuro can't believe he just killed Lalah. The
traumatic experience awakens Amuro's latent Newtype powers and he
swears he will get his revenge against Char. As Gundam drifts through
space the colony in the background fires a powerful beam. The Zeon's
new colony cannon super weapon, the Solar Ray, has been unleashed.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 13
----------
Backstory:
With the firing of the Solar Ray the Earth Federations main fleet
had been crippled. General Revil was killed in the attack along with
Degwin Sodo Zabi, leader of the Principality of Zeon. Both the fleets
of General Revil and Degwin Zabi had met and they had been working
towards a peace agreement to end the war. Fearing the war was only
bringing misery to his people Degwin sought to end it, but Degwin's
harsh and malicious eldest son, Gihren, wanted to drag the war on.
Claiming that Zeon would be victorious he ordered the Solar Ray super
weapon to be fired, killing his father and allowing Gihren Zabi to rise
up as the new leader of the Principality of Zeon. The bitter war
dragged on, and with Gihren refusing to back down the Federation
continued to amass a huge force for the final decisive attack on A Baoa
Qu. Finally as the month of December draws to a close the Federation
begins it's assault on the massive asteroid fortress.
Item Crate Locations:
-There is one blue E-PAC crate located in the upper-left corner of the
upper-left area.
-There is one red MAG crate located in the upper-left corner of the
upper-left area.
-There is one blue E-PAC crate located in the lower-right corner of the
lower-right area.
-There is one red MAG crate located in the lower-right corner of the
lower-right area.
Strategy:
This is a long mission, and it will provide your Guncannon team with
a great workout opportunity. Stock up all three suits with items
preferably four E-PACS and two MAGS and launch. From the beginning take
Gundam and move it up and off to the right so it won't come under enemy
fire. Try to keep Gundam from being harmed because he is going to need
as much health as possible later on. There are two Zaku II's to the
left of your Guncannons and two Rick Doms below them. Use the
Guncannon's A-Gun back cannons or the Beam Rifle to fire at them from
afar, but if and enemy should get into close range with either of them,
turn Guncannon so that they face their attacker and counterattack with
their B-Gun head vulcans. After the enemies in this area are done take
the Guncannons up to the next area. There are four Zaku II's here,
destroy them with you're A-Guns and B-Guns and if either Guncannon gets
low on armor points use an E-PAC. Move to the next area to the left,
only taking one Guncannon. Put the Guncannon in the lower right corner
of the area facing upwards. Fire at the enemies coming towards you with
you're A-Guns. There will be two Zaku II's that reach you first. One of
these Zaku II's will be invulnerable to A-Gun attacks, while the other
can be destroyed normally. Find out which one of the Zaku II's is the
A-Gun-resistant one and then bring Gundam up and over to the area and
destroy it with Gundam's beam sabers. After that Zaku II is destroyed
retreat Gundam back to the previous area and use Guncannon to destroy
the last Rick Dom. Move Guncannon to the next area on the left. This
area has no enemies in it, but it does contain an E-PAC and a MAG.
Remember this area because you might need those items later. Move your
Guncannon team down to the next area. Destroy the four Zaku II's here
and then move on to the next area on the right. Stop at the border near
the top and you will be attacked by a Rick Dom that is impervious to
ranged weapons. Go and get Gundam and move it to the area with your
Guncannons. Use it to destroy the ranged-resistant Rick Dom and then
move Gundam back to an already cleared area. Use the Guncannons to
destroy the remaining Rick Dom and two Gelgoogs in this area. When you
are done move your Guncannons down to the next area. Destroy the Rick
Dom, Zaku II, and two Gelgoogs you find in this area. Move the
Guncannons to the next area on the right. Destroy the two Gelgoogs and
the two Zaku II's that attack you here. One of the Zaku II's seems to
be incredibly weak against ranged attacks, in fact one hit will usually
instant kill it. After this move your Guncannons down to the next area.
Destroy the four Gelgoogs that comes at you and if you need some, grab
the E-PAC and MAG in the corner. Move your Guncannons to the next area
to the left. There are two more Gelgoogs and two Rick Doms, destroy
them and head to the area to the left. Here you will be attacked by two
Gelgoogs and a Zaku II, and another ranged attack-resistant Zaku II.
Once you find which of the two Zaku II's is the resistant one it's time
to bring Gundam down again. Use Gundam to dispatch the pesky Zaku II to
the big mecha graveyard in the sky and then fly Gundam over to one of
the areas that had the E-PACs in the corners. Use one of Gundam's E-
PACS and pick up the spare in the crate so that Gundam has full AP and
full ITEMS. Then move the Guncannons up to the area above the one they
are currently in. Destroy the two Gelgoogs, one Rick Dom, and Zaku II
in this area. Move Guncannon up to the next area. Destroy the Zaku II
that comes towards you and Kai will transmit a message to Amuro. Hayato
and Kai head back to guard White Base, which has received engine damage
and must make an emergency landing on A Baoa Qu. Gundam heads off to
investigate a new mobile suit that is giving the frontlines a
thrashing. When Amuro arrives he finds Char at the helm of the
prototype Newtype mobile suit, the Zeong. Be forewarned... Just because
a mobile suit doesn't have legs don't mean it can't kick your ass. The
Zeong is a powerful monster of a mobile suit and with Char at the wheel
with his newly discovered Newtype abilities means your in for one hell
of a fight. Char and Amuro will both blame each other for Lalah's death
and Char will bum rush you. He will get the first attack. Notice that
it hurts like hell, but hopefully you had full AP, right? Now, DO NOT
ATTACK THE ZEONG DIRECTLY! DO NOT! You will deal 0 damage to it. So
just don't do it. This fight is executed much like the Elmeth battle
from the last mission, for now just run away from the Zeong. It will
hopefully launch it's two hands which fly towards Gundam and deliver a
laser attack, which is good for about 40-50 damage per hand. That's a
lot more affordable than the 200-300 damage plus knockback the Zeong
does to you. Use you're A-Guns to fire at the hands. They have over 500
AP apiece and rarely stay out for more than two turns. When they return
just continue to run way from the Zeong until it launches them again.
When you do finally destroy both of the hands it is time to go to work
on Zeong's main body. Stay in close range and assault Zeong with the
beam saber. If you ever get below 300 AP heal. If you have an E-PAC or
two you will be fine. Just keep hitting it. After about 800 damage the
Zeong will fly away. Amuro will give chase, and Char and Amuro both
start firing at each other frantically. Char manages to score a hit on
Gundam, which totally destroys its left arm, but Amuro manages to hit
the Zeong square in the chest destroying the mobile suit. But surprise,
surprise! Unlike other mobile suits that have a chest cockpit, the
Zeong's cockpit was in the head. Char ejects the Zeong's head from the
main body and using the element of surprise fires the Zeong Head's mega
particle cannon and removes Gundam's own head. Char escapes in the
Zeong Head while Amuro's headless one-armed Gundam fires erratically at
the fleeing Red Comet. As Char heads towards A Baoa Qu, he decides
Amuro is too dangerous to be allowed to live and that he will kill him,
Amuro decides to follow Char and settle the score once and for all.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 14
----------
Backstory:
As the battle rages on outside Gihren Zabi is confronted by his
sister Kycilia. Enraged that he could so cold-heartedly kill their
father she executes Gihren on the spot with a bullet to the head. She
assumes the regency and as the battle worsens she decides that she will
evacuate A Baoa Qu. White Base has been severely damaged and is being
evacuated and abandoned on A Baoa Qu. As the battle begins to turn
against the Zeon Amuro chases Char into A Baoa Qu in the damaged Gundam
for his last stand against Char and the remaining forces of Zeon.
Item Crate Locations:
-There are no spare item crates in this mission.
Strategy:
Fill up on E-PACs and MAGs when the mission begins. If you look at
your special attacks list you will notice that you no longer have use
of any of them. Fear not though, this mission is a cakewalk compared to
the last few. Move forward and destroy the Gelgoog and Rick Dom in this
area. Move to the area to the right and destroy the Gelgoog and Zaku II
here. Heal with an E-PAC if necessary and continue down to the next
area. Destroy the Gelgoog and Rick Dom that are in this area, and
finally move to the area to the left. Destroy the two remaining
Gelgoogs and Amuro will boost off. Amuro will land in another area of
the factory. He senses something with his Newtype powers and decides to
abandon Gundam. He jumps out of the cockpit and as Gundam continues to
walk forward the Zeong Head appears. Char executes his trap and as he
fires at the mangled RX-78-2 it's Learning Computer kicks in and using
the skills it had picked up from Amuro it strikes a pose and fires the
final shot. As the beam from the Zeong rips through Gundam's right arm
and leg the blast from Gundam destroys the Zeong's Head. But Char
manages to leap from the Zeong Head to safety as Gundam collapses over.
As they fight one another Sayla senses the distress Amuro and her
brother Char are in with her own developing Newtype powers. Refusing to
give up, Amuro and Char attack each other with their swords. As they
fight Char stabs Amuro in the shoulder and Amuro breaks his sword on
Char's helmet. Sayla rushes in to break up the fight and as she
consoles the two feuding men as massive explosion rocks A Baoa Qu. Char
tells Sayla to escape while Amuro is thrown away by the blast. Sayla
asks her brother to come with them but Char declares that he has some
unfinished business to take care of. Removing the mask he used to hide
his face and his true identity Char rushes off. He finds the Zanzibar
that Kycilia Zabi is trying to flee in. He takes aim with a rocket
launcher and fires directly into the cockpit of the Zanzibar killing
the last remaining member of the Zabi family and finally avenging the
murder of his father. As the escape pod of White Base drifts through
space the battle begins to die down. The Federation is victorious, but
the crew wonders about what could have happened to Amuro. As explosions
continue to erupt from A Baoa Qu Amuro manages to free the Core Fighter
from Gundam's wrecked and mangled body. Low on fuel he takes it as far
as it can go before he jettisons it and free floats through space.
Amuro asks Lalah to show him the way and he fins the White Base's
escape pod. The One Year War has now ended...
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 15
----------
Backstory:
October 9, 0079. Towards the end of the One Year War the Earth
Federal Forces began to develop several new high performance units to
bolster their ranks. These newer units were all given the name Gundam
in homage to ace pilot Amuro Ray's Gundam. This is the story of one
such Gundam unit. The RX-78XX Gundam Pixy. As the Gundam Pixy sits in
dry-dock at a Federation Base located in the Gobi Desert, Bork Cry,
Captain of the Albatross Transport unit and Major Nakuto Gadisshu stand
around discussing the philosophy of war. Bork says that his philosophy
is that his team is more important than the mission, but Nakuto argues
that the mission is much more important. As they continue to argue a
crack team of Zeon soldiers monitor the base. The Wolf Gar Team, led by
Zeon Captain Henry Boone, plans to infiltrate the Federation's base in
the Gobi Desert and capture the Gundam. He is accompanied by a team of
Zaku II's piloted by Martin Hagar, Ray Hamilton, Lester Carrot, and
Saki Graham, while Henry leads the unit in his Efreet. As the Zeon
launch their attack Federation pilot Daba Soy runs to tell Bork that
the Zeon are attacking. They decide to grab two Guncannons and head off
the attack themselves.
Item Crate Location:
-There are no spare item crates in this mission.
Strategy:
Depending on how much you leveled up your Guncannons greatly
influences this mission. If you got them to at least above Level 15 you
should do okay... not great, but okay. If they are around Level 20 you
should absolutely rule this mission. Be sure to stock up an E-PACs and
a MAG or two. When you begin the mission the Zaku II's and the Efreets
will take off and split up. From the beginning walk forward to the
right. Attack the first Zaku II you find. Get up close and use you're
A-Gun beam rifle and B-Gun head vulcans. After you do a few hundred
damage Lester will jet off. Move down and attack the next Zaku II in
the same way. After dealing enough damage it will take off to the next
area also. Ignore the Efreet for now and cross over to the area to the
right. Here you will find Lester again. Deal about 200 damage to him
and he will leave for good. Head back to the area on the left and
attack the Efreet. The Efreet is pretty tough, just get up close and
use your beam rifle to blast him. Henry's Efreet will take about 500
damage before it takes off. Daba will wonder where the other two Zaku
II's went. Ray and Saki have infiltrated the Federation's base and are
searching for the Gundam. They have it in their sights but Henry calls
for them to retreat for now.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 16
----------
Backstory:
With their mission to infiltrate the Albatross Base a success the
Wolf Gar team radios for the main Zeon mobile suit force. The Zeon
begin Operation Desert Dragon and begin to mobilize. With the Zeon
force rapidly approaching the Albatross Team realizes that two
Guncannons will not survive against such a large force. Bork decides to
take the Gundam Pixy out while Daba Soy and Sana Nima provide cover in
the two Guncannons.
Item Crate Location:
-There are no spare items in this mission.
Strategy:
Make sure to stock up on items. Since this will be your first launch
with the Gundam Pixy you should try and manipulate the Prime Points in
it's CLOSE ATTACK and SKILL ATTACK to access any skill attacks you may
want to use. Of course you are starting from 0% again, so you'll have
to build up the close combat skills again, but this time the
combinations are much harder to use. When using the Gundam Pixy you
will sometimes notice that it will receive an increase in its attack
power. This is denoted by the words "Attack Up" appearing above Gundam
Pixy's head. When you launch just waste a turn. A Gouf will charge
towards you. Use you're A-Guns to waste this Gouf because it is
resistant to close ranged attacks. Destroy the remaining three Zaku
II's and one Gouf however you wish. Move Gundam Pixy to the next area
on the right and destroy the two Zaku II's near the top-left in close
combat. Move to the right and destroy the Gouf in the corner. Then move
down and destroy the next Gouf in the lower-right corner, and finally
the last Gouf is in the lower-left area. Destroy it and move down to
the next area. Destroy the Zaku II you find and then mover to the
upper-right corner. Here you will find another close-combat resistant
Gouf. Use you're A-Gun sub machinegun to make short work of it. Move
down and destroy the next Gouf and Zaku II. After they are destroyed
move on to the next area on the left. Destroy the first Zaku II you see
there in close combat. Move the Gundam Pixy all the way to the left.
You will find another physical resistant Zaku II. Use you're A-Guns to
waste it like nothing. Destroy the next two Zaku II's in close combat.
Move back up to the first area and you will notice that the enemies
have reappeared, including the physical resistant Gouf. Destroy the two
Goufs and two Zaku II's again, just like before. Move to the area to
the right and destroy the two Zaku II's just like before. After the
second Zaku II bites the dust you will meet your enemy quota and the
mission will end with the Zeon retreat.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 17
----------
Backstory:
Upon returning to the base, Bork is scolded by Nakuto for taking the
Gundam Pixy out without permission. The Wolf Gar Team continues to plot
in the desert. They decide to launch another attack on the Gobi Desert
base. Daba rushes in to tell everyone the Zeon are attacking again.
Nakuto decides to allow Bork to become the temporary pilot of the
Gundam Pixy to stem off the Zeon attack.
Item Crate Locations:
-There are no spare items in this mission.
Strategy:
Make sure to pack your items, kids. When you start off you will be
in an empty area. The Wolf Gar team is lying in ambush in the desert.
Head straight down and enter the next area below. Here you will find
the Wolf Gar Team. The Efreet will be the first one you find, but
ignore it and run past it. Head to the bottom where you will find all
four of the Zaku II's. Take care of them one by one in close combat and
they will boost away to hide elsewhere in the desert. After the four
Zaku II's have left, engage the Efreet. This guy packs one helluva
punch, and you will probably have to heal during your fight. After you
do enough damage to it the Efreet will boost away. Now it's time to
hunt down the four Zaku II's. Do an area by area search to find them,
and once again, ignore the Efreet, which will always be in the lower-
right corner area. Once you find one of the Zaku II's attack it and
after dealing enough damage it will once again flee. You will have to
find each Zaku II two times. After defeating each Zaku II twice go to
and deal with the Efreet. The Efreet is best dealt with by using you're
A-Gun skills. It can take almost 1000 damage! Using the Multi-Shot A-
Gun skill you should be able to deal about 400 damage per turn so you
should be able to chase him off. After you do enough damage to it, the
Efreet will flee and the Albatross Team will return to base.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 18
----------
Backstory:
Disgusted by their previous failures to capture or destroy the Earth
Federation's new model Gundam, the Wolf Gar Team goes back to plotting.
They decide to attack again. Back at the Federation Base, Bork and Sana
stand around chatting. Daba and Nakuto run in to tell them the Zeon are
attacking... again... The Albatross Team runs off to prepare their
mobile suits for combat once again.
Item Crate Locations:
-There are no spare items in this mission.
Strategy:
Once again make sure to stock up on items before you launch. The
area you start in will be deserted, just like the last mission. Bring
Gundam Pixy to the top-right corner of area one and stop before
proceeding right to the next area so you have the maximum ammount of
moves when you do cross over. On Gundam Pixy's next turn cross to the
area on the right. Keep going straight right at the top of the screen
until you run into the Efreet and the four Zaku II's. Get into close
combat with the nearest Zaku II and swing away. After doing enough
damage to them they will fly away as usual. After one flies the coop
move to the next nearest Zaku II. Save the Efreet for last. Heal if you
get below 200 AP because they can hurt you bad enough with normal
attacks to kill you if you aren't wise about your health. After the
fourth Zaku II jets off, engage the Efreet. Get into close combat just
to avoid it combo-ing it's shotgun and heat saber for uber damage. Do
not attack the Efreet in close range. Use you Multi-Shot A-Gun skill
instead because you will deal more damage. Efreet has in excess of 2000
AP so plan to be shooting at it for awhile. Make sure you heal, because
Efreet is a deadly foe. Any less than 200 AP and you better heal or you
will more than likely be killed. You will spend at least two E-PACs in
the Efreet fight alone. Thankfully once the Efreet leaves it is gone
for the remainder of the mission. Now it's time to go Zaku hunting.
Switch over to your Guncannon teams, who should still be twiddling
their thumbs in area 1. Here you will find two of the Wolf Gar teams
Zaku II's. Get close to them and blast away with you're A-Guns and B-
Guns. A word to the wise. Saki's Zaku II (the one with the bazooka) is
capable of dealing MAJOR damage. It can do a multi-hit attack with
knockback. This attack is very damaging. In fact if you are hit by it
twice in a row without healing, you will be destroyed. So stay in close
range with all of the Zaku II's. Martin's Zaku II on the other hand has
a staggering amount of AP. It takes quite a beating, and will give you
a good thrashing while he's at it. Compared to the other two, Ray and
Lester's Zaku II's are pretty much a simple game of trading licks.
After dealing with the two Zaku II's in area 1 with your Guncannon
team, they will again boost off. Who woulda thought? Take Gundam Pixy
and head to the next area on the right. This area may be empty at this
time. If so continue on to the next area on the right. Here you will
find two more Zaku II's. Engage them both and beat on them until they
fly away. Next take your Guncannon teams again. If there are no Zaku
II's in the first area move them to the second area to their right.
Engage the Zaku II you find here. If it is your second time fighting
either Lester or Ray's Zaku II, they're mobile suits will be destroyed
and they will die. The second time you fight Saki and Martin they will
fly away. Bring Gundam Pixy back to the left. Engage any remaining Zaku
II's you find. After you defeat all four Zaku II's twice the mission
will end.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 19
----------
Backstory:
The Wolf Gar Team, with half of their unit killed in action, decides
to launch a surprise attack on the desert base in the dead of the
night. Determined to avenge their teammates or die trying they move out
towards the Federation's Gobi outpost.
Item Crate Location:
-There is one blue E-PAC crate in the bottom of the left area exactly
where the Gundam Pixy starts at.
Strategy:
Bork will be launching alone in Gundam Pixy for this mission. Make
sure you stock up on E-PACs and at least one MAG. When the mission
starts waste a turn standing still. The Efreet will charge you and get
the first hit, but he's lost some of his punch since last mission, only
doing around 100-120 damage instead of the previous 200, but also
gaining a slight bit more defense. Again, just use you're A-Gun Multi-
Shot Skill to defeat the Efreet most effectively. It will most likely
take eight uses of it to get the Efreet to take off, so you will have
to use one MAG and one E-PAC during this fight. After you do about 2000
damage to it the Efreet leaves, and Martin's Zaku II will charge you.
Martin is pretty tough. Your attacks will miss A LOT, and he has a ton
of AP to boot. Once you deal a few hundred damage to him Martin will
boost off. Walk Gundam Pixy forward and you will step off of an E-PAC
you were standing on. Step back onto it to pick it up. You'll need it.
Go up and find Saki's Zaku II. Engage it in close combat as well and
after dealing a few hundred damage to it, it will boost off to the next
area. Head up and to the right to the next area. You will find Saki and
Martin's Zaku II's hiding in between the two buildings in the center.
Boost over the building and attack them in close combat. Hit Saki about
three times to do enough damage to get her to boost away again.
Martin's Zaku II will take five or six hits before he boosts again.
When they have both boosted away, head back to the area on the left.
You will find the two Zaku II's in the upper-left corner. After hitting
Saki another few times she will boost away to the second area. Martin
on the other hand will be destroyed this time. Follow Saki back to area
2, where she will be hiding in the lower-right corner. After hitting
her three more times she will boost back to area 1. You will find her
in the upper-right corner. After hitting her twice she will boost back
to area 2. Go back to area 2. She will be waiting in the lower-left
corner. Hit her once and her suit will be destroyed... To bad, she was
kinda cute. But what was that thing that flew out of the Zaku II as it
exploded? Oh well no time to check now, there's dirty work afoot.
Gundam Pixy will boost off to chase the Efreet. Efreet lands by a
landing strip where a Madea is preparing to take off. Daba and Sana are
guarding it with the two Guncannons but the Efreet kills them both just
as Gundam Pixy arrives. As the Madea takes off Bork swears he'll get
revenge for his friends.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
----------
Mission 20
----------
Backstory:
Standing on the now deserted runway in the middle of the
Federation's Gobi Base the Gundam Pixy is squared off against the
Efreet. Mad at the death of his friends at the hands of Henry Boone,
Bork swears he will get his revenge. Henry belittles Bork for letting
his friends stand between him and the mission. Bork says that his
friends are more important than some damned mission and the Efreet
boosts away with the Gundam Pixy hot on it's heels.
Item Crate Location:
-There are no spare items in this mission.
Strategy:
At the beginning you will be taken to the Prime Points screen, stock
up on your items. Take six E-PACs. You're going to bloody need them.
Also make sure that all of your ATTACK attributes are at eight, and
that your close defense is also at eight. Now go. When the fight
begins, head straight for the Efreet. Get right in close range to keep
him from doing his shotgun/heat sword/run away combo. Get close to him
and drain the ammo in your sub-machinegun into his ass. After it's
empty just beat on him with your beam knives. Heal if you get below 200
AP. After taking a few hundred damage Henry and Bork will start to
argue about the philosophy of war again. Henry will boost off to the
second area. Follow him, you will find him in the center of the area.
Get close to him all in one move to keep him from using hit and run
tactics. After dealing another 500 or so damage to the Efreet, Bork and
Henry will begin to argue again. Henry will boost away back to area
one. Return to area one, and head to the center and begin the slugfest
with Efreet again. After giving Boone another good thrashing he will
gain boost off to the second area. Chase him down. He will be near the
center of the area on the right side of the building. Beat on him a few
more times and Henry will speak his last as the Efreet goes up in
flames. Bork bails from the Gundam Pixy. He finds Saki Graham in the
desert. He offers to help her and as he lifts her to her feet and helps
her walk across the desert... TO BE CONTINUED!!!! Or not... It's been
almost nine years, and no sequel, but hey there is another ending. In
case you were dumbass enough to not heal and get your ass stomped by
the Efreet, you get an extra ending where Henry Boone decides he is
going to try and get a transfer to Solomon... Yeah the ending where you
don't die horribly is better... Oh well, congratulations, you've just
beaten Cross Dimension 0079. Go have a drink or something!
]============================[Characters]=============================[
Due to the appearance of several characters that are unique only to
this game, I have devised a brief description of every character that
appears in this game. They are divided into two groups. One for
characters from Mobile Suit Gundam and the story of White Base and it's
misfit ragtag crew versus the forces of Zeon, and a second section
devoted to the unique characters from Gundam Cross Dimension.
Mobile Suit Gundam Characters List
----------------------------------
---------
Amuro Ray
---------
A civilian boy that happens to find the experimental mobile suit
Gundam. Amuro is a child prodigy of sorts. He is an extremely gifted
mechanic, and can build almost anything. Amuro is soon enlisted into
the Earth Federation as the permanent pilot of the RX-78-2 Gundam. He
develops a rivalry with Zeon ace pilot Char Aznable, and by the time
the war ends Amuro has realized he is a Newtype and is the Earth
Federal Forces second highest ace pilot.
-----------
Bright Noah
-----------
Bright Noah is the young captain of the White Base. He is a stern
disciplinarian and never resists giving any of the crew a good ol'
anti-insubordination boot to the head to keep things running smoothly.
-------
Frau Bo
-------
Frau Bo was Amuro's neighbor on their home colony. After it came under
attack everyone evacuated to White Base, where she was soon put into
place as a crew member. She does most of her work delivering rations
amongst the crew and occasional communications and radar work. She is
always cheery and tries to keep up a good mood amongst the crew.
----------------
Hayato Kobayashi
----------------
Hayato was also a resident of the colony that was attacked by the Zeon.
He evacuated to White Base and became the pilot of the Guntank.
----------
Kai Shiden
----------
Kai is a pessimistic guy. He always has to put in a smartass remark
about the current situation, which usually earns him a punch in the
chops from Bright. Regardless of his bad outlook he is forced to become
the pilot of the Guncannon.
--------
Ryu Jose
--------
Ryu is a Federation officer that was stationed aboard White Base. He
often piloted the Guntank with Hayato, but met his demise when he took
his Core Fighter out to save Amuro from being killed in an ambush.
----------
Sayla Mass
----------
Her real name is Artesia zum Daikun. Sayla is the lost daughter of Zeon
zum Daikun, the original founder of Zeon, and sister of Char Aznable,
and the Zeon ace pilot known as The Red Comet. When their father was
assassinated they were smuggled into hiding. They were kept safe by
Jinba Ral, the father of Ramba Ral, until they went their separate
ways. Sayla soon joined the Earth Federal Forces after the colony she
was studying at was attacked and she later became the pilot of one of
the White Base's Core Boosters.
-----------
Sleggar Law
-----------
Sleggar Law was a skilled Federation pilot assigned to White Base
during their stay at Jaburo. He is a loud-mouthed flirtatious jerk, and
the women of White Base hated being around him. He met his end at the
Battle of Solomon.
------------
Matilda Ajan
------------
Commander of the Madea Supply Core Matilda is the poster girl and an
object of infatuation for the guys of White Base crew. She gives her
life to defend the White Base from the attacks of the Black Trinary.
-----
Denim
-----
One of the three Zeon pilots who serve under Char Aznable during the
infiltration of Side 7. He is killed by Amuro Ray's Gundam.
----
Gene
----
The second of the Zeon pilots who infiltrated Side 7. Much like his
counterpart he also met his end at the hands of the Gundam.
------------
Char Aznable
------------
A skilled pilot for Zeon he is soon given ace pilot status. His custom
red on dark red mobile suits are feared by the Earth Federation pilots.
Char is the brother of Sayla Mass and the lost son of Zeon zum Daikun.
His real name is Casval zum Daikun but at a young age he ran away from
his caretakers and enrolled in the Zeon Training Academy. There he met
and befriended Garma Zabi, the youngest son of the Zabi family. Char
graduated at the top of the class. He later formed a harsh rivalry with
Federation pilot Amuro Ray. He seeks to kill the remaining members of
the Zabi family for the murder of his father.
----------
Garma Zabi
----------
The youngest son of the Zabi family, Garma Zabi is placed in charge of
the Zeon's North American forces. He befriended Char during his days at
the academy, an alliance which proved fatal when Char tricked him into
flying into the White Base's line of fire.
---------
Ramba Ral
---------
Another Zeon ace pilot known as the Blue Giant. Ramba Ral was charged
with the orders to destroy the White Base and avenge the death of Garma
Zabi. He was not successful and he lost his life in battle.
----------------------
Gaia, Ortega, and Mash
----------------------
A Zeon team of three ace pilots, they formed a unit known as the Black
Trinary. They were transferred to the Ukraine to help bolster the Zeon
defenses during Operation Odessa. They encountered the Gundam, and
despite their flashy high speed Jetstream Attack they all were killed.
-------
Conscon
-------
The chubby purple-haired leader of the Conscon Fleet. He is killed
after his entire Rick Dom Fleet is wiped out by the White Base.
------
Dmitri
------
This ugly buck-toothed dork is the pilot of the mobile armor Zakrello.
You can almost see the resemblance between them. He takes the Zakrello
out despite orders not too and gets killed by the Gundam.
----------
Dozle Zabi
----------
The second oldest son of the Zabi family, Dozle is the commander of
Zeon's space forces. As a last ditch effort he takes out the Big Zam
mobile armor and manages to cause severe damage to the Federation
before he is brought down by the Gundam.
----------
Lalah Sune
----------
Lalah Sune was the top student at Zeon's Flanagan Institute, a special
facility that studied Newtypes. She was given to Char so he could
develop her into a soldier. Using her strong Newtype powers she can
control the bit weapons on her mobile armor Elmeth. She meets Amuro and
develops a relationship with him, but during a skirmish Amuro
accidentally kills her when she saves Char.
------------
Kycilia Zabi
------------
The daughter of Degwin Zabi, she is the commander of Zeon's Special
Forces. She meets her demise by a bazooka shot to the head courtesy of
Char Aznable.
Gundam Cross Dimension Characters List
--------------------------------------
--------
Bork Cry
--------
A 28 year old experienced fighter pilot turn mobile suit pilot, Bork
has been the best pilot in every unit he has been in. Unfortunately he
has a habit of disobeying and disagreeing with his superiors quite
often and has been demoted to the Albatross Transportation unit because
of this. Bork strongly believes that his friends are more important
than his mission, a view that his superiors do not share with him. Bork
is soon appointed to pilot the Gundam Pixy.
--------
Daba Soy
--------
A former police officer from Hong Kong, Daba was drafted and became a
mobile suit pilot. Daba is good friends with Bork and strongly believes
his philosophy of friends being more important than the mission, but
unlike Bork, Daba does not like to disagree with his superior officer.
---------------
Nakuto Gadisshu
---------------
Nakuto is the commander of the Albatross base in the Gobi Desert. He is
said to be related to General Elran, a Federation officer who spied for
the Zeon during Operation Odessa. Nakuto was also suspected of treason
because he held back his troops during the attack. He was transferred
to the Albatross base because of this. He is a conservative leader and
strongly disagrees with Bork's philosophy about war.
---------
Sana Nima
---------
Sana once served at a base in Russia. When the base came under attack
Sana chose to escape rather than fight. He was eventually apprehended
and charged with desertion in front of the enemy. After he served his
sentence Sana was transferred to the Albatross Team in the Gobi Desert.
-----------
Henry Boone
-----------
The leader of the Wolf Gar Team, Henry Boone is the talented pilot of a
rare Efreet mobile suit. He received the fourth unit out of the total
eight that were produced. He was a very successful military officer and
had an excellent combat record. At one point he was even appointed as a
personal bodyguard to Kycilia Zabi, but when rumors surfaced that he
was connected to an assassination plot against the Zabi family he was
quickly demoted.
------------
Martin Hagar
------------
Martin is a man who rarely thinks of others over himself. He is the
black member of the Wolf Gar Team, and he is blind in his left eye due
to an injury he received during a bar fight. He used to be an old
school friend of Henry Boone and was also charged with the same
assassination plot as Henry. He was demoted to the Earth forces. He was
placed in charge of training new recruits but his method was so
dangerous and punishing that at least eight trainees were killed. He
was then transferred to the Wolf Gar Team.
------------
Ray Hamilton
------------
Due to Ray's girly appearance, blonde hair, pudgy cheeks, and delicate
features a rumor was started by fellow cadets at the Zeon Training
Academy that Ray was a homosexual. Ray tracked down the two men who
started the rumor and murdered them both. Ray is an exceptionally
gifted pilot and is a valuable member of the Wolf Gar Team because of
his great abilities.
-------------
Lester Carrot
-------------
With a slim face and bright orange hair, carrot seems like a fitting
name for this goon. Lester lived a life of burglary and murder before
he was finally apprehended and imprisoned. Due to his great piloting
skills and flawless academy records he is sprung by Henry Boone and
becomes a member of the Wolf Gar Team. Lester has the habit of causing
trouble just by opening his mouth.
-----------
Saki Graham
-----------
Saki joined the Zeon mobile suit forces after her brother was killed in
battle. She tried to apply for the Ramba Ral unit, but her request was
denied and she entered the Wolf Gar Team. She is an expert at
analyzation, and often works as Henry's secretary when not in combat.
She is the only member of the Wolf Gar Team that has never been
convicted of committing a crime.
]===================[Earth Federal Forces Unit List]==================[
------------------
FF-X7 Core Fighter
------------------
Model number: FF-X7
Code name: Core Fighter
Unit type: fighter for use in Core Block System
Manufacturer: Hervic Company
Operator: Earth Federal Forces
First deployment: UC 0079
Accommodation: pilot only, in standard canopy-style cockpit
Dimensions: overall length 8.6 meters; overall height 3.2 meters
Wingspan: 6.8 meters
Weight: empty weight unknown; max gross 8.9 metric tons
Propulsion: 6 x jet/rocket thruster: maximum speed rated at Mach 4.8
Fixed armaments: 4 x 2-barrel 25mm vulcan gun; 2 x missile launcher, 4
rounds per launcher
The FF-X7 Core Fighter is an important component of the Federation's
new experimental mobile suits. The fighter serves as the cockpit of the
RX-78-2 Gundam, RX-77-2 Guncannon and RX-75-4 Guntank. It also
functions as an escape pod. Incase the mobile suit were to suffer heavy
damage, the pilot could escape and the secrets contained in the mobile
suit's computers would not be discovered by the enemy.
----------------------
FF-X7-Bst Core Booster
----------------------
Unit type: fighter
Overall length: 13.8 meters
Wingspan: 12.6 meters
Overall height: 6.75 meters
Full weight: 18.3 tons
Armament: 2-barrel 25mm vulcan gun x 2, missile launcher x 2 (4
rounds), mega particle cannon x 2, bombs
By adding an extended booster unit on the basic FF-X7 Core Fighter it
becomes the FF-X7-Bst Core Booster. Besides boasting increased speed
and maneuverability, it has an increased arsenal making it a much more
effective attack fighter and bomber.
----------
RB-79 Ball
----------
Model number: RB-79
Code name: Ball
Unit type: combat support mobile pod
Manufacturer: Earth Federal Forces
Operator: Earth Federal Forces
Rollout: UC 0079
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in body
Dimensions: overall height 12.8 meters
Weight: empty 17.2 metric tons; max gross 25.0 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
400 kW
Propulsion: rocket thrusters: 24000 kg total
Performance: maximum thruster acceleration 0.96 G
Equipment and design features: sensors, range 4000 meters
Fixed armaments: 180mm recoilless cannon, mounted on body
Towards the end of the One Year War the Earth Federation was on the
offensive. With only limited numbers of RGM-79 GM the Earth Federation
searched for ways to take advantage of all it's manpower while keeping
costs down. They began equipping civilian work pods used for colony
construction with 180 mm cannons and extra armor plating. The end
result was the relatively cheap and expendable Ball. They may not have
been faster, stronger, or tougher, but they're were a hell of lot of
them, and in the end, the sheer number of Balls the Federation deployed
proved an effective venture in ending the war against the Zeon.
---------
RGM-79 GM
---------
Model number: RGM-79
Code name: GM
Unit type: mass production general purpose mobile suit
Manufacturer: Earth Federal Forces
Operator: Earth Federal Forces
Rollout: UC 0079
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 18.5 meters; head height 18.0 meters
Weight: empty 41.2 metric tons; max gross 58.8 metric tons
Construction: titanium alloy on semi-monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
1250 kW
Propulsion: rocket thrusters: 2 x 24000 kg, 4 x 1870 kg
Performance: maximum thruster acceleration 0.94 G; 180-degree turn time
1.6 seconds; maximum ground running speed 102 km/h
Equipment and design features: sensors, range 6000 meters
Fixed armaments: 2 x 60mm vulcan gun, fire-linked, mounted in head;
beam saber, power rated at 0.38 MW, stored in recharge rack in
backpack, hand-carried in use
Optional hand armaments: beam spray gun, powered by rechargeable energy
cap; 100mm machinegun, clip-fed; shield
Let's here it for cannon fodder Mobile Suits. The Earth Federation's
first true mass-produced mobile suit, the cheaply made GM quickly
turned the tides of the war. A simplified version of the RX-78-2
Gundam, the GM lost most of the more technical aspects of the test
unit. Built from normal titanium instead of Lunar Titanium alloys, and
removing the complicated core block system all together helped keep
costs down. Although rather weak compared to many of the later Zeon
mobile suits, the sheer amount of units fielded made up for this.
---------------
RX-75-4 Guntank
---------------
Model number: RX-75-4
Code name: Guntank
Unit type: prototype artillery mobile suit
Manufacturer: Earth Federal Forces "Project V"
Operator: Earth Federal Forces
Rollout: UC 0075
First deployment: September UC 0079
Accommodation: pilot/driver in standard cockpit in torso with Core
Block System using FF-X7 Core Fighter; co-pilot/gunner in canopy-style
cockpit in head
Dimensions: overall height 15.6 meters; head height 15.0 meters
Weight: empty 56.0 metric tons; max gross 80.0 metric tons
Construction: lunar titanium alloy on semi-monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
878 kW
Propulsion: engine-driven caterpillar treads: 2; rocket thrusters:
88000 kg total
Performance: maximum thruster acceleration 1.10 G; maximum ground
driving speed 70 km/h
Equipment and design features: sensors, range 6000 meters
Fixed armaments: 2 x 180mm cannon, fire-linked, 30 round magazine each,
mounted over shoulders; 2 x 4-tube 40mm rocket launcher, mounted on
arms
The first mobile suit developed under the Federation's top secret V
Project, the Guntank was simply the combined aspects of a tank with a
mobile suit. Featuring a unique dual cockpit it is piloted by the young
Hayato Kobayashi, and veteran Ryu Jose, but is soon retooled to depend
on a singular cockpit. It plays a role as a long-range artillery unit
stationed aboard the White Base until it was decommissioned at Jaburo,
the Federation's Amazon base.
-----------------
RX-77-2 Guncannon
-----------------
Model number: RX-77-2
Code name: Guncannon
Unit type: prototype artillery mobile suit
Manufacturer: Earth Federal Forces "Project V"
Operator: Earth Federal Forces
Rollout: UC 0079
First deployment: September UC 0079
Accommodation: pilot only, in standard cockpit in torso with Core Block
System using FF-X7 Core Fighter
Dimensions: overall height 18.1 meters; head height 17.5 meters
Weight: empty 51.0 metric tons; max gross 70.0 metric tons
Construction: lunar titanium alloy on semi-monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
1380 kW
Propulsion: rocket thrusters: 2 x 22600 kg, 4 x 1650 kg
Performance: maximum thruster acceleration 0.74 G; 180-degree turn time
2.0 seconds; maximum ground running speed 78 km/h
Equipment and design features: sensors, range 6000 meters
Fixed armaments: 2 x 60mm vulcan gun, fire-linked, mounted in head; 2 x
240mm cannon, variable independent-fire/fire-linked, 20 round magazine
each, mounted over shoulders
Optional hand armaments: beam rifle, powered by rechargeable energy cap
A mid-range support unit, the Guncannon was piloted by the snarky, and
often pessimistic Kai Shiden. It is very heavily armored, and combined
with a powerful long beam rifle and dual shoulder mounted cannons it is
an incredible force to reckon with. During White Base's stationing at
Jaburo, the crew received a second Guncannon. Both units received
special designation numbers, with Kai's Guncannon designated C-108 and
Hayato's designated as C-109.
--------------
RX-78-2 Gundam
--------------
Model number: RX-78-2
Code name: Gundam
Unit type: prototype close combat mobile suit
Manufacturer: Earth Federal Forces "Project V"
Operator: Earth Federal Forces
Rollout: July UC 0079
First deployment: UC 18 September 0079
Accommodation: pilot only, in standard cockpit in torso with Core Block
System using FF-X7 Core Fighter
Dimensions: overall height 18.5 meters; head height 18.0 meters
Weight: empty 43.4 metric tons; max gross 60.0 metric tons
Construction: lunar titanium alloy on semi-monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
1380 kW
Propulsion: rocket thrusters: 2 x 24000 kg, 4 x 1870 kg
Performance: maximum thruster acceleration 0.93 G; 180-degree turn time
1.5 seconds (1.1 seconds after magnetic coating upgrade); maximum
ground running speed 165 km/h
Equipment and design features: sensors, range 5700 meters; "learning
computer" system; re-entry coolant system; magnetic coated joints
(subsequent field upgrade)
Fixed armaments: 2 x 60mm vulcan gun, fire-linked, mounted in head; 2 x
beam saber, power rated at 0.38 MW, stored in recharge racks in
backpack, hand-carried in use
Optional hand armaments: beam rifle, powered by rechargeable energy
cap; 380mm hyper bazooka, clip-fed, 5 rounds per clip plus 1 round in
chamber; beam javelin; hyper hammer; Gundam hammer; shield, can be
optionally stored on backpack
The third mobile suit created under the "V-Project". The RX-78-2 Gundam
was designed as a high-performance close combat mobile suit. It
featured several new technological advances, such as a Learning
Computer, which collected input from the pilot and created a simulated
autopilot based on the data it has stored. It was also the first mobile
suit to be able to support a beam rifle, and a beam saber melee weapon.
-------------------
RX-78XX Gundam Pixy
-------------------
Unit type: mobile suit
Overall height: 19.2 meters
Head height: 18.3 meters
Base weight: 39.8 tons
Power generator output: 1440 kW
Rocket thrusters: 70800 kg total
Armament: 60mm vulcan gun x 2, 90mm sub-machinegun x 1, beam knife x 2
One of the several new model Gundams created by the Federation Forces
for use by ace pilots to bolster it's weak GM forces. The Gundam Pixy
was a high performance specialized close-combat unit. Sporting a close
range sub-machinegun and dual beam knives the Gundam Pixy was well
suited to proximal fighting. The Gundam Pixy also features a unique
combat computer system, which allows its performance, power, and attack
strength to increase as it fights.
-----------------
SCV-70 White Base
-----------------
Class: Pegasus
Name: SCV-70 White Base
Unit type: assault carrier
Manufacturer: Earth Federal Forces
Operator: Earth Federal Forces
First deployment: September UC 0079
Dimensions: overall length 250 meters; overall height 97 meters
Wingspan: 180 meters
Weight: max gross 68000 tons
Propulsion: 8 x jet/rocket thruster, Minovsky craft system
Fixed armaments: 2-barrel 580mm main gun; 2 x 2-barrel mega particle
gun; 8 x anti-aircraft 2-barrel machinegun; 8 x 3-tube missile launcher
Mobile suits: 6
Gunperrys: 1
Launch catapults: 2
The Pegasus Class assault carrier White Base, dubbed "The Trojan Horse"
by enemy Zeon forces. It served as the station of the mobile suits
created under the Federation's "V-Project". It was also the testbed for
several of the Earth Federal Forces experimental technologies, such as
the Minovsky craft system, which allowed it to fly under it's own power
inside Earth's atmosphere, the first large spacecraft of it's time to
accomplish such a feat.
---------------------
Medea Transport Plane
---------------------
Unit type: transport plane
Overall length: 45 meters
Wingspan: 67.7 meters
Full weight: 245 tons
Cargo capacity: 160 tons
Armament: 2-barrel anti-air machinegun x 2
The main supply transportation aircraft of the Earth Federation the
Medea class transport plane was a sturdy and dependable aircraft. Under
the command of Matilda Ajan the Medea Supply Core was the vital
lifeblood of the frontline Federation forces.
]==================[Principality of Zeon Unit List]===================[
---------------
MA-04X Zakrello
---------------
Model number: MA-04X
Code name: Zakrello
Unit type: experimental mobile armor
Manufacturer: MIP Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in main body
Dimensions: overall length 25.0 meters
Weight: empty weight unknown; max gross 185.0 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rating
unknown
Propulsion: rocket thrusters: total output unknown
Fixed armaments: scattering mega particle cannon
Towards the end of the war the Zeon started to experiment with large
powerful machines that were not like the mobile suits created before.
Instead of being a multi-purpose unit, these new mobile armors were
designed to fill one role. The Zakrello was designed with extreme speed
in mind. It had a high-powered beam gun, and powerful slicing scythe-
arms that could cleave through even strong metals effortlessly.
-------------
MA-08 Big Zam
-------------
Model number: MA-08
Code name: Big Zam
Unit type: prototype anti-warship/anti-fortress mobile armor
Manufacturer: Principality of Zeon
Operator: Principality of Zeon
First deployment: 24 December UC 0079
Accommodation: one commander and two pilots/gunners, in standard
cockpit in torso
Dimensions: overall height 59.6 meters
Weight: empty 1021.2 metric tons; max gross 1936.0 metric tons
Powerplant: 4 x Minovsky type ultracompact fusion reactor, output rated
at 35000 kW each
Propulsion: rocket thrusters: 580000 kg total
Performance: maximum thruster acceleration 0.30 G
Equipment and design features: sensors, range 134000 meters
Fixed armaments: large mega particle gun, mounted in main body; 28 x
anti-aircraft mega particle gun, mounted in main body; 6 x air-to-air
missile, mounted as claws on feet; 2 x 105mm vulcan gun, fire-linked,
mounted in main body; 2 x I-field barrier generator, provides 360
degrees of protection against all beam weapons fire, mounted in main
body
Another mobile armor developed by the Principality of Zeon, the
monstrous Big Zam was truly a nightmare to behold. Armed with a large
mega particle gun capable of destroying several mobile suits and even
entire space cruisers in a single blast. It also had twenty-eight mega
particle guns mounted in a 360-degree pattern on its main body, giving
it an unparalleled field of protection. It was also the first unit to
implement a new technology called an I-Field. Using Minovsky particles
it creates a barrier around itself that disrupts incoming beam fire,
making it impervious to beam attacks from outside the perimeter of the
barrier. However, the Big Zam could only operate for a limited amount
of time, no more than twenty minutes, without overheating due to its
many weapons and the power required to maintain the I-Field.
-------------
MAN-08 Elmeth
-------------
Model number: MAN-08
Code name: Elmeth
Unit type: prototype Newtype use mobile armor
Manufacturer: Flanagan Institute
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in main body
Dimensions: overall height 47.7 meters; overall length 85.4 meters
Weight: empty 163.7 metric tons; max gross 291.8 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
14200 kW
Propulsion: rocket thrusters: 645200 kg total
Performance: maximum thruster acceleration 2.21 G
Equipment and design features: sensors, range 245000 meters; psycommu
system
Fixed armaments: 2 x mega particle gun, fire linked, mounted in main
body
Remote weapons: 12 x bit, stored inside main body
A Newtype use mobile armor fielded after the Battle of Solomon. This
mobile armor, described as the "Tricorn Hat" by the Federation soldiers
lucky enough to survive its attacks, incorporated a psycommu system
into it's cockpit. The psycommu system allowed the Newtype pilot to
control remote weapons called bits with mere thought. The bits are
self-contained beam guns with thrusters mounted on the rear to provide
mobility. Lalah Sune used these weapons with deadly effect. The Elmeth
was destroyed during a skirmish with Amuro Ray, who accidentally killed
Lalah Sune as she protected Char. This set a bitter rivalry between
Char and Amuro that would drag on for twenty years.
--------------
MS-06F Zaku II
--------------
Model number: MS-06F
Code name: Zaku II
Unit type: mass production general purpose mobile suit
Manufacturer: Zeonic Company
Operator: Principality of Zeon
First deployment: March UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 17.5 meters
Weight: empty 58.1 metric tons; max gross 73.3 metric tons
Construction: super-high tensile steel on monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
951 kW
Propulsion: rocket thrusters: 2 x 20500 kg, 2 x 1000 kg
Performance: maximum thruster acceleration 0.59 G; 180-degree turn time
1.7 seconds; maximum ground running speed 88 km/h
Equipment and design features: sensors, range 3200 meters
Fixed armaments: none
Optional fixed armaments: 2 x 3-tube missile pod, mounted on legs
Optional hand armaments: 120mm machinegun, drum-fed, 100 rounds per
drum, spare drums can be stored on waist armor racks; 280mm Zaku
bazooka, 4 round magazine, can be stored on rack on rear waist armor;
heat hawk, battery powered, can be stored on waist armor racks; cracker
grenade, can be stored on optional storage rack on waist armor racks
The mainstay grunt mobile suit of the Principality of Zeon, the Zaku II
was deployed heavily during the beginning of the One Year War. Mainly
designed for anti-battleship combat the Zaku II was far outclassed by
later mobile suits designed by both the Zeon and the Earth Federal
Forces.
---------------------------
MS-06S Zaku II Command Type
---------------------------
Model number: MS-06S
Code name: Zaku II Commander Type
Unit type: commander's high powered mobile suit
Manufacturer: Zeonic Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 18.0 meters; head height 17.5 meters
Weight: empty 56.5 metric tons; max gross 75.2 metric tons
Construction: super-high tensile steel on monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
976 kW
Propulsion: rocket thrusters: 51600 kg total
Performance: maximum thruster acceleration 0.69 G
Equipment and design features: sensors, range 3200 meters
Fixed armaments: none
Optional hand armaments: 120mm machinegun, drum-fed, 100 rounds per
drum, spare drums can be stored on waist armor racks; 280mm Zaku
bazooka, 4 round magazine, can be stored on rack on rear waist armor;
heat hawk, battery powered, can be stored on waist armor racks
A variation of the design of the standard Zaku II, the Zaku II Command
Type or Zaku IIS featured increased rector output and thrust power.
These increases in power made the Zaku IIS more than three times faster
and more maneuverable than the standard Zaku II. These units were only
assigned to high ranking officers or ace pilots, and often featured a
horn like command antenna, and a custom paint job such as the light red
on dark red color scheme of Zeon ace pilot Char Aznable.
-----------
MS-07B Gouf
-----------
Model number: MS-07B
Code name: Gouf
Unit type: mass production ground combat mobile suit
Manufacturer: Zeonic Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 18.7 meters; head height 18.2 meters
Weight: empty 58.5 metric tons; max gross 75.4 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
1034 kW
Propulsion: rocket thrusters: 40700 kg total
Performance: maximum thruster acceleration 0.54 G; maximum ground
running speed 99 km/h
Equipment and design features: sensors, range 3600 meters
Fixed armaments: 5-barrel 75mm machinegun, barrels mounted as left hand
fingers; heat rod, retractable, variable heat/electric shock charge,
mounted in right forearm
Optional fixed armaments: shield, mounted on left forearm
Optional hand armaments: 120mm machinegun, drum-fed, 100 rounds per
drum; heat sword, battery powered, stored in shield, hand-carried in
use; 280mm Zaku bazooka, 4 round magazine
The high-powered close combat Gouf was designed to replace the Zaku II,
but only ended up seeing a very limited production run. Its weapons
were built into its body, including a machinegun that mounted as the
fingers of the Gouf's left hand. It also featured a retractable whip-
like weapon called a heat rod that delivered a powerful electrical
shock and melting heat to anything touched by it.
--------------
MS-08TX Efreet
--------------
Unit type: mobile suit
Overall height: 18.1 meters
Head height: 17.2 meters
Base weight: 59.4 tons
Power generator output: 1072 kW
Rocket thrusters: 62000 kg total
Armament: 42 mm shotgun x 1, heat saber x 1, smoke discharger x 4
Another powerful close combat mobile suit created in extremely limited
numbers towards the middle of the war. A total of only eight Efreets
were manufactured before production was halted in preference of the
Dom. The Efreet featured a powerful shotgun, and a heat saber. It was
designed to be a fast, powerful, hard-hitting unit able to appear in a
cloud of smoke, destroy it's intended target and disappear.
---------
MS-09 Dom
---------
Model number: MS-09
Code name: Dom
Unit type: mass production ground combat mobile suit
Manufacturer: Zimmad Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.6 meters
Weight: empty 62.6 metric tons; max gross 81.8 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
1269 kW
Propulsion: "ground effect" hover jet thrusters: 58200 kg total
Performance: maximum thruster acceleration 0.71 G; maximum ground
running speed 90 km/h; maximum ground hovering speed 240 km/h
Equipment and design features: sensors, range 5400 meters
Fixed armaments: scattering beam gun, mounted in torso; heat saber,
battery powered, stored in recharge rack on back, hand-carried in use
Optional hand armaments: 360mm giant bazooka, clip-fed, 10 rounds per
clip; 120mm machinegun, drum fed
A mobile suit created by Zeon near the middle of the One Year War, the
Dom was a powerful heavy attack mobile suit. The Dom featured extremely
thick, heavy armor and large weapons but still managed to achieve
incredible speed and maneuverability by incorporating a series of
nuclear hover thrusters into its large feet and skirt armor.
---------------
MS-09R Rick Dom
---------------
Model number: MS-09R
Code name: Rick Dom
Unit type: mass production space combat mobile suit
Manufacturer: Zimmad Company
Operator: Zeonic Corps
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.6 meters
Weight: empty 43.8 metric tons; max gross 78.6 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
1199 kW
Propulsion: rocket thrusters: 2 x 22000 kg, 9 x 1000 kg
Performance: maximum thruster acceleration 0.67 G; 180-degree turn time
2.1 seconds; maximum ground running speed 110 km/h
Equipment and design features: sensors, range 5400 meters
Fixed armaments: scattering beam gun, mounted in torso; heat saber,
battery powered, stored in recharge rack on back, hand-carried in use
Optional hand armaments: 360mm giant bazooka, clip-fed, 10 rounds per
clip
After the incredible success of it's Dom mobile suit series in
terrestrial warfare, the Zeon Mobile Suit Forces decided to adapt it
for use in space combat as well. By removing the hover thrusters and
replacing them with normal rocket engines and apogee motors the Zeon
successfully developed a space use Dom, which was dubbed the Rick Dom.
--------------
MS-14A Gelgoog
--------------
Model number: MS-14A
Code name: Gelgoog
Unit type: mass production high efficiency general purpose mobile suit
Manufacturer: Zeonic Company
Operator(s): Principality of Zeon
Rollout: December UC 0079
First deployment: December UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 19.2 meters
Weight: empty 42.1 metric tons; max gross 73.3 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
1440 kW
Propulsion: rocket thrusters: 2 x 24500 kg, 5 x 2500 kg
Performance: maximum thruster acceleration 0.84 G; 180-degree turn time
1.5 seconds; maximum ground running speed 180 km/h
Equipment and design features: sensors, range 6300 meters
Fixed armaments: twin beam sword, stored in recharge rack on back,
hand-carried in use
Optional hand armaments: beam rifle, powered by rechargeable energy
cap; shield, can be optionally stored on backpack
Fielded after the Battle of Solomon, the Gelgoog was supposed to be
Zeon's answer to the RX-78-2 Gundam. The first Zeon mobile suit to
carry a hand held beam rifle and a beam melee weapon; a twin-bladed
beam saber called a beam naginata. The Gelgoog was an extremely
powerful unit, however towards the end of the war Zeon had run out of
skilled pilots and the vast amount of Gelgoogs were handed over to
rookie pilots, fresh out of the academy. Because of the high-
performance units being placed in the hands of unskilled pilots the
Federation veterans in the significantly less powerful GMs caused
significant damage to A Baoa Qu's mobile suit defenses.
---------------------------
MS-14S Gelgoog Command Type
---------------------------
Model number: MS-14S (YMS-14)
Code name: Gelgoog Commander Type
Unit type: commander's high efficiency mobile suit
Manufacturer: Zeonic Company
Operator: Principality of Zeon
Rollout: October UC 0079
First deployment: October UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 19.2 meters
Weight: unknown
Powerplant: Minovsky type ultracompact fusion reactor, power output
unknown
Propulsion: rocket thrusters: output unknown
Performance: maximum thruster acceleration unknown
Fixed armaments: twin beam sword, stored in recharge rack on back,
hand-carried in use
Optional hand armaments: beam rifle, powered by rechargeable energy
cap; shield, can be optionally stored on backpack
Twenty-five Gelgoog test units were created before the standard Gelgoog
went into mass production. Twenty-four of these units were given to the
Zeon Ace Corps aboard the cruiser Chaemera to test. The twenty-fifth
unit was sent to Char Aznable after the Battle of Solomon. Painted in
his customary light red on red color scheme Char used this mobile suit
to battle the Gundam at Side 5 and again near Konpei Island, where
Lalah Sune lost her life.
------------
MSM-04 Acguy
------------
Model number: MSM-04
Code name: Acguy
Unit type: mass production amphibious mobile suit
Manufacturer: Zeonic Company
Operator(s): Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 19.2 meters
Weight: empty 91.6 metric tons; max gross 129.0 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
1870 kW
Propulsion: hydrojet thrusters: 109000 kg total
Performance: maximum thruster acceleration 0.85 G; maximum water speed
53 knots
Equipment and design features: Forearms interchangeable
Fixed armaments: 4 x 105mm vulcan gun, fire-linked, mounted in head; 6-
tube rocket launcher, mounted on forearm; mega particle cannon, mounted
in forearm; 1x machinegun, replaces mega particle cannon, mounted in
forearm
One of Zeon's first true aquatic mobile suits the Acguy was a stealthy
unit used to infiltrate the Federation Base at Jaburo. Even though it
housed two reactors it still gave off almost no heat signatures and ran
silently, allowing it to slip in undetected and wreak havoc.
------------
MSM-07 Z'Gok
------------
Model number: MSM-07
Code name: Z'Gok
Unit type: mass production amphibious mobile suit
Manufacturer: MIP Company
Operator(s): Principality of Zeon; civilians
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.4 meters
Weight: empty 65.1 metric tons; max gross 96.4 metric tons
Construction: super-high tensile steel on monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
2480 kW
Propulsion: hydrojet thrusters: 2 x 35000 kg, 13000 kg
Performance: maximum thruster acceleration 0.86 G; maximum water speed
103 knots
Equipment and design features: sensors, range 5200 meters
Fixed armaments: 6 x 240mm missile launcher, 5 rounds per launcher,
mounted in head; 2 x mega particle cannon, mounted in forearms
The first truly successful amphibious mobile suit deployed by Zeon.
Unlike the previous Zeon aquatic mobile suits, which were slow and
bulky on land, the lithe Z'Gok proved to be just as deadly on the land
as it was in the water.
--------------------------
MSM-07S Z'Gok Command Type
--------------------------
Model number: MSM-07S
Code name: Z'Gok Commander Type
Unit type: commander's high powered amphibious mobile suit
Manufacturer: MIP Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.4 meters
Weight: empty 67.3 metric tons; max gross 95.2 metric tons
Construction: super-high tensile steel on monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
2650 kW
Propulsion: hydrojet thrusters: 92000 kg total
Performance: maximum thruster acceleration 0.97 G
Equipment and design features: sensors, range 5200 meters
Fixed armaments: 6 x 240mm missile launcher, 5 rounds per launcher,
mounted in head; 2 x mega particle cannon, mounted in forearms
Created for the use of high ranking officials and ace pilots, the Z'Gok
S-Type featured stronger, but lighter armor plating, and an increased
reactor performance giving it dramatically increased power and speed
when compared to a standard Z'Gok. Piloted by Char Aznable during the
invasion of Jaburo, the Z'Gok S-Type was a deadly opponent capable of
tearing an enemy to bits with it's razor sharp claws.
------------
MSN-02 Zeong
------------
Model number: MSN-02
Code name: Zeong
Unit type: prototype Newtype use mobile suit
Manufacturer: A Bao A Qu Mobile Suit Factory
Operator: Principality of Zeon
First deployment: 31 December UC 0079
Accommodation: pilot only, in standard cockpit in head
Dimensions: head height 17.3 meters
Weight: empty 151.2 metric tons; max gross 231.9 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at
9400 kW
Propulsion: rocket thrusters: 187000 kg total
Performance: maximum thruster acceleration 0.81 G
Equipment and design features: sensors, range 81000 meters; psycommu
system; detachable head, can be operated without main body
Fixed armaments: 2 x wire-guided 5-barrel mega particle gun, barrels
mounted in manipulator fingers, all barrels in each hand are fire-
linked; 2 x mega particle gun, mounted in torso; mega particle gun,
mounted in head
A prototype mobile suit for Newtype use, the Zeong was fielded for the
first and only time at A Baoa Qu, taken out by Char Aznable to defend
against the invading Earth Federal Forces. Although the mobile suit was
only about eighty percent completed at the start of the battle, it's
combat abilities were not effected in any way. What it lacked in legs
it more than made up for with power. It also featured a unique cockpit
placement. Instead of a cockpit in the torso like all other One Year
War era mobile suits, the Zeong featured a cockpit in the unit's head
which in case of emergency could separate from the main body and
escape. It also featured the first psycommu system to ever be used in a
mobile suit. Utilizing this, the Zeong's hands could be separated from
its body and controlled with the pilot's mere thoughts.
-------------------
Magella Attack Tank
-------------------
Unit type: attack use tank
Armament: 175 mm cannon x 1, 3-barrel 35 mm machinegun x 1
The standard terrestrial battle tank of the Principality of Zeon, the
Magella Attack Tank was a formidable unit. Featuring a powerful main
cannon that could bring down even a mobile suit with a well placed hit,
and able to separate it's main turret for use as a hover craft the
Magella proved to be valuable asset in helping to maintain the Zeon's
already overstretched battle lines.
-----------
Gaw Carrier
-----------
Unit type: atmospheric attack use carrier
Overall length: 147.4 meters
Wingspan: 159.4 meters
Overall height: 72.4 meters
Full weight: 690.4 tons
Propulsion system: jet engine x 18
Armament: 2-barrel mega particle gun x 3
Mobile suits: 3
Dopp fighters: 8
Literally an airborne fortress, the Gaw was a mainstay unit for the
transportation of Zeon forces to the battlefield. It also could carry
lighter attack craft and deploy the units during atmospheric drops, as
well as perform carpet bombing runs.
--------
Zanzibar
--------
Class: Zanzibar
Unit type: mobile cruiser
Manufacturer: Principality of Zeon
Operator: Principality of Zeon
Dimensions: overall length 255 meters; overall width 221.8 meters;
overall height 70.5 meters
Weight: unknown
Propulsion: 4 x jet/rocket engine
Fixed armaments: 1 x 2-barrel main gun; 4 x mega particle gun; 5 x 2-
barrel machinegun
Mobile suits: 6
The closest thing Zeon had to an atmospheric flight-capable spacecraft,
the Zanzibar could only fly on it's own power for short durations
without having to land. It also required a special launch pad to allow
it to gain enough thrust to break free of Earth's gravity and launch
back into space.
------
Gallop
------
Unit type: land battleship
Overall length: 48 meters
Overall width: 44.7 meters
Propulsion system: jet engine x 8
Armament: 2-barrel main cannon x 1, 2-barrel machinegun x 2
Mobile suits: 3
The Gallop was a land use battleship that could hover across the
terrain by incorporating hover thrusters and jet engines onto its
bottom. It could travel at high speeds over flat or clear terrain,
especially the deserts where one such Gallop was used by Ramba Ral and
his team to track down the mobile suit carrier White Base.
]===================[Thanks and Shameless Plugs]======================[
-A huge thanks to Yoshiyuki Tomino for creating Mobile Suit Gundam!
-To CJayC and GameFAQs because they kick that much ass!
-To www.network-science.de/ascii/input.html for the ASCII generator I
used for the FAQ opening.
-To mahq.net for the technical data on the units, and for being an all
around treasure trove of knowledge for fans old and new.
-The Coca-Cola Corporation for deciding to produce Cherry Coke again!
-The muse which inspired me to write this jibberish.
-And especially you, who are reading this. I hope it helps!
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This document is copyrighted to
[email protected], that's me, and
this document may NOT be altered, reproduced, sold for profit, or
especially plagiarized in any way shape or form without my permission,
which you won't get so don't ask. As of tonight August 13, 2002,
GameFaqs is authorized by my decree to display this document for public
use. If I find out that my hard work (well not really hard, but you sit
here and try doing this) is being ripped off I will be forced to take a
rather unhappy legal action, plus Ill just plain find you and hurt you.
Mobile Suit Gundam, and all of its characters and mecha, are copyrights
of Sotsu Agency, Sunrise, and Bandai Entertainment.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++