ZZZZZZZZZZZZZZZZZZZZZZZZZ /
                            Z:::::::::::::::::::::::Z /
                            Z::::::::::::::::::::::Z /
                            Z:::ZZZZZZZZZZZZZ:::::Z /
  --|-/   -|-/        \|/   ZZZZ           Z:::::Z /
-|-  |    --|--  |     _ _   |`    |       Z:::::Z /
|/ _|/_  |-|-| -|--| |_|_| -|-- --|--    Z:::::Z /
-|- /| /_ |-|-|  |  | |_|_|  | )   |     Z:::::Z /
/|\ _|__  |-|-|  /  | |_|_|  |/    |    Z:::::Z /
| \  |/   _|_  /   |   |    /\   ---  Z:::::Z
    -/\_ __|__             /  \)   / Z:::::Z  | " \ | |-| |
                                  / Z:::::Z  -|-|   | |_| |
                                 / Z:::::Z    | |   | | | | |
                                / Z:::::Z     | | __| __| |_|
                               / Z:::::Z
                              / Z:::::Z              ZZZZ
                             / Z:::::ZZZZZZZZZZZZZZZZ:::Z
                            / Z:::::::::::::::::::::::::Z
                           / Z::::::::::::::::::::::::::Z
                          / ZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

  __       __     ___ __  ___      __  _  _  __      ___      __  __
 |__|| | ||__|\_/  | |  |  |  |__||__  |\ | |__ | | | |  \_/ |__||__
 |  ||_|_||  | |   | |__|  |  |  ||__  | \| |__ |_|_| |   |  |   |__



Mobile Suit Zeta Gundam: Away to the Newtype
Platform: Super Nintendo Entertainment System
Genre: Strategy

Version 1.0
Written by Necropenguin

Started: March 4th, 2004
Completed: April 09th, 2004

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

Versions History:

Version 1.0
-Whoooo hoooo!!! All done!

Version 1.1
-Fixed a few random grammar errors, alignment problems, erroneous
information, etc.

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

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 April 2004, 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.



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

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

1)  Introduction
2)  Game Controls
     --Close Combat Controls
     --Long-Range Combat Controls
     --Prime Points Screen Controls
3)  The Prime Points System
     --An Explanation of the Prime Point System
     --Using the Prime Point System
4)  Special Attacks and Weapons
     --Rick Dias
     --Gundam Mark II
     --Hyaku Shiki
     --Zeta Gundam
5)  Explanation of Gameplay Modes
     --Long-Range Combat
     --Close Combat
6)  Mission Walkthrough
     --Mission 01
     --Mission 02
     --Mission 03
     --Mission 04
     --Mission 05
     --Mission 06
     --Mission 07
     --Mission 08
     --Mission 09
     --Mission 10
     --Mission 11
     --Mission 12
     --Mission 13
     --Mission 14
     --Mission 15
     --Mission 16
     --Mission 17
     --Mission 18
     --Mission 19
     --Mission 20
     --Mission 21
     --Mission 22
     --Mission 23
     --Mission 24
     --Mission 25
     --Mission 26
     --Mission 27
     --Mission 28
     --Mission 29 (as the Gundam Mark II)
     --Mission 29 (as the Hyaku Shiki)
     --Mission 29 (as the Zeta Gundam)
7)  Character Bios
     --A.E.U.G. and Karaba Characters
     --Titans and Axis Zeon Characters
8)  Unit Information
     --A.E.U.G. and Karaba Units
     --Titans and Earth Federation Units
     --Zeon Units
9)  Thanks



\                           /------------\                            /
[===========================|Introduction|============================]
/                           \------------/                            \

  Mobile Suit Zeta Gundam: Away to the Newtype is the much updated and
highly enjoyable remake of the Nintendo Entertainment System classic,
and the first Gundam game ever produced, Zeta Gundam: Hot Scramble.
Drawing inspiration from Hot Scramble's first person shooter mode, it
also combines the Prime Point based strategy aspects of Mobile Suit
Gundam: Cross Dimension 0079 to create an enjoyable mixture of Long-
Ranged and spectacular Close Combat fighting. And this time there is
actually an explanation of the story! Based on the first direct sequel
of the Japanese animated classic Mobile Suit Gundam, Mobile Suit Zeta
Gundam takes place seven years after the end of the One Year War
between the Earth Federation and the Principality of Zeon. After the
events of Operation Stardust, in which a group of fanatical Zeon
renegades were able to nuke the Federation Fleet and successfully drop
a colony onto Earth, the Earth Federation decided to create a special
military taskforce to quash further support for Zeon remnants. This new
military special force, the Titans, was founded in Universal Century
0083, and as the years passed, they grew in power and ferocity. They
committed horrible discriminatory acts against space-dwelling humans,
and used their immense military power to cover up their wrong-doings.
After gassing a colony and killing all three million inhabitants during
a peaceful anti-Titans protest, rebel factions started to arise. One
such rebel faction, the Anti-Earth Union Group (A.E.U.G.), was able to
put up noticeable resistance with the support of the moon-based
manufacturer Anaheim Electronics and other companies suffering under
the Titans wrath. Discovering a secret Titans mobile suit production
and test facility in a civilian colony, the A.E.U.G. battleship Argama
is deployed on its first mission to send a unit to infiltrate the
colony and steal the new mobile suits being tested there.



\                           /-------------\                           /
[===========================|Game Controls|===========================]
/                           \-------------/                           \

-----------------------------------------------------------------------
                        Close 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

-----------------------------------------------------------------------
                      Long-Range Combat Controls
-----------------------------------------------------------------------

D-Pad: Move mobile suit through the combat area / move the target
reticule inside the crosshairs / change weapon selection

A Button: Select Weapon / Lock Onto a target / Fire Weapon

-----------------------------------------------------------------------
                     Prime Points Screen Controls
-----------------------------------------------------------------------

D-Pad: Move the cursor between statistics

Start Button: Exit the menu

A Button: Assign Prime Points to selected statistic
B Button: Remove Prime Points from selected statistic

Right Shoulder Button: Go to the next screen on the right.
Left Shoulder Button: Go to the next screen on the left.



\                      /-----------------------\                      /
[======================|The Prime Points System|======================]
/                      \-----------------------/                      \

-----------------------------------------------------------------------
              An Explanation of the Prime Point System
-----------------------------------------------------------------------

  The level system used in Mobile Suit Zeta Gundam: Away to the
Newtype is called the Prime Points System. If you have ever played
Mobile Suit Gundam: Cross Dimension 0079, then you will already be
familiar with this system, although this games system is a little more
complex. At the beginning of every mission, or 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. On the Prime Points Screen
you have the opportunity to assign Prime Points to any of your mobile
suits desired attributes. Luckily, in case you change your mind or lose
use of a special attack you hadn't mastered yet, you can also remove
Prime Points from attributes as well. To try and make understanding the
way it works as easy as possible, I reference you to the example below.

This is the first screen of the Prime Points System:

                  /---------------------------\
                 |                             |
                 |  <L   PRIME POINT SET   R>  |
                 |                             |
                 |]       TOTAL * 003          |
                 |  MOVE.................. 3   |
                 |  FOR MINOFSKY......... 01  _|
                 |                           / |
                 |] ITEM................. 04 | |
                 |                           | |
                 |  E-PAC................02  | |
                 |  MAG..................01  | |
                 |  GRENADES.............01  \_|
                 |                             \
                /  L-GUN  C-GUN  C-ATC1 C-ATC2  \
                | |-----||------||-----||-----| |
                | |     ||      ||     ||     | |
                | |-----||------||-----||-----| |
                |                               |
                | |---------------------------| |
                | |123/123=======             | |
                | |---------------------------| |
                |-------------------------------|

  And now for an explanation of all that jibber-jabber. At the top it
reads "PRIME POINT SET". That's just the name of this entire system.
Learn to love it, you're going to have to.

--You can switch to the next screen on the left or right (<L or R>) by
using the right or left shoulder buttons.

--Underneath that is the word TOTAL followed by a number. The number
listed is the total number of Prime Points that are not assigned to any
attributes at the moment. In the case of the above example, there are
three Prime Points that have not been invested in a stat yet.

--Underneath the TOATAL is the MOVE indicator. This tells you how many
spaces the current mobile suit can move per turn during the close
combat sequences in the game. The higher the number the more you can
move. The MOVE statistic also influences the turn order in Long-Range
combat mode. If you have a higher MOVE then your enemies, you will
attack first. But if your enemy has a higher MOVE, they will get the
first turn instead of you. The MOVE statistic maxes out at eight, so
you can never move more then eight spaces in a single turn.

--Underneath MOVE, is the FOR MINOFSKY statistic. Despite the horrible
Engrish, what this stat is trying to tell you is that it increases your
mobile suit's resistance to Minovsky Particle interference, which can
disrupt your mobile suits radar and targeting, and put a severe
handicap on your accuracy. The higher your FOR MINOFSKY stat, the less
high Minovsky Particle interference will disrupt your radar and weapon
accuracy.

--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
sixteen Prime Points in ITEM and carry no more than sixteen items at a
time.

--Underneath the ITEM statistic are the E-PAC, MAG, and (for the Zeta
Gundam only) GRENADE displays. These numbers are used to show how many
of each item you are taking into battle. Magazines (referred to as
MAGs) have the ability to completely refill the spent ammunition in
your mobile suits A-Gun or L-Gun. Energy-Pacs (referred to as E-PACs)
will completely refill your mobile suits AP, repairing any damage that
was taken. GRENADES are weapons shot from a grenade launcher on the
Zeta Gundam's fore arms. They are single-hit weapons, which cause
knock-back. GRENADES can only be taken by the Zeta Gundam. All of these
ITEMS are crucial, and should always be taken before you launch for a
mission. Assigning items does not use Prime Points. You can only take
as many items as you are allowed too by your ITEM stat. You can take
any combination of items. For example, 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. You can only have
a maximum of sixteen total ITEMS.

--Underneath the ITEMS are four boxes labeled L-GUN, C-GUN, C-ATC1, and
C-ATC2. These list what weapons your mobile suit is carrying. The L-Gun
box lists what weapon your mobile suit is carrying for the Long Range
parts of the mission, such as Beam Rifles, Hyper Bazookas, or Hyper
Mega Launchers. The C-Gun box lists what your mobile suits A-Gun is in
Close Combat Mode, such as beam rifles, hyper bazookas, or clay
bazookas. The box of C-ATC1 lists what your mobile suits close combat
weapon, such as a beam saber, is. And finally, the C-ATC2 box lists
what your mobile suits B-Gun is, such as head vulcans.

--The bar on the very bottom is your mobile suits AP gauge. It displays
how much damage your mobile suit can take before it is removed from
combat or destroyed. A suit's AP increases every time you level up. You
do not need to use Prime Points on your AP


This is the second important screen of the Prime Point menu:

                  /---------------------------\
                 |                             |
                 | <L    PRIME POINT SET    R> |
                 |                             |
                 |]       TOTAL * 001          |
                 |  LOCK ON SPEED......... 2   |
                 |  CLOSE ATC............. 3  _|
                 |  CLOSE DEF............. 2 / |
                 |] GUNSHOT ATC........... 1 | |
                 |  GUNSHOT DEF........... 2 | |
                 |  SKILL ATC............ 02 | |
                 |  SKILL DEF............. 1 | |
                 |                           \_|
                 |                             \
                /  L-GUN  C-GUN  C-ATC1 C-ATC2  \
                | |-----||------||-----||-----| |
                | |     ||      ||     ||     | |
                | |-----||------||-----||-----| |
                |                               |
                |-------------------------------|

  This screen reflects the combat statistics of the mobile suit. Of
course it still says PRIME POINT SET at the top jut so you know you're
still playing the right game.

--Under that, is yet again, the TOTAL counter. It lists how many Prime
Points you have sitting around waiting to be spent.

--Next is the LOCK ON SPEED stat. This statistic effects how long your
mobile suit can maintain a lock onto an enemy mobile suit in the Long
Range combat part of missions.

--Under the LOCK ON SPEED stat is your CLOSE ATC stat. This statistic
judges how much damage you can do in close-range combat with your
trusty beam saber.

--Up next is the CLOSE DEF, which is your mobile suits defense against
close range attacks made by other mobile suits. The higher your
defense, the less damage you take from the enemies close combat
attacks.

--Underneath your CLOSE DEF is the GUNSHOT ATC. This determines how
much damage you dole out in both Long Ranged and Close Combat Modes,
with your L-Gun and A-Gun. The higher the number of the statistic, the
more damage you can do when firing your weapon at an enemy.

--Underneath your GUNSHOT ATC is the GUNSHOT DEF, much like its name
and common sense would dictate, it determines how well you can take the
shots from enemy mobile suits using guns on you. The higher your
GUNSHOT defense, the less damage you take from enemy fire.

--Underneath the GUNSHOT DEF is the SKILL ATC. This will determine how
much damage you will do when using Close Combat or A-Gun skills.

--Much like its counterparts, SKILL DEF dictates how much damage you
can resist or take when being hit by an enemies Skill Attacks.

--Again, underneath the all the other statistics are four boxes. The L-
GUN, C-GUN, C-ATC1, and C-ATC2 boxes. These boxes list what weapons
your mobile suit is carrying at the time. The L-Gun box lists what
weapons your mobile suit is carrying for the Long-Range parts of the
mission. The C-Gun box lists what your mobile suits A-Gun is in Close
Combat Mode, such as beam rifles or clay bazookas. The box of C-ATC1
lists what your mobile suits close combat weapon, such as a beam saber,
is. And finally, the C-ATC2 box lists what your mobile suits B-Gun is,
such as head vulcans.


  The next two screens in the Prime Point menu list the Special
Attacks currently available to the mobile suit. The first screen lists
GUNSHOT skills, and the second page lists Close Combat skills. Refer to
the Special Attacks section for more information on unlocking,
developing, and performing Special Attacks.



\                      /---------------------------\                  /
[======================|Special Attacks and Weapons|==================]
/                      \---------------------------/                  \


+-----------------------+
|   RMS-099 Rick Dias   |
|-----------------------|
|  Close Combat Skills  |
|-----------------------+---------------------------------------------+
|ATTACK NAME  |GROWTH % | BUTTON COMBINTION   |    REQUIREMENTS       |
|-------------+---------+---------------------+-----------------------|
|Double Slice |   04%   | down, down-right,   |CLOSE ATC attribute    |
|             |         | right               |must be at two points  |
|-------------+---------+---------------------+-----------------------|
|Quad-Slash   |   04%   | right, down-right,  |SKILL ATC attribute    |
|             |         | down                |must be at four points |
|-------------+---------+---------------------+-----------------------|
|             |         | up, up-right, right |CLOSE ATC and SKILL ATC|
|Six-Slasher  |   04%   | down-right, down,   |must be at four points |
|             |         | down-left, left     |                       |
|-------------+---------+---------------------+-----------------------|
|             |         | down, down-right,   |CLOSE ATC and SKILL ATC|
|Octuple Slash|   04%   | right, up-right, up,|must be at six points  |
|             |         | up-right, right     |                       |
+-------------+---------+---------------------------------------------+
|A-Gun Skills |GROWTH % |                REQUIREMENTS                 |
|-------------+---------+---------------------------------------------|
|Pin-Point    |   04%   | GUNSHOT ATC must be at three points         |
+-------------+---------+---------------------------------------------+
|   WEAPONS   |  TYPE   |                REQUIREMENTS                 |
+-------------+---------+---------------------------------------------+
|Beam Pistol  |  A-Gun  |               Default A-Gun                 |
+-------------+---------+---------------------------------------------+
|Phalanx Guns |  B-Gun  |               Default B-Gun                 |
+-------------+---------+---------------------------------------------+



+-----------------------+
| RX-178 Gundam Mark II |
|-----------------------|
|  Close Combat Skills  |
|-----------------------+---------------------------------------------+
|ATTACK NAME  |GROWTH % | BUTTON COMBINTION   |    REQUIREMENTS       |
|-------------+---------+---------------------+-----------------------|
|Double Slash |   10%   | down, down-right,   |CLOSE ATC attribute    |
|             |         | right               |must have three points |
|-------------+---------+---------------------+-----------------------|
|Jumping Slash|   08%   | right, down-right,  |CLOSE ATC and SKILL ATC|
|             |         | down                |must have three points |
|-------------+---------+---------------------+-----------------------|
|Nine-Hit     |         | up, up-right, right |SKILL ATC attribute    |
|Jumping Slash|   05%   | down-right, down,   |must have ten points   |
|             |         | down-left, left     |                       |
|-------------+---------+---------------------+-----------------------|
|Knock-Back   |         | down, down-right,   |SKILL ATC attribute    |
|Vulcan Slash |   04%   | right, up-right, up,|must have twelve points|
|             |         | up-right, right     |                       |
|-------------+---------+---------------------+-----------------------|
|Double Vulcan|         | left, left-up, up,  |SKILL ATC must have    |
|Knock-Back   |   02%   | up-right, right,    |sixteen points, and    |
|Slash        |         | up-right, up        |CLOSE ATC must have    |
|             |         |                     |eight points           |
+-------------+---------+---------------------------------------------+
|A-Gun Skills |GROWTH % |                REQUIREMENTS                 |
|-------------+---------+---------------------------------------------|
|Pin-Point    |   04%   | GUNSHOT ATC must have five points           |
|-------------+---------+---------------------------------------------|
|1T2A         |   04%   | SKILL ATC must have eight points            |
|-------------+---------+---------------------------------------------|
|1T3A         |   04%   | GUNSHOT ATC must have eight points          |
|             |         | and SKILL ATC must have twelve points       |
+-------------+---------+---------------------------------------------+
|   WEAPONS   |  TYPE   |                REQUIREMENTS                 |
+-------------+---------+---------------------------------------------+
|Head Vulcans |  L-Gun  |               Default L-Gun                 |
+-------------+---------+---------------------------------------------+
|Beam Rifle   |  L-Gun  |               Default L-Gun                 |
+-------------+---------+---------------------------------------------+
|Hyper Bazooka|  L-Gun  |      At least ten points in SKILL ATC       |
+-------------+---------+---------------------------------------------+
|Beam Rifle   |  A-Gun  |               Default A-Gun                 |
+-------------+---------+---------------------------------------------+
|Hyper Bazooka|  A-Gun  |    At least thirteen points in SKILL ATC    |
+-------------+---------+---------------------------------------------+
|Head Vulcans |  B-Gun  |               Default B-Gun                 |
+-------------+---------+---------------------------------------------+



+-----------------------+
| MSN-100 Hyaku Shiki   |
|-----------------------|
|  Close Combat Skills  |
|-----------------------+---------------------------------------------+
|ATTACK NAME  |GROWTH % | BUTTON COMBINTION   |    REQUIREMENTS       |
|-------------+---------+---------------------+-----------------------|
|Knock-Back   |   08%   | down, down-right,   |CLOSE ATC and SKILL ATC|
|Slash        |         | right               |must have three points |
|-------------+---------+---------------------+-----------------------|
|Vulcan Triple|   06%   | right, down-right,  |CLOSE ATC attribute    |
|Slash        |         | down                |must have six points   |
|-------------+---------+---------------------+-----------------------|
|Triple       |         | up, up-right, right |SKILL ATC must be ten  |
|Knock-Back   |   04%   | down-right, down,   |points and CLOSE ATC   |
|Slash        |         | down-left, left     |must be eight points   |
|-------------+---------+---------------------+-----------------------|
|             |         | down, down-right,   |SKILL ATC attribute    |
|ZERO         |   04%   | right, up-right, up,|must be fourteen points|
|             |         | up-right, right     |                       |
|-------------+---------+---------------------+-----------------------|
|Double       |         | left, left-up, up,  |SKILL ATC must have    |
|Knock-Back   |   02%   | up-right, right,    |sixteen points, and    |
|Vulcan Slash |         | up-right, up        |CLOSE ATC must have    |
|             |         |                     |eight points           |
+-------------+---------+---------------------------------------------+
|A-Gun Skills |GROWTH % |                REQUIREMENTS                 |
|-------------+---------+---------------------------------------------|
|Pin-Point    |   04%   | GUNSHOT ATC must be at five points          |
|-------------+---------+---------------------------------------------|
|G Pin-Point  |   04%   | GUNSHOT ATC must be at seven points         |
|-------------+---------+---------------------------------------------|
|Nail Gun     |   04%   | GUNSHOT ATC must have eight points          |
|             |         | and SKILL ATC must have thirteen points     |
+-------------+---------+---------------------------------------------+
|   WEAPONS   |  TYPE   |                REQUIREMENTS                 |
+-------------+---------+---------------------------------------------+
|Head Vulcans |  L-Gun  |               Default L-Gun                 |
+-------------+---------+---------------------------------------------+
|Beam Rifle   |  L-Gun  |               Default L-Gun                 |
+-------------+---------+---------------------------------------------+
|Beam Rifle   |  A-Gun  |               Default A-Gun                 |
+-------------+---------+---------------------------------------------+
|Head Vulcans |  B-Gun  |               Default B-Gun                 |
+-------------+---------+---------------------------------------------+



+-----------------------+
|  MSZ-006 Zeta Gundam  |
|-----------------------|
|  Close Combat Skills  |
|-----------------------+---------------------------------------------+
|ATTACK NAME  |GROWTH % | BUTTON COMBINTION   |    REQUIREMENTS       |
|-------------+---------+---------------------+-----------------------|
|Quad-Jumping |         | down, down-right,   |Have a combined total  |
|Slash        |   04%   | right               |of 13 points in CLOSE  |
|             |         |                     |ATC and SKILL ATC      |
|-------------+---------+---------------------+-----------------------|
|Octuple-Jump |         | right, down-right,  |Have a combined total  |
|Slash        |   04%   | down                |of 16 points in CLOSE  |
|             |         |                     |ATC and SKILL ATC      |
|-------------+---------+---------------------+-----------------------|
|Double-Swing |         | up, up-right, right |Have a combined total  |
|Jumping Slash|   04%   | down-right, down,   |of 20 points in CLOSE  |
|             |         | down-left, left     |ATC and SPECIAL ATC    |
|-------------+---------+---------------------+-----------------------|
|Double Knock-|         | down, down-right,   |Have a combined total  |
|Back Slash   |   04%   | right, up-right, up,|of 22 points in CLOSE  |
|             |         | up-right, right     |ATC and SKILL ATC      |
|-------------+---------+---------------------+-----------------------|
|Triple Vulcan|         | left, left-up, up,  |SKILL ATC must be at   |
|Knock-Back   |   02%   | up-right, right,    |sixteen points, and    |
|Slash        |         | up-right, up        |CLOSE ATC must be at   |
|             |         |                     |eight points           |
+-------------+---------+---------------------------------------------+
|A-Gun Skills |GROWTH % |                REQUIREMENTS                 |
|-------------+---------+---------------------------------------------|
|Figure-Eight |   04%   | GUNSHOT ATC must be at five points          |
|-------------+---------+---------------------------------------------|
|GM Pin-Point |   04%   | GUNSHOT ATC must be eight points, and SKILL |
|             |         | ATC must be at four, but no more than seven |
|-------------+---------+---------------------------------------------|
|W Pin-Point  |   04%   | GUNSHOT ATC must have seven points          |
|-------------|---------|---------------------------------------------|
|Quad Knock-  |         | GUNSHOT ATC must have eight points, and     |
|Back Double  |   04%   | SKILL ATC must have fourteen points         |
|Shot         |         |                                             |
+-------------+-----+---+------+--------------------------------------+
|      WEAPONS      |   TYPE   |           REQUIREMENTS               |
+-------------------+----------+--------------------------------------+
|Head Vulcans       |  L-Gun  |            Default L-Gun              |
+-------------------+---------+---------------------------------------+
|Beam Rifle         |  L-Gun  |            Default L-Gun              |
+-------------------+---------+---------------------------------------|
|Hyper Mega Launcher|  L-Gun  |            Default L-Gun              |
+-------------------+---------+---------------------------------------+
|Beam Rifle         |  A-Gun  |            Default A-Gun              |
+-------------------+---------+---------------------------------------+
|Hyper Bazooka      |  A-Gun  |     Sixteen points in SKILL ATC       |
+-------------------+---------+---------------------------------------+
|Head Vulcans       |  B-Gun  |            Default B-Gun              |
+-------------------+---------+---------------------------------------+



\                   /-----------------------------\                   /
[===================|Explanation of Gameplay Modes|===================]
/                   \-----------------------------/                   \

  After the introduction to the mission you will be taken to the
Argama's mobile suit launch deck. You will be given a chance to alter
your mobile suits Prime Points set up and allocate items before you
launch for the next mission. Make sure you ALWAYS stock up on spare E-
PACs and MAGs before you begin the mission, because if you don't you're
pretty much as good as dead. After you're done, select EXIT to begin
the mission.


-----------------------------------------------------------------------
                         Long-Range Combat
-----------------------------------------------------------------------

  After you launch from your ship, you will usually enter Long-Range
Combat mode, which is a rather unique, turn-based first-person shooter
mode. There are several screens full of tons of information you should
digest before tackling combat. Here is a brief explanation of what all
of the screens contain, and what the hell it all means anyway.

This will be the first screen you will see:

       |---------|  RX -178   GUNDAM MK2
       |    _    |  PILOT .....  KAMIYUH
       |  \|0|/  |  LEVEL .......... 2
       |  /\_/\  |  PRIME POINT ... 16
       | |{~_~}| |  MOVE ........... 3
       |  \/=\/  |  SIGHT-SPEED .... 1
       |---------|  LOCK-ON ........ 2
                    ENERGY-PAC ..... 2
                    GUN MAGAZINE ... 0
                    BEAM RIFLE
                    BEAM RIFLE
                    EX. .......     32

--The first thing you see is the large box on the left. It shows a bust
of the mobile suit you are currently in... Yeah, yeah... I know my
ASCII mecha head looks stupid...

--Now, on top to the right is the model number and name of the mobile
suit you are in, in this case the RX-178 Gundam Mark II.

--Below that is the name of the pilot currently piloting the suit, in
this case "Kamiyuh" or when put through an Engrish to English
translator, the current pilot is Camille.

--Below the pilot is the current level of the mobile suit. In this
example the Gundam Mark II is level two.

--Below the LEVEL indicator is the PRIME POINT counter. This counts the
total number of Prime Points the mobile suit has.

--Below the PRIME POINT counter is the MOVE statistic. How high your
MOVE is will effect whether or not you get to attack or have to defend
against enemy attacks on the first turn in Long-Range Combat.

--Below the MOVE counter is the SIGHT-SPEED indicator. This gives a
numerical value to represent how fast the reticle in the center of the
screen can move.

--The LOCK-ON counter indicates how long your mobile suit can maintain
a lock-on on a target when the reticule is over it. The larger the
number, the longer you can maintain a lock-on, which gives you more
time to perform a Skill Attack. Its value is directly tied to the LOCK-
ON SPEED statistic.

--Below this are the item displays. ENERGY-PAC will display how many E-
PACs you currently have, and GUN MAGAZINE tells how many MAGs you have
on you.

--Below the item displays, it lists the types of weapons you have
available to use in Long-Range Mode. You will always be able to use
your VULCANS in combat, and by default you will have two BEAM RIFLES.
If your SKILL ATTACK is 10 points or higher you will trade in both of
your mobile suits BEAM RIFLEs for two HYPER BAZOOKAs.

--And finally, EX. will tell you how many experience points your mobile
suit currently has. The more bad guys you kill, the more experience you
get. Upon reaching a specific amount of experience, your mobile suit
will "Level Up" and get more AP and Prime Points to play around with.


  The next two screens are pretty trivial. The first will flash the
word "WARNING!!" and "ENEMY CONFIRMATION" and tell you basically what
you are up against. The next screen will give a grid display of your
current position, your projected flight path, where you can expect to
meet enemy resistance, and your main target. It's really nothing but
eye candy, and has no effect on the game play what so ever. The next
two screens, however, contain more useful information.

                            WARNING!!
                             AMBUSH!
                    INTO LONG RANGE BATTLE AREA

                   RX -178           GUNDAM MK2
                   CONCENTRATION MINOFSKY    0%
                   CORRESPOND MINOFSKY . . . 1
                   HIT RATE .........   0% DOWN
                   ENEMY TYPE ....... RMS-106

--On top is the word "WARNING!!". Obviously an ass-kicking is imminent.
Some mock information will be provided on the battle below it. It
really amounts to jack squat though.

--Under this, the model number and name of your current mobile suit is
listed again.

--Below this is the CONCENTRATION MINOFSKY indicator, which will tell
you the density of Minovsky Particles in the area. This is important to
pay attention to, because Minovsky Particles have the quirky effect of
jamming radar. This will cause your radar on the bottom of the screen
to not function properly, so you will have to actually follow the
enemies on the screen instead of tracking them on the radar.

--Below CONCENTRATION MINOFSKY is the CORRESPOND MINOFSKY indicator.
This will tell you how well your suit can counter-act the effects of
larger scale Minovsky Particle density environments, which will
neutralize or at least lessen the jamming effect the Minovsky Particles
can have on your radar system.

--Below this is the HIT RATE counter. Under conditions when Minovsky
Particle interference is high, your hit rate will suffer negative
penalties that will be displayed here in a nifty percentage form. You
can combat this drop in accuracy by putting Prime Points into your FOR
MINOFSKY statistic.

--And lastly, you have the ENEMY TYPE, which will list the model number
of the opponents mobile suits that you will be facing.


  The next screen (see below) asks if you want to use any items. It
displays the amount of MAGs and E-PACs you currently have. It also
displays how much ammunition is remaining in your weapons, and how much
AP, or armor points, your mobile suit has remaining. And finally, a
generic description of what kind of shape your mobile is in. Just
select 'YES' if you want to use an ITEM, and from there select which
type of item to use. If you do not want to use an ITEM, just select
'NO' and you will enter long range combat.

                             USE ITEM
                         YES          NO
                   GUN MAGAZINE ......  0
                   ENERGY-PAC ........  2

                   BEAM*RIFLE   BULLET 16/16
                   BEAM*RIFLE   BULLET 16/16

                   ENERGY COUNT ...... 120/120
                   CONDITION .........    GOOD!


  And from here, combat begins! You have to destroy all of the
enemies, or damage them to the point where they retreat from combat.
Here is my crappy rendition of the screen you have to look at during
the Long0Range Combat parts of missions.

          |-----------------------------------------------|
          |                  _         _                  |
          |                 |           |                 |
          |                       |                       |
          |                     --|--                     |
          |                       |                       |
          |                 |_         _|                 |
          |                                               |
          |                                               |
          |/---------------\/------------\/---------------\
          | BEAM*RIFLE     ||  ATTACK!!  || RMS-106       |
          |IIIIIIIIIIIIIIII||____________||               |
          | BEAM*RIFLE     || \--------/ || RMS-106       |
          |IIIIIIIIIIIIIIII||/ \------/ \||               |
          |ATC          DEF|| / \----/ \ || RMS-106       |
          |----------------||/ / \--/ \ \||               |
          |---------^------|| / / \/ \ \ ||               |
          \----------------/\------------/\---------------/
          |120/120========                                |
          \-----------------------------------------------/

  There are two phases during Long Range Combat. Your "Attack Phase"
and your "Defense Phase." Up at the top is the gameplay area, where
your enemies mobile suits fly around and try to evade you and blast the
crap out of you.

  Modes will switch as the slider on the ATC DEF slide reach either
end of the gauge. When one phase ends, the next will begin, so stay on
your toes.

  During your Attack Phase you must select one of your three weapons
that will appear in a box on the right side of the console, then you
have to attempt to lock onto one of your enemies. In the center of the
play area is the square targeting area. You can move the cross-shaped
reticule around inside this box. When the reticle is over an enemy
press the A Button to lock-on to the enemy. The reticule will turn into
a red circle while you are locked onto a target. Press the A Button
again before the enemy is able to escape your lock on to fire four
shots at your enemy. Now, you could also opt to use a Special Attack
when you lock on. When you lock on to an enemy while using the beam
rifle or hype bazooka, you will notice a small taskbar will slide out
of the top of the screen and ask you to press a series of directional
buttons. You can attempt it, but you have to be quick or the enemy will
escape your lock-on. You can increase the amount of time you can hold a
lock-on by increasing your LOCK-ON SPEED statistic. If you input the
sequence of directions properly the word "SMASH" will appear at the end
of the taskbar. Press A and you will fire your weapon, and the damage
each individual shot does will be tripled!!! WOW!!!


  During your Defense Phase, your enemies will fly after you firing
their weapons. Evade them by moving out of the way with the D-Pad to
avoid taking damage.

--On the bottom of the area is the taskbar, where all the information
is displayed. In the box on the left is your weapons display and the
mode slider. Both of your weapons are displayed here. As you fire your
weapons, their ammunition will be depleted. There are sixteen per beam
rifle or hyper bazooka. Head vulcans have infinite ammunition, but the
downside of this is that you can not power them up by inputting a
directional sequence like you can with the beam rifle and hyper
bazooka. You can see how many shots you have left on the bars. Yellow
blocks are full shots, and orange blocks are shots that have already
been fired.

--Underneath the Ammo Gauges is the Mode Slider, this keeps track of
how long you have in between each mode to fire at enemies, or to evade
enemy fire. As the turns progress, the slider will move to the left or
the right. If your MOVE is high enough you will get the first attack,
and the slide will start to move to the right. This will be your ATTACK
turn, and is your enemy's DEFENSE turn. When the slide gets all the way
to the right side of the slide, it will become your enemy's ATTACK turn
and your DEFENSE turn. Evade the enemies mobile suits fire until the
slide reaches the left end of the slider, and it will become your
attack turn again.

--In the center of the console is your radar. The enemy mobile suits
appear as gray dots. The V-shaped cone in the center of the radar is
your line of sight. Use the radar to easily keep track of enemy
movement, but remember Minovsky Particles can disrupt your radar and
cause the enemies to "jump" erratically around the radar.

--Above the radar is a display that will tell you what mode you are in.
You know, in case you somehow forget or something. It will display the
word "ATTACK!!" during your Attack mode and "DEFENSE!!" during your
Defense Mode.

--The right box displays the remaining enemy mobile suits in the area.
However, when your attack phase begins, a box will appear over this one
that lists what weapons you can pick from.

--And finally at the very bottom, is your AP gauge. As you take damage,
the gauge will deplete to the left. The gauge is normally yellow, and
as it depletes more orange will become visible. At any time your mobile
suit has less than 0 AP, you will be destroyed, and its GAME OVER for
you!


  Now once you destroy all of the enemies you will see this screen.
This screen rates how well you performed in the Long Ranged battle:

                           BREAKAWAY
                    LONG RANGE BATTLE AREA

                   ENEMY DAMAGED ........ 100%
                   ENEMY SPLASHED .......   3
                   ENEMY ESCAPED ........   0

                   DAMAGED .............   30%
                   CONDITION ......    NORMAL


--ENEMY DAMAGED tells how much you damaged all of the enemies in the
battle.

--ENEMY SPLASHED counts how many enemies you destroyed during the
battle. (This game has plenty of bad Engrish, so don't ask me why the
hell it says splashed instead of destroyed...)

--ENEMY ESCAPED counts how many enemies escaped from the battle.

--DAMAGED gives a percentage based on how much damage you took.

--CONDITION gives a generic term to describe the condition of your
mobile suit. Conditions can range from GOOD!! (90-100% remaining AP),
to NORMAL (51-89% AP remaining), to NO GOOD (31-50% AP remaining), and
CAUTION! (1-30% AP remaining).

  And that is the basics of Long-Ranged Combat. With that phase of
Long-Range combat over, you may have to engage another enemy squadron
in another round of Long-Ranged battles, or you may zoom in to engage
the enemy in Close Combat, ironically just like the next section does!



-----------------------------------------------------------------------
                           Close Combat
-----------------------------------------------------------------------

  Close Combat! This is what separates the men from the boys!

  Use your cursor, which is the large blue arrow, to select the mobile
suit you wish to take action with. Move the arrow with the D-Pad and
select the intended mobile suit with the A Button. Once you have
selected your mobile suit, a menu of the actions you can take comes up.

               |------------------------------------|
               |                                    |
               |                                    |
               |                                    |
               |                                    |
               |                                    |
               |                                    |
               |------------------------------------|
                /|   MOVE   |  ATTACK  |   ITEM   |\
               |=|----------|----------|----------|=|
                \|  MEMBER  |  STATUS  |   LOST   |/
               |------------------------------------|
               | 120/120====                        |
               |------------------------------------|

  From left to right and top to bottom your available actions are
MOVE, ATTACK, ITEM, MEMBER, STATUS, and LOST. And at the very bottom is
the mobile suit's AP gauge.

--Selecting MOVE will allow the selected mobile suit to 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 your
mobile suit showing where you can move. Note that moving takes AP. To
simulate fuel being burned while moving, for every one space your
mobile suit moves it will lose 1 AP. As your mobile suit moves, the
area around it will change color from green, to yellow, to orange and
finally, to red. When the area is bright red your mobile suit 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 by pressing the A Button. If you do not wish to
attack, pressing the B button will end your move phase.

--Selecting ATTACK will bring up a second menu.

               |                                    |
               |------------------------------------|
                /|  CLOSE   |  A-GUNS  |  B-GUNS  |\
               |=|----------|----------|----------|=|
                \|  CANCEL  |  CANCEL  |  CANCEL  |/
               |------------------------------------|

  From left to right it reads CLOSE, A-GUNS, B-GUNS, and CANCEL.
Selecting CLOSE will bring you to another menu, which contains all of
the current mobile suits Close Combat Special Attacks. You can only use
close combat if you are right next to, and directly facing, an enemy
unit. After you attack an enemy, they can, and will, counter-attack
you. Pressing the A Button again will cause your mobile suit to attack
again. Press the B Button to stop the attack phase. Selecting A-Guns
will bring you to a list of the current mobile suits A-Gun Special
Attacks. A-Gun skills such as beam rifles and hyper bazookas use ammo,
as indicated by the bar on the left side of the screen. The bar is red
but as ammo is used it depletes and turns blue. Select the A-Gun skill
you wish to use and 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 (Including your allies, so be careful!) will be hit.
Anything not covered by the template will not be hit, and if the
template is red you can not fire on that area. Selecting B-GUNS will
use your mobile suits B-Gun. B-Guns are secondary 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 or pressing the B Button will return you to the main combat
menu.

--Selecting ITEM brings you to the list of items your mobile suit is
currently carrying.

               |                                    |
               |------------------------------------|
                /|  E-PAC   |   MAG    | GRENADE  |\
               |=|----------|----------|----------|=|
                \|   x 2    |   x 1    |   x 0    |/
               |------------------------------------|

  The names of the items are displayed at the top, and the number
being carried at the bottom. 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.
Grenades can be used to cause slight damage to enemy mobile suits. They
are single-hit weapons that cause knock-back. Pressing B while viewing
the ITEM menu will return you to the first menu.

--Selecting MEMBER will display a map of the mission area, and a list
of the members of your squad. Areas you have already been in are
colored blue. Unvisited areas are colored red. Your mobile suits are
displayed as red dots on the map, and the mobile suit you currently
have selected is a blinking red dot. Selecting a units name from the
list on the bottom will take you to the screen that unit is on. Some
units, such as the Methus and G-Defenser, can only be selected this way
and can perform screen-high bombing runs in Close-Combat mode.

--Selecting STATUS will bring up the mobile suits Prime Point list.
Pressing B will return you to the main menu.

--Select LOST and the game will ask you: "ARE YOU LOST?", and prompt a
YES or NO answer. Selecting YES will result in an automatic GAME OVER!
Selecting NO will return you to the standard menu.

--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
destroyed. 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 orange 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 destroyed. If
any mobile suit is destroyed, it is GAME OVER!!!



\                       /--------------------\                        /
[=======================|Mission Walkthroughs|========================]
/                       \--------------------/                        \


-----------------------------------------------------------------------
                            Mission 1
-----------------------------------------------------------------------

Backstory:
----------

  Universal Century 0087. The crushing oppression of the colony
dwelling spacenoids by the fanatic Titans military group causes unrest
amongst the colonists. The rebel Anti-Earth Union Group is formed in
response to the Titans tyrannical actions and the murder of millions of
innocents. Backed by mobile suit supplier Anaheim Electronics, the
A.E.U.G. forces hear of a test of the new Titans prototype mobile suits
taking place at the colony of Green Noa 1. An A.E.U.G. mobile suit
squad consisting of a red Rick Dias, piloted by A.E.U.G. ace pilot
Quattro Bagina and his wingman Apolly secretly slip into the colony to
capture the new mobile suits. As the two mobile suits infiltrate the
colony, a young boy named Camille Bidan decides to skip his Judo class
to hang out with his friend Fa Yuiri. Camille decides he wants to head
to the spaceport to try and meet the famous Captain Bright Noa. Fa and
Camille pass several Titans officers, and when Fa calls out to Camille,
a Titans officer named Jerrid Messa begins to make fun of his girly
name. Camille becomes enraged and attacks Jerrid. Camille gets knocked
down and Jerrid begins to kick him while he is on the ground. The
A.E.U.G. launch their attack and Titans pilot Emma Sheen runs over to
tell Jerrid of the attack. Jerrid decides to attempt to fight them off
by piloting one of the Titans Gundam Mark II's.


Close Combat Area Map:
----------------------

|----------------|
|        /\      |
|       \  \     |
|      1 \  \    |   +----------------------------+
|     2   \/     |   |           MAP KEY          |
|   /\       A   |   +----------------------------+
|   \/           |   | 1 = Rick Dias (Quattro)    |
|      /\     /\ |   | 2 = Rick Dias (Apolly)     |
|     / /     \/ |   | A = Gundam Mark II (Jerrid)|
|     \/         |   +----------------------------+
|                |
|                |
|----------------|


Close Combat Strategy:
----------------------

  This first mission is pretty easy, rightly so as most first missions
usually are. When combat begins you will have control of Quattro's Rick
Dias and Apolly's Rick Dias. Your opponent is the Titans Gundam Mark
II. It will be straight to your right. Just select Quattro's red Rick
Dias and move it up, and it will boost up on top of the building. This
is a nifty trick to learn early on. By boosting on top of higher areas,
such as tall buildings, you can move much further than you would
normally be allowed to in one turn. Head to the right and drop down off
of the side of the building. You will land on the right side of the
Gundam Mark II. Press A while you are directly facing the Gundam Mark
II to draw your beam saber and you will attack it in close combat. The
Gundam Mark II is a pushover. It will go down in only two slashes from
the Rick Dias' beam saber. After it is hit a second time, the Gundam
Mark II will boost off and crash land in a field. Jerrid will bail from
the mobile suit and Camille will run up and enter the mobile suits
cockpit. The Gundam Mark II will stand and Apolly and Quattro will
puzzle over who is the new pilot. Camille asks to escape the colony
with the A.E.U.G. and their new Gundam Mark II. Sensing a special
latent talent in the young boy, Quattro agrees and the three mobile
suits flee the colony together, leaving Jerrid behind in the dust. Back
at the Titans base, Bright Noa yells at Titans commander Bosque Ohm
about testing combat mobile suits in a civilian colony. Bosque punches
Bright for questioning him, but Bright still insists that treating
civilians like dirt will only garner more support for the A.E.U.G.
rebellion. Titans pilot Kacricorn Kacooler begins to hit Bright
repeatedly, and Bright is disgusted that someone with a rank so much
lower then his own would treat him in such a manor. Bosque and
Kacricorn laugh and tell Bright his Earth Federation rank is worthless.
In space, Quattro and Apolly tow back the stolen Gundam Mark II to the
A.E.U.G. flagship Argama. As Camille sits in the cockpit, he begins to
day-dream about how beautiful space is.



-----------------------------------------------------------------------
                             Mission 2
-----------------------------------------------------------------------

Backstory:
----------

  After the theft of the Gundam Mark II, the Titans take Camille's
parents hostage. In an attempt to use Camille's family as a bargaining
chit to get the stolen Mark II back, they send an ultimatum saying if
both Camille and the stolen mobile suits are not returned to the
Titans, that they would kill Camille's mother and father. Camille
overhears the conversation between the crew and discovers his mother
has been locked in a capsule said to be armed with a bomb. Camille
takes the Gundam Mark II out to attempt to rescue her.


Before You Launch:
------------------

  Once the mission begins you will be taken to the launch deck of the
Argama. Be damned sure to allocate the Prime Points of the Gundam Mark
II and to take some spare E-PACs. For now, I recommend boosting your
ITEM stat to 2, and taking two E-PACs. Also raise your LOCK-ON SPEED,
CLOSE ATC, and GUNSHOT ATC. After you are done playing with the Prime
Point screen, exit the launch deck to start the mission.


Long-Range Combat:
------------------

  Camille will launch alone in the Gundam Mark II, and you will enter
Long-Range Combat mode. Your first three opponents are three Hi-Zacks.
They are fairly simple opponents. Take this time to get used to playing
Long-Range Mode. Each Hi-Zack will take five separate shots from the
beam rifle. Since each time you successfully lock on you can fire four
times, you will only have to lock on twice assuming the majority of
your shots do not miss. Try to keep track of a single Hi-Zack at a
time. Concentrate all of your fire on a single enemy until it is
destroyed, then move on to the next foe. After all three Hi-Zacks are
defeated you will enter another Long-Ranged fight against Jerrid Messa
in his Hi-Zack. Much like the last three, this suit will go down in
only four or five hits. After taking about 30 damage, Jerrid will flee
combat. You will now enter long range combat against Emma Sheen, who is
piloting one of the Titan's Gundam Mark IIs. This Gundam is much faster
and more powerful than the Hi-Zacks you've been fighting so far, but it
will still be defeated in only four to five shots. After taking over 30
damage, Emma will also flee combat.


Close Combat Area Map:
----------------------

|----------------|----------------|
|                |                |
|                |                |
|                |                |   +-----------------------------+
|                |                |   |           MAP KEY           |
|                |                |   +-----------------------------+
|       1        |                |   | 1 = Gundam Mark II (Camille)|
|                |                |   | A = Gundam Mark II (Emma)   |
|                |            Z A |   | Z = Hi-Zack                 |
|                |             Z  |   +-----------------------------+
|           Z    |                |
|    Z           |                |
|----------------|----------------|


Close Combat Strategy:
----------------------

  You will now enter Close Range combat. On the first screen are two
Hi-Zacks. Move down and get right next to one of the Hi-Zacks. Face
them and press the A Button to draw your beam saber. The Hi-Zack should
only take two slashes, and as soon as you destroy your first one, you
will level up. Whoo! Raise your CLOSE ATC and GUNSHOT ATC again, as
well as taking this opportunity to refill your supply of E-PACs. After
you exit the Prime Points screen, head over to the next Hi-Zack and
destroy it in melee combat just like you did with the first Hi-Zack.
With your increased CLOSE ATC, the Hi-Zacks will only require one hit
before they are destroyed. After the second Hi-Zack is destroyed, head
over to the right boarder of the area. Press right while you are
against the boarder to enter the next area of the map. There are two
more Hi-Zacks and the Gundam Mark II piloted by Emma in this area. The
mission will end if you defeat the Gundam Mark II, but destroy the two
Hi-Zacks first to get more experience. After you crush the two Hi-
Zacks, if you are below fifty AP, use an E-PAC, and then engage the
Gundam Mark II. Hit it twice and Emma will boost away. Camille will
give chase, and Emma will lead him to the capsule where Camille's
mother is being held. The capsule is being guarded by Jerrid's Hi-Zack.
When Camille attempts to rescue his mother, Jerrid fires at the
capsule, destroying it and killing Camille's mother. Jerrid escapes,
but Emma stays behind. She is tired of the horrible things the Titans
are doing and decides to join the A.E.U.G.



-----------------------------------------------------------------------
                             Mission 3
-----------------------------------------------------------------------

Backstory:
----------

  Back on the Argama, everyone is suspicious of Emma being a Titans
spy. A.E.U.G. pilot Reccoa Londe talks to Emma about the 30 Bunch
Incident, where the Titans gassed a colony with G3 nerve gas during an
anti-Titans peace protest, killing all three million inhabitants. Emma
cannot believe the horrible things the Titans have done. The Argama
crew decides to head to the 30 Bunch colony to show the horrors to the
new crew firsthand. On the Titans Alexandria cruiser, the A.E.U.G.
forces are detected on radar. Jerrid is told to lead the attack on the
A.E.U.G. and is accompanied by the very sexy Lilla Mila Rilla, despite
her protests on Jerrid leading the squadron.


Before You Launch:
------------------

  I strongly suggest taking all of the Prime Points out of your CLOSE
ATC and putting them all into your GUNSHOT DEF, because there are no
Close Combat segments in this mission. Not to mention you will need the
extra defense because you will be getting shot at a whole hell of a
lot! Don't forget to stock up your E-PACs as well before you launch.


Long Range Combat:
------------------

  After you launch you will be taken into your first of many Long-
Range battles. Your enemies are three Hi-Zacks. With your strengthened
GUNSHOT ATC, you should be able to destroy the Hi-Zacks in only three
hits! But if you happen to miss a few times, no worries. Learn to use
your VULCANS to finish off a mobile suit that is near death. This is an
extremely nifty method to conserve ammunition in your beam rifles.
After all three Hi-Zacks are destroyed you will enter the next Long-
Range battle. This time your opponent is Jerrid in his old Hi-Zack
again. He's pretty peeved that some little kid has been able to make a
fool out of him and is ready for some revenge. He is just a little
trickier than a standard Hi-Zack, but nothing worth worrying about.
After his suit takes four hits, Jerrid will retreat. You will be taken
to the next Long-Range combat against three more Hi-Zacks. They will
all be destroyed in four hits just like last time. You will then have
to fight another three Hi-Zacks, which will also go down in only three
shots. Next will be yet another three Hi-Zacks, which will take three
to four hits per suit. I strongly suggest you use an E-PAC before this
next fight. Your next fight is your last, against Lilla Mila Rilla and
her Galbaldy Beta. She is a tough fight because the Galbaldy Beta has a
huge speed advantage over your Gundam! Not to mention every ATTACK
phase she has the ability to automatically move right in front of your
Gundam, which will allow damned near every one of her shots to hit you,
and will drain pretty vast chunks of your AP. Oh, did I mention she
gets the first turn? AHHHHH!!! But, luckily she doesn't have much AP
herself, and if you pumped up you GUNSHOT DEF like I told you to (You
did do that... Right?), than you shouldn't have that hard of a time
with her. After taking about 60 damage, which is about six hits, Jerrid
will radio her and she will retreat.



-----------------------------------------------------------------------
                             Mission 4
-----------------------------------------------------------------------

Backstory:
----------

  As the A.E.U.G. heads to the 30 Bunch colony, young Camille and the
Argama's mechanic, Astionage Medoz, design mobile suit schematics for
fun. Camille comes up with a design he calls the Zeta Gundam by taking
some of the concepts from both the Rick Dias and Gundam Mark II, and
adding in some ideas of his own. The Titans, meanwhile are in pursuit.
On board the Alexandria, Jerrid is scolded by Milla Lila Rilla for
being such a crappy pilot. She agrees to teach him a thing or two about
piloting and Jerrid asks her out. The A.E.U.G. reach the 30 Bunch
colony and take the grand tour. The crew is horrified to see three
million dead bodies floating through the colony. Emma is thoroughly
convinced that the Titans are evil. Trying to catch them off guard, the
Titans launch their mobile suits to attempt to intercept the A.E.U.G.
from the opposite end of the colony cluster.


Before You Launch:
------------------

  You probably gained a level during the last mission and didn't even
know it, so distribute all the points you have. Unlike the last one,
there will be a Close Combat section in this mission, so put some
points back into your close attack. But do not neglect your GUNSHOT
DEF, either. Make damned sure you have a lot of points (at least 4 or
5) in GUNSHOT DEF, because again, you WILL need it! I also suggest you
start working on acquiring and perfecting new special attacks, look in
the Special Attacks section to see how. Finally, make sure you stock up
on E-PACs and head on out.


Long-Range Combat:
------------------

  Your first encounter will be against a squad of three Hi-Zacks. The
Hi-Zacks have much more AP then in previous missions, and will take
sometimes seven or more shots! Yikes! Make sure to use your Head
Vulcans to conserve ammunition to finish off crippled suits. After
those three are destroyed, you will enter combat with three more Hi-
Zacks. Destroy those and you will enter another round of combat against
our old friend Jerrid in his Hi-Zack. Jerrid isn't much different from
our last few fights with him besides having noticeably more AP, but
that's not saying much. After taking about seventy-five damage, Jerrid
will escape. Use an E-PAC before the next Long Range encounter, unless
you are already at 100% health, because this last battle is a rough
one. Now we get to fight Lilla Mila Rilla in her Galbaldy Beta, again.
She is also up to her same old tricks, but in this case, that's not a
good thing. She will once again get the first turn (damn her), and fly
right in front of you firing her gun with 100% accuracy and doing
plenty of damage (damn her!). You can probably shake her lock off about
halfway through her attack phase, but she will still be able to take
out a good chunk of your AP every phase. Now she also has oodles of AP,
I mean I'm talking approximately 150, so this fight is hell. Getting
lock-ons and scoring hits are very important during this fight. Make
your attack phases count, because she can eke away at your health turn
after turn, and if you miss getting a lock on and attacking before your
Attack phase ends, she could gain the upper hand and destroy you.
Which, may I remind you, is a BAD THING! After dealing about 150 damage
to the Galbaldy Beta, Lilla Mila Rilla will flee and you will be
subjected to some of the most terrible Engrish ever seen, before you
enter Close Combat.


Close Combat Area Map:
----------------------

|----------------|----------------|
|   Z            |                |
|             Z  |             Z  |
|                |     Z    Z     |
|                |                |
|       1        |                |
|                |                |
|                |                |
|                |                |
|    Z        Z  |             Z  |   +-----------------------------+
|                |                |   |           MAP KEY           |
|                |                |   +-----------------------------+
|----------------|----------------|   | 1 = Gundam Mark II (Camille)|
|                |                |   | Z = Hi-Zack                 |
|                |                |   |                             |
|                |                |   +-----------------------------+
|                |                |
|                |                |
|                |                |
|                |     Z          |
|                |  Z             |
|     Z          |                |
| Z              |                |
|                |                |
|----------------|----------------|


Close Combat Strategy:
----------------------

  You will probably level up the second that you start close combat,
so take the time to fiddle with your Prime Points, and take more items.
Practice using Special Attacks on the first four Hi-Zacks in the
starting area of the map. You can get your Double Slash attack all the
way to 100% in this mission alone, so I suggest using the Hi-Zacks as
guinea pigs. Travel from area to area and destroy all of the Hi-Zacks.
Use an E-PAC if you get below 30 AP. After all twelve Hi-Zacks are
destroyed, the Gundam Mark II will boost into the next area, where you
will find the Galbaldy Beta waiting for you. Of course, Milla Lila
Rilla will get the first turn... Again!!! She will do about 20 to 30
damage per hit, but she doesn't have much life, only about 80 AP, so
she is pretty much a push over. If you hit her once normally, and then
use your Double Slash special attack you will probably do her in with
only those two attacks. After dealing the killing blow, Camille will
boost away. The Galbaldy Beta will began to explode, and Jerrid will
fly in to save Lilla from being killed. BOOOOOOM!!! AH HA HA HA!!!
Denied! Talk about being "blown off" for a date! Ha ha ha ha! Jerrid is
pretty peeved, now more than ever, at Camille for killing Lilla Mila
Rilla, but if he ever wants to settle the score, he's going to have to
get better.



-----------------------------------------------------------------------
                             Mission 5
-----------------------------------------------------------------------

Backstory:
----------

  After their short pit-stop to take a tour of the 30 Bunch gassing
victims, the A.E.U.G. is on the road again. To the moon or bust! When
they reach the moon, they contact Anaheim Electronics. Quattro receives
a brand new shiny mobile suit, the Hyaku Shiki, and the Gundam Mark II
receives a flying armor prototype that will help it re-enter the
Earth's atmosphere and increase its mobility. Using their new toys, the
A.E.U.G. plans to attack the Titans base at Jaburo in South America.
But the Titans are also receiving new toys. As a gesture of good will,
and to try and cover their tracks, Anaheim supplies several Marasai
mobile suits to the Titans. The A.E.U.G. steals a few new ships and
mobile suits from the Titans, and leaves the moon. The thoroughly
embarrassed Titans soon pursue the Earth-bound A.E.U.G. On the way, the
Argama picks up a distress signal. It is coming from a shuttle piloted
by Bright Noa. He is being attacked by a mysterious purple mobile
armor. Quattro is able to chase off the mysterious mobile armor, but
its pilot proves to be a skilled pilot. When Bright's shuttle is taken
on board the Argama, Bright reveals he has another person with him, Fa
Yuiri. Fa tells Camille that the Titans took her parents hostage as
well, but Bright rescued her and they escaped. The A.E.U.G. prepares to
enter Earth's atmosphere to attack Jaburo. Back on the Titans front,
Jerrid and Kacricorn prepare to launch to attack the A.E.U.G., but the
crafty Paptimus Scirocco, the skilled pilot who was attacking Bright,
tells them that his Messala will be more than enough.


Before you Launch:
------------------

  This will be another all Long-Range mission, so you will want to
remove all of the Prime Points from your CLOSE ATC and CLOSE DEF in
order to pump up your GUNSHOT ATC and GUNSHOT DEF like mad. You will
need a high defense because you will take a pummeling, and a high
attack will just help squish the enemies quicker, because they tend to
have quite a bit of AP in this mission. After switching around your
stats, stock up on E-PACs (at least two) and launch.


Long-Range Combat:
------------------

  Your first fight is against three Hi-Zacks. Compared to the last few
missions, these Hi-Zacks are as tough as nails. Most of them have
upwards of 130 AP. But if you increased you GUNSHOT ATC, you should be
doing at least 20 damage per hit. Defeat this group of three Hi-Zacks
and you will fight three more Hi-Zacks. After those three are destroyed
you will have the pleasure to destroy three more pesky Hi-Zacks. One of
the Hi-Zacks in this unit has the ability to fly in front of you and
unload its weapon, much like the Galbaldy Beta would do, but this is a
rare occurrence. If you take more than nine turns, any remaining Hi-
Zacks will flee after their last attacks. Now we get to fight the
extremely powerful ??-???... What? Stupid computer... What we get to
fight is Paptimus Scirocco in his wicked Messala. This thing is
vicious! Use an E-PAC before the fight or chances are you will end up
dead. This mean machine has an ungodly speed advantage over your pansy
Gundam Mark II. Plus ol' Paptimus will get the first turn. He also has
the ability to fly right in front of you and start shooting, which when
he does this he will fly directly into the middle of the screen and
charge the beam guns in the Messalas hands. He will then blast the hell
out of you! Move around to try and break his lock. It can be done, but
you will still be rather beat up. The Messala will spend the rest of it
time zooming around blasting at you, while transforming into and out of
its mobile armor mode. The Messala is quicker while it is in mobile
armor form, and is therefore very difficult to lock on to, much less
keep up with. It cannot fly up in your face and blast you like it can
do as a mobile suit, though, so it's a double-edged sword. And lastly,
the Messala has about 280 AP! It is truly a monster. Best of luck, you
will need it. After dealing all 280 damage to the Messala, Paptimus
will retreat because he doesn't want to get sucked into Earth's
atmosphere. You will now have to fight three Marasais. Be damned sure
to use an E-PAC after the ass-kicking you received from the Messala.
The Marasais are a little faster and a little more powerful, but all in
all are not that much different from the Hi-Zacks you fought earlier in
this mission. But they are definitely able to dodge a lot more of your
shots. You will usually not score more than one or two out of every
four shots. Destroy the three Marasais, and you will join combat with
another three Marasais. After you trash those three, you will be forced
to fight another three Marasais. I'm fairly confident you know what to
do with these by now. After you put them out of their misery, you will
have to fight Jerrid and Kacricorn. They are both in Marasais. They can
be tough, because they can both fly in front, and then fly off the
screen to fake you out, only to fly back in front of you from a
different direction to get in a few cheap shots. Plus they are so
annoyingly sporadic that they are very difficult to lock on to. Just
single out one of them and attack that Marasai only. The easiest way to
do this is to attack the last one to attack you during your defense
phase because they will already be near you. This fight will take a
while. You can not kill either Kacricorn or Jerrid, you just have to
survive until the end. Soon you will head towards Earth. The screen
will start to swarm with Marasais and they will deploy their balute
pack parachutes and parachute safely through the Earth's atmosphere.
Just keep headed towards Earth and after about three turns Kacricorn
will deploy his balute. You will automatically make him eat hot beam
death. Kacricorn will die, and Jerrid swears he will avenge Kacricorn.
The mobile suits all deploy their balutes to keep from burning up as
they descend through the atmosphere towards Jaburo.



-----------------------------------------------------------------------
                             Mission 6
-----------------------------------------------------------------------

Backstory:
----------

  After successfully dropping through the atmosphere, Camille, Apolly,
and Quattro meet up. Jerrid, having lost track of Camille, decides to
head straight to Jaburo, knowing the A.E.U.G. is probably heading
there. The A.E.U.G. forces arrive at Jaburo, and attack, but the base
is found to be ill-prepared for an attack. For what is one of the most
important bases in the Federation, the base is almost deserted.


Before you Launch:
------------------

  This mission is all close range, so take all of the points out of
your GUNSHOT ATC and GUNSHOT DEF because not much will really be
shooting at you anyway. Take all of those points and pool them into
your CLOSE ATC and CLOSE DEF. You may also want to increase your ITEM
stat. You may want to take three E-PACs just in case. After inflating
your CLOSE ATC and DEF, you may want to consider working on you Special
Attacks a little more. Look in the Special Attack section to figure out
how to unlock the abilities, because this mission is perfect for honing
you abilities. Once you are all set, head off.


Close Combat Area Map:
----------------------

   |----------------|   |----------------|   |----------------|
   |  /     \ A/    |   | \\     \       |   |\          //\  |
   |\//\/\  / /     |   |\//     /       |   | \        / \/  |
   | /    \/Z//\    |   |  \  A  \       |   |/\\   A  //\    |
   | \      Z \ \   |   |   \    /       |   | //    Z \\ \   |
   | /       \ \/   |-->|    \  /        |-->|// /\     \\ \  |-->
   | \       Z\     |   |    /Z//--//--/ |   | \//\\   M \\/  |
   |/\\        \    |   |   /M//__//__/_ |   |   \//    /     |
   |\ \\   /\  /    |   |  /______M__  / |   | /\ / M  /      |
   | \ \\ / /1//\   |   | /----//--// /  |   |/ //    /       |
   |  \/ \ /  \\ \  |   |/----//--/ \ \  |   |\//     \       |
   |      /    \\ \ |   |           /1/  |   |  \  1   \      |
   |----------------|   |----------------|   |----------------|

   |----------------|   |----------------|   |---------------|
   |  /     \  /    |   | \\     \       |   |\         //\  |
   |\//\/\  / /     |   |\//     /       |   | \       / \/  |
   | /    \/A//\    |   |  \  A  \       |   |/\\   A //\    |
   | \      / \ \   |   |   \    /       |   | //    M\\ \   |
-->| /   M   \ \/   |-->|    \ M/        |-->|// /\    \\ \  |
   | \        \     |   |    / //--//--/ |   | \//\\    \\/  |
   |/\\       M\    |   |   /Z//__//__/_ |   |   \//  Z /    |
   |\ \\   /\  /    |   |  /___M_____  / |   | /\ /    /     |
   | \ \\ / /Z//\   |   | /----//--// /  |   |/ //  M /      |
   |  \/ / /  \\ \  |   |/----//--/ \ \  |   |\//     \      |
   |      / 1  \\ \ |   |           /1/  |   |  \  1   \     |
   |----------------|   |----------------|   |---------------|

                   +----------------------------+
                   |          MAP KEY           |
                   +----------------------------+
                   |1 = Gundam Mark II (Camille)|
                   |A = Marasai (Jerrid)        |
                   |Z = Hi-Zack                 |
                   |M = Marasai                 |
                   +----------------------------+


Close Combat Strategy:
----------------------

  When you begin, you will notice you are in a giant underground cave
complex. Welcome to Jaburo! The complex is pretty cramped; there is
only a thin walkway, which wont give you much room to maneuver on. This
makes it easy for the enemies to get in your way. Your target is that
pansy jet-jocky Jerrid and his Marasai. Boost forward and turn left and
attack the Hi-Zack with your beam saber. You should be able to trash it
in two or three hits. Go forward and destroy the next two Hi-Zacks, and
Jerrid will charge you. Jerrid's Marasai is pretty damn strong. He can
do upwards of 70 damage every time he hits you, so if you get below 130
AP, break combat and use an E-PAC. After you deal about 240 damage to
Jerrid, he will boost away, and you will give chase. You will land in
the next area, and Jerrid will taunt you. Destroy the two Marsais and
single Hi-Zack and attack that whimp Jerrid. Do another 240 damage and
he will run away again, and quite predictably, you will boost after
him. When you land, Camille and Jerrid will start to argue, and the
Jerrid will move his Marasai onto a small ledge. Fight through the
other two Marasais, and Hi-Zacks, and the Jerrid will move in and
attack you. Do another 240 damage to him, and he will escape yet again.
Camille will follow him into the next area. Jerrid will land in the
first area, and there will be a few more friends waiting for us. Tear
through the Hi-Zack and two Marasais foolish enough to stand in your
way, and then attack Jerrid. After doing 240 damage to him, he will
boost away again and land in the second area, which is filled with more
badies. Rush through the Marasais and Hi-Zack, destroying them one by
one, and then Jerrid will rush you. Do another 240 damage and he will
retreat back into the third area. Destroy the two Marasais and the Hi-
Zack he is using as human shields, use an E-PAC and attack him again.
He may attempt to use a few of his own special attacks, but as long as
your health is high, you will have no trouble beating Jerrid for the
last time... in this mission anyway. After taking 240 damage Jerrid
will boost away. Camille will fly to another area of the base. Camille
strangely senses a familiar presence, and he finds Reccoa Londe, who
had been captured while scouting the base. Camille releases her and she
tells him that Jaburo was just a trap. Knowing that they were coming,
the Titans buried a nuclear bomb under the base that is set to detonate
and destroy the A.E.U.G. along with the base. Wasting no time, the
A.E.U.G. forces steal a transport plane and escape Jaburo, as the
entire base disappears in a nuclear fireball.



-----------------------------------------------------------------------
Mission 7
-----------------------------------------------------------------------

Backstory:
----------

  After escaping from Jaburo, the A.E.U.G. meets up with their Karaba
allies. Flying the Audhulma, Hayato Kobayashi decides to take the
A.E.U.G. to the Kennedy Spaceport in Florida. Quattro and Camille go to
the Audhulma to meet Hayato, and they discover that he has rescued
Federation ace pilot Amuro Ray from house arrest. Amuro quickly sees
through Quattro's disguise and begins to say that he is Char Aznable,
the dreaded Zeon ace pilot known as the "Red Comet" during the One Year
War. Quattro denies the allegations, but Camille gets angry and punches
him and demands to know the truth. Hayato's adopted son Katz rushes in
to tell everyone that enemy forces are drawing near. Camille, Roberto,
and Quattro decide to launch to intercept them.


Before you Launch:
------------------

  This is, yet again, another all Long-Range Combat mission. So in
understanding, suck all of the Prime Points out of your CLOSE ATC and
CLOSE DEF and pool them into your GUNSHOT ATC and GUNSHOT DEF. You will
want to take at least two, and perhaps even three E-PACs. After you are
all set, take off.


Long-Range Combat:
------------------

  Combat on Earth is rather different than that in space. First thing
you will notice is that gravity works. Your room to maneuver is very
restricted. You don't have much room to move up and down, although you
have plenty of room to move side to side. But this works both ways too.
The enemies have less room to maneuver, so getting a lock on them is
pretty easy to do. Your first encounter will be against a group of two
Hi-Zacks on Base Jabber sub-flight platforms. They are just about as
tough as the last bunch of Hi-Zacks you've fought during the last Long-
Range missions, but they are much faster with the assistance of the
Base Jabber, and they are MUCH more accurate. They can beat the hell
out of you pretty effectively, especially if you are not used to
fighting on Earth yet. The best way to avoid their shots is to put a
good amount of distance between them and yourself before they start to
attack, and if they get close to you, zig-zag quickly up and down while
holding either left or right to escape their line of fire. Thankfully,
the Hi-Zacks aren't very skilled at dodging themselves, more often than
not at least three out of four shots will hit them, plus their AP isn't
the greatest, only about 140, so they are pretty easy to destroy. After
you destroy these Hi-Zacks, you will fight another unit of two Hi-Zacks
on Base Jabbers. After you destroy those two, another two Hi-Zacks on
Base Jabbers will attack. Use an E-PAC if you are below 100 AP, and
then fight another unit of two Hi-Zacks on Base Jabbers. Kill them and
you get into another super fun fight with two Hi-Zacks on Base Jabbers.
Destroy those two Hi-Zacks and you get to fight... You guessed it,
another two Hi-Zacks on Base Jabbers. Thankfully, they are the last
group of Hi-Zacks. After you toast them, use an E-PAC, because the next
fight is a real beast. Enter the Asshimar, and its less then jolly
pilot Bran Blutarch. As with most boss fights, Bran will get the first
turn, and he will demonstrate his ability to be a pain in the ass. He
has the ability, like all annoying bosses, to fly right in front of you
and charge his gun and start blasting you with pin-point accuracy. Even
with max GUNSHOT DEF this can do 150+ AP of damage. Very deadly indeed.
The Asshimar has somewhere around 400 AP, so prepare for what is surely
a grueling fight. Couple this with the fact that the Asshimar is
INSANELY fast and damn near impossible to lock on to, and you've got
yourself one hell of a boss battle. The Asshimar can also transform
into a rounded UFO-looking mobile armor. It is a lot more mobile in
this form, and therefore very difficult to lock on to, but it can not
use its ability to get in front of you and start blasting while
transformed into a mobile armor, so count your blessings. When he is
attacking normally, DO NOT zig-zag to try and avoid the incoming fire.
Zig-zagging will do more harm then good because of the erratic way the
Asshimar moves. To avoid its beam rifle blasts just move in a straight
line to the left or right, and just hope and pray you can make your
attack phases count and score some decent hits. After you deal enough
damage to Bran's Asshimar, he will flee and the mission will end.



-----------------------------------------------------------------------
                             Mission 8
-----------------------------------------------------------------------

Backstory:
----------

  Having sent several of their members back into space at the Kennedy
Spaceport to rendezvous with the Argama, the Audhulma departs from
Florida and heads west. But the Titans, having commandeered the Sudry
cargo plane, are in hot pursuit of the A.E.U.G. Titans officer Rosamia
Badam meets up with Bran and asks to join his unit. He agrees, but he
also wonders if she might be one of the artificial-Newtypes he has been
hearing rumors about. Back on the Audhulma, Camille still wants to know
if Quattro is really Char. Amuro asks Char why he came back to Earth,
but Quattro tells Amuro that he came back to Earth to make fun of him,
and that Lalah Sune's soul is floating past Mars. Quattro then asks
Amuro not to let Katz down. Amuro is distraught because he feels he can
no longer fight. Amuro asks if he can borrow one of the Rick Dias, but
Quattro tells him that he isn't allowed to. Quattro tells Amuro he
needs to go back to space, but Amuro says he is afraid of zero gravity.
Quattro tells Amuro that the only thing he is afraid of is Lalah's
ghost. Hayato tells the gang they are heading to Hickory, where they
have a Karaba air base capable of transporting the remainder of the
A.E.U.G. into space. But the Titans plan to destroy them before they
even get there.


Before you Launch:
------------------

  The first thing you will notice is you have two suits to use now!
WRONG! You have three! Look up at the top of the menu and you will see
a R> symbol. Hit the right shoulder button and you will discover that
you actually have two Rick Dias'. But unfortunately, they are both only
level 6, which is leaps and bounds behind the Gundam Mark II. Now, you
will have both Long-Range and Close Combat segments in this mission.
Set up the Prime Points for the two Rick Dias' to have maximum CLOSE
ATC and GUNSHOT ATC, increase their MOVE to 3, and increase their ITEM
to 3. Take two MAGs and one E-PACs and then head back to set up the
points for the Gundam Mark II. This will be kind of tricky, because you
will have to split your points up between GUNSHOT stats and CLOSE
stats. Boost your CLOSE ATC, GUNSHOT ATC, and GUNSHOT DEF to their
maximum. Your MOVE and ITEM stats should be 3. Take three E-PACs, and
then put any remaining points into your CLOSE DEF and SKILL DEF.


Long-Range Combat:
------------------

  Your first fight will be against a squad of two Hi-Zacks on Base
Jabbers. They are nothing special. Just imploy the same zig-zagging
strategy you used on the last mission. Destroy those three pesky Hi-
Zacks and you will fight another group of two Hi-Zacks. Destroy these
two and you will fight yet another two Hi-Zacks on Base Jabbers. These
two have a small amount more AP then the other Hi-Zacks, but it isn't
that big of an issue, you may just take an extra attack phase to finish
each of them off. Use an E-PAC before the next fight!!! You're screwed
if you don't. You will be up against Rosamia Badam's Gaplant. She will
take the first turn, ladies first, of course. During this initial
attack, she will demonstrate that she too can hover in front of you,
charge her weapon, and pepper you beam fire causing an obscene amount
of damage, sometimes 200 plus!!! YIKES!!! Do your best to escape from
her sights as soon as possible, because she can put the hurt on you
quickly. Thankfully the Gaplant's armor is paper-thin. She will retreat
after taking only 140 damage! You can cause that much damage in as
little as two attacks sometimes, so just be glad you don't have to
fight her for a longer period of time, because frankly, you would be
boned. After causing enough damage, the Gaplant will retreat, and you
will be subjected to some more bad Engrish before entering Close Combat
mode.


Close Combat Area Map:
----------------------

|----------------|----------------|
|     Z          |                |
|                |        Z       |
|                |                |
|                |       Z        |
|      2 1      Z|               Z|
|       3        |                |
|                |                |
|        Z       |       Z        |
|    Z           |                |
|                |                |
|                |                |
|----------------|----------------|
|                |      Z         |
|                |                |   +-----------------------------+
|                |                |   |           MAP KEY           |
|                |                |   +-----------------------------+
|                |                |   | 1 = Gundam Mark II (Camille)|
|                |               Z|   | 2 = Rick Dias (Roberto)     |
| Z   Z    Z     |       Z        |   | 3 = Rick Dias (Amuro)       |
|                |   Z            |   | Z = Hi-Zack                 |
|                |                |   +-----------------------------+
|     Z          |                |
|                |                |
|----------------|----------------|
|                |                |
|         Z      |                |
|                |                |
|       Z        |                |
|               Z|                |
|                |Z    Z    Z     |
|                |                |
|                |                |
|       Z        |     Z          |
|                |                |
|                |                |
|----------------|----------------|


Close Combat Strategy:
----------------------

  Camille and Quattro will land at the Hickory base. Camille will tell
Quattro he wants to stay behind on Earth. Quattro grudgingly agrees and
tells Camille he can stay with Karaba if he wants to. Quattro boards
the shuttle leaving Amuro, Roberto, and Camille behind to guard the
shuttle from the attacking Titans. The four mobile suits will each
boost off, and the Mark II and two Rick Dias' will land in area one.
First things first, use an E-PAC on the Gundam Mark II to recover the
damage from the fight against the Gaplant. Now, don't get too excited
about having multiple mobile suits for the first time. The two Rick
Dias' suck. Hoover's R&D Department wishes they could market such
natural sucking ability, but the two Rick Dias' suck on a plane of
existence so beyond normal suckitude, that no Hoover could ever dream
of aspiring to such great heights. Ranting aside, the two Rick Dias are
definitely a set back. They are low in level, so they have atrocious
statistics. They can go on a savage rampage if you use them correctly,
and clear out at least two areas by themselves, but they could also
take a beating and potentially lose you the mission. On the first map,
use the Rick Dias' A-Gun Pin-Point special attacks to riddle the nearby
Hi-Zacks with beam shots. You should be able to shoot them long before
they can touch you, and one Pin-Point will utterly destroy a Hi-Zack as
long as you had set the Rick Dias' GUNSHOT ATC to eight like I told you
to. Destroy all of the Hi-Zacks in the first area, and the walk your
Rick Dias over into the area on the right. Enter the next area, but
keep your Rick Dias close to the edge of the area in case you need to
retreat. Trash as many Hi-Zacks as possible, and use a MAG when you run
out of ammo, or an E-PAC if you get below 100 AP. After your Rick Dias
clears out this area, head down with him and clear out the middle-right
area. Blast away the wimpy Hi-Zacks with the Rick Dias' superior
firepower, and after you run out of MAGs and E-PACs, run away and bring
in your second Rick Dias to mop up what is left. This is a pretty
effective way to use them, but they tend to get beat up rather easily
in close combat, so keep them out of it. Just keep throwing ammo at
your enemies and you will be fine. After the second Rick Dias is out of
ammunition, MAGs, and E-PACs, retreat him back to an empty area to take
him out of harms way, and then bring in the Gundam Mark II to finish
what they started. After you clear all six areas out, everyone will
boost away. Roberto will go back to the shuttle, and he comes under
attack from Bran in the Asshimar. Bran destroys Roberto's Rick Dias,
killing him, and Camille boosts in to attack Bran and his damned
Asshimar. Heal with an E-PAC when the fight starts, just in case. Bran
will just sit back and shoot at you with his beam rifle, which does
pretty flimsy damage compared to what he can do in close combat. Just
stay back and return fire with your beam rifle. Use your Pin-Point A-
Gun Special Attack and you will finish him in only two turns. Easy as
pie! And with that jerk defeated the shuttle can safely launch.
Yippee!!! Kind of sad about poor ol' Roberto though... You will be
missed soldier...



-----------------------------------------------------------------------
                             Mission 9
-----------------------------------------------------------------------

Backstory:
----------

  With Quattro and Reccoa headed back into space, the Karaba forces
along with Camille get back on board the Audhulma and begin their long
trip over the Pacific Ocean. The Titans send an order not to meddle
with the rebels during their trip over the Pacific, because they have a
nasty surprise waiting for them in New Guinea. But when was the last
time overzealous spacenoid-haters listened to orders about not
overzealously killing spacenoids? The remaining Titans forces persuing
the Audhulma attack anyway.


Before you Launch:
------------------

  Yippee! Another all Long-Range mission! You know what that means!
That's right! That means it is time to whore out our statistics to gain
as much of an advantage as possible! Suck all of the points out of your
CLOSE ATC, CLOSE DEF, SKILL ATC, and SKILL DEF, and pool them all into
your GUNSHOT ATC, GUNSHOT DEF, and LOCK ON-SPEED. You may also want to
pool the remaining points into your FOR MINOFSKY stat to improve the
radar so you can keep track of pesky enemies better. Take three E-PACs
and then hit the skyways.


Long-Range Combat:
------------------

  Your first fight will be against two Hi-Zacks on Base Jabbers. They
aren't anything out of the ordinary. They only have about 130 AP
apiece, so they are not very tough. Try to practice using the
directional button input commands when using your beam rifle (or hyper
bazooka). If you can get it right you can triple your attack power!
This is a very handy trick, I suggest getting the hang of it. Destroy
the first two Hi-Zacks, and you will then encounter a second group of
two Hi-Zacks on Base Jabbers. Destroy those two, and you will fight
another group of two Hi-Zacks on Base Jabbers. If you do not destroy
both of them by the fourth turn, the remaining Hi-Zacks will flee. Next
up is the fourth group of two Hi-Zacks on Base Jabbers. After the
fourth group of Hi-Zacks is finished off, a fifth group of Hi-Zacks on
Base Jabbers will arrive to bug you. Destroy this group, and you will
enter combat against a sixth batch of Hi-Zacks on Base Jabbers. After
eliminating the sixth group, you will engage a seventh group of Hi-
Zacks. Destroy the seventh group and you will fight an eighth squadron
of two Hi-Zacks on Base Jabbers. Destroy squad number eight, and you
attack the ninth squad, consisting of two Hi-Zacks on Base Jabbers. Are
you tired of fighting Hi-Zacks yet? Too bad! Cause next up is two more
Hi-Zacks, which make the tenth group! After you destroy them, it's
group eleven consisting of two more Hi-Zacks on Base Jabbers, and for
all you Hi-Zack lovers out there, group twelve is also two Hi-Zacks on
Base Jabbers. And finally, lucky number group thirteen, which is also
two Hi-Zacks on Base Jabbers! Who would have guessed it? But
thankfully, folks, they're the last two! Destroy them and use an E-PAC
before the next fight, because it is once again time to tangle with
Rosamia Badam, and her speedy Gaplant. She will, as usual, probably get
the first turn. She still has the unusually cruel ability to hover in
front of you and riddle you with beam fire, which she may or may not
use. But this time she will occasionally transform her Gaplant into its
mobile armor mode, which will make the Gaplant easily one of the
fastest enemy units in the game. It is very difficult to get a lock
onto her suit in mobile armor mode, because it is so damned quick. But
on the bright side, she can not use her cheap ability to hover in front
of you and blast away when the Gaplant is in mobile armor mode, so take
the good with the bad. Unlike the last tangle, the Gaplant now has much
more AP. It now has close to a beefy 400 AP! Be sure to get a lock onto
her. Make your attack phases count. If you miss your chances to attack
during your turns, you will die. She can quickly take the lead with a
few good hits, so make your shots count or you're doomed. After taking
about 100 damage, Camille, Amuro, and Rosamia will strike up a
conversation, but it will be back to combat after a few words. After
she has taken over 200 damage, Rosamia will start up another round of
psychobabble. Keep at it! After taking over 300 damage, Rosamia will
start going whacko again. She is thoroughly convinced that Camille is
her long-lost brother. Needless to say, everybody else thinks she is
just plain daffy. Not much more to go!!! After her ranting ends, dodge
her attacks and attack her twice more, and the final 400 damage will
have been incurred! The Gaplant will explode and the mission will end.



-----------------------------------------------------------------------
                             Mission 10
-----------------------------------------------------------------------

Backstory:
----------

  The Audhulma crew decides to land in Hong Kong to stock up on
supplies before they attack the Titans base in New Guinea to steal
another shuttle. While out in the city, Camille has an odd encounter
with a blue-haired young lady who calls herself Four Murasame. They
become very attached almost instantly through their Newtype powers, and
they talk while sitting on a park bench on a high tower rooftop. Four
explains to Camille that Four isn't her real name, and that she has no
memories of who she really is. She asks Camille to kiss her, and he
does... But a dark cloud falls over the city of Hong Kong. A black
shadow cast by a floating weapon of incredible destructive power. Four
runs away from Camille and the huge black mobile armor transforms into
a gigantic Gundam that is taller then the building Camille is standing
on. Amuro radios Camille and picks him up in the Rick Dias to bring him
back to the Audhulma. Camille suits up in the Gundam Mark II to head
out and confront this ominous black behemoth of a mobile armor, the
Psyco Gundam.


Before you Launch:
------------------

  Well this mission is an all Long-Ranged Mission, just like the last
one. Your statistics should be pretty much where you need them. Make
sure your GUNSHOT ATC is at eight points, and make sure that your
GUNSHOT DEF is at eight points. Be sure that your LOCK ON SPEED is at
eight points, and you may want to put ten points in your SKILL ATC to
access the hyper bazooka instead of just the standard beam rifle. You
will not need any points in your ITEM stat for this mission because
there will be no opportunity to use items, so you can remove those
points for use elsewhere. After you are done, launch.


Long-Range Combat:
------------------

  There it is. The Psyco Gundam, in all its terrifying glory. Doesn't
the song that's playing just subliminally tell you "Hi, I'm evil and
I'm going to kick your ass!"? When the fight begins the Psyco Gundam
will display its impressive in your face ability. Hovering in front of
you, it will be surrounded by a hazy blue aura. The particle cannons in
its chest will begin to charge and it will unleash a volley of blasts
good for at least 100 damage WITH max GUNSHOT DEF! The Psyco Gundam can
also transform itself into its mobile suit form, which is a small bit
faster then the mobile fortress mode and can move and shoot normally,
with each individual shot able to do at least 20 damage to you. The
Psyco Gundam itself is pretty damn slow, and it is such a huge target
that it is hard not to be able to lock onto it, but here is the rub.
The armor on this ungodly mecha is so incredibly tough, that ANYTHING
you normally attack it with will do exactly 000 damage to it!!! That's
one tough nut to crack! "But, if we can't damage it, how the heck are
we supposed to beat it?" Well I'm glad you asked that! Here's the
secret, if you haven't noticed by now, whenever you select to use your
beam rifle or hyper bazooka, and then lock onto an enemy with the A
Button, a taskbar containing multiple directional arrows will pop out
of the top of the bottom display. Using the D-Pad, input the random
directions listed in the pop-up. Each arrow will turn yellow when done
correctly, and when the sequence is complete the word SMASH will
appear. Hit the A Button again to start firing your weapon. Holy
crap!!! You will actually be able to damage the Psyco Gundam now! You
may only hit it for 2 to 5 damage, but that is a vast improvement over
000! After hitting the Psyco Gundam twice, the pilot will be revealed
as... FOUR MURASAME!!! Oh, this does not bode well... Why do we have to
end up fighting every sexy kitten the story line introduces? I'm
telling you, life's not fair! Four will wonder about who is piloting
the Gundam Mark II. Camille tells Four that it's him in the Mark II and
she is shocked. Camille will try to persuade her not to fight, but she
says she has to fight or she will never find out who she really is. The
fight will now continue. Dodge the Psyco Gundam's shots, and blast it
again on your next attack phase by using the directional input to
power-up your weapon. After hitting her another two times, Four will
start to go insane, driven to madness by the Psyco Gundam. Combat will
resume, so dodge like crazy and hit her two more times. Four will begin
to question if what she is doing is right, then combat will restart and
she'll shoot at you some more. Hit her again and the conversation will
continue, with Camille telling Four that fighting wont help her regain
anything. Four disagrees and will attack you again. Attack her again,
and after dealing all 18 AP of damage to the Psyco Gundam, Four will
open the cockpit in the Psyco Gundams head and say she doesn't want to
fight anymore. She will retreat and Camille will scream her name as the
Psyco Gundam cruises slowly away over Hong Kong.



-----------------------------------------------------------------------
                             Mission 11
-----------------------------------------------------------------------

Backstory:
----------

  The Audhulma departs Hong Kong, and is headed to the Titans base in
New Guinea to attempt to steal a shuttle and launch into space. Amuro
decides he wants to go back into space. Hayato runs in and tells them
they have only a small opportunity to rendezvous with the Argama before
it has to leave Earth's orbit, but the Titans launch a surprise attack
on the Audhulma.


Before you Launch:
------------------

  This mission is all Long-Range, just like the last two. Your stats
should be pretty much where you need them, but you most likely leveled
up from the last mission, so spend those points. Make sure that you
have your GUNSHOT ATC at eight points, and GUNSHOT DEF at eight points.
Up your MOVE to at least four points. You will want your ITEM stat to
be at least one, but two is more secure. Take two E-PACs as well and
then launch.


Long-Range Combat:
------------------

  For your first fight, you will be up against two Hi-Zacks on Base
Jabbers. The Hi-Zacks are now notably faster. If you do not have your
MOVE stat at least four points, they will get the first attack turn.
They don't have much AP, though, only about 125, so they are pretty
easily destroyed. But still, they are just a lot quicker, so they may
catch you off-guard. Just keep an eye on your radar, and keep your wits
about you. After funeralizing the first group, you will be attacked by
a second group of two Hi-Zacks on Base Jabbers. Destroy those two, and
you will be attacked by a third squadron of Hi-Zacks on Base Jabbers.
If you can't destroy both of them within four attack turns, any
remaining of two will flee the battlefield. Then it's on to fight four,
another two Hi-Zacks on Base Jabbers. Bet'cha saw that coming a mile
away... Destroy them both for being so damned predictable! Next is the
fifth squad of Hi-Zacks. If you fail to destroy them in three attack
turns, any of the surviving Hi-Zacks will flee. The sixth quad of two
Hi-Zacks is next up to the plate, so destroy them to be treated to
another long-range battle. Yep, two more Hi-Zacks on base Jabbers. What
is this, like squad number seven? Jeez, destroying all these cannon-
fodder mecha sure gets monotonous. So after they all die a horrible,
fiery death at your hands, comes a break in a humdrum world of wasting
legions of normal foes... Be sure to use an E-PAC before the next
fight, because Psyco Gundam is back, baby! When I tell you this fight
is hard, I mean it is down-right frustrating. This fight is all
dependant on how many of your shots actually hit, and what attacks the
Psyco Gundam decides to use most. Or in other words, it is all up to
friggin' luck. And that's not good. The Psyco Gundam retains all of its
abilities from the last fight. It can still get in your face and blast
the heck out of you, which is still good for about 100 damage. And yes,
I have seen it use this attack EVERY turn. It can be incredibly cheesy,
especially since there is no way to avoid it. When it attacks normally,
it will spend most of its time sitting in the same spot firing forward.
It will only start to chase after you when its attack phase is halfway
over, and it is still incredibly slow, so dodging its weapons is
absolutely no problem. But, it is still tougher then all hell to
damage. In case you forgot what to do already, input the directional
commands that appear in the pop-up taskbar when you target the Psyco
Gundam with your beam rifle or hyper bazooka. When done correctly the
word "SMASH" will appear. Press the A Button to fire and you will
actually damage the behemoth. After dealing 10 damage to the Psyco
Gundam, Four will open the cockpit and talk to Camille. Four will ask
him to stop being her enemy. Camille will ask Four to come to space
with them and they will help her get her memories back. Now back to the
fighting! Try to hold out just a little while longer. Hit her a few
more times! After she takes all 18 AP of damage, she will talk to
Camille again. She decides to help Camille get back into space. Using
the Psyco Gundam, she attacks and boards the Sudry and jettisons a
shuttle booster. The Audhulma secures the shuttle booster as the Sudry
begins to explode. Camille secures the Gundam Mark II onto the shuttle
booster and he launches back into space.



-----------------------------------------------------------------------
                             Mission 12
-----------------------------------------------------------------------

Backstory:
----------

  Aboard his Dolos Gear, Paptimus Scirocco is confronted by Titans
pilot Muoar Pharaoh and Jerrid Messa. Muoar wants to know what
Paptimus' intentions are. He explains to her and Jerrid that he simply
wants to relieve people from the oppression of gravity. He believes
that the Titans would destroy the Earth, and a woman would then lead
humanity. Arriving back in space, Camille is picked up by the Argama,
who is traveling along with the battleship Radish, which is commanded
by Henken Beckner, the former captain of the Argama. Camille is
surprised when he is given a new mobile suit, the Zeta Gundam.
Astionage had sent the designs to Anaheim Electronics, and while
Camille was on Earth it was built. The Zeta Gundam was given to the
Argama, along with the testbed Methus. Emma Sheen is designated as the
Gundam Mark II's permanent pilot, and Fa Yuiri decides she wants to
become a pilot too.


Before you Launch:
------------------

  You get to take the brand-spankin' new Zeta Gundam out for a spin in
this mission. You will retain the same amount of Prime Points and AP
you had with the Gundam Mark II. However, all of your Close Combat
Special Attacks and A-Gun Special Attacks will be gone. You will have
to start from scratch to learn new, and even more powerful Special
Attacks. The Zeta Gundam's Long-Range weapons are the standard head
vulcans, beam rifle, and a new very powerful hyper mega launcher. The
hyper mega launcher is much more powerful then the normal beam rifle
and head vulcans, so be sure to use it sparingly, or only during
difficult boss battles, to make the best use of it. The Zeta Gundam
also has access to a third type of ITEM called GRENADES. GRENADES are
explosive projectiles that hits a single square area and cause knock-
back to any hit units. They are only useable in Close Combat mode, so
they are useless and pointless to take during all Long-Ranged missions,
like this mission is. Indeed, this mission will be all Long-Ranged, so
set your Prime Points up to reflect that. Your GUNSHOT ATC should be
eight points, and your GUNSHOT DEF should be eight points. Set your
MOVE to at least four, and your ITEM to at least three. Take three E-
PACs and launch. The Zeta Gundam and the Gundam Mark II will launch,
and the Zeta Gundam will transform into Waverider mode and fly away.


Long-Range Combat:
------------------

  It's good to be back in space! All that free room to actually be
able to maneuver in! It's just a good thing. Your first fight is
against a squadron of three Hi-Zacks. They all only have about 140 AP,
so they aren't that difficult to destroy. The only hard part is hitting
them. They are very fast, and even when you do lock-on to and fire at
them, they dodge most of the shots, usually at least two or three out
of four. It's very annoying, so you may take awhile to beat each fight
on account of just having trouble hitting the enemy. Any surviving
enemies will flee after eight turns anyway. They're pretty pesky, they
are. Destroy the first unit, and you will have to fight a second unit
of three Hi-Zacks. Destroy these three and you then engage a unit of
three Marasais. They are not much different then the Hi-Zacks. They are
a good bit more maneuverable, but they still have the same amount of AP
and attack power. Like the Hi-Zacks, they will also escape if you can
not destroy them all in less than seven turns. Cowards!!! After that
first group is dealt with, you will fight a second group of three
Marasais. It's nothing you haven't seen before. After the Marasais, you
will fight another group of three Hi-Zacks. After they are defeated you
will be attacked by yet another three Hi-Zacks. After the Hi-Zacks are
defeated, you will fight another batch of three Hi-Zacks. Defeat those
Marasais to fight your last three Marasais. After the fight with the
last three Marasais is over, use an E-PAC, because this next one is a
double-trouble, double-whammy, double the pleasure, double the fun
fight from hell. After you are all healed, start the next fight. Jerrid
an Muoar will show up in their Gabthleys, new toys from Paptimus
Scirocco. For once, you will get the first turn (as long as you have at
least four points in MOVE), so select your hyper mega launcher and lock
onto one of the Gabthleys. I STRONGLY suggest that you input the
directional command to increase the amount of damage you do each turn.
The Gabthleys in mobile suit mode are rather quick, but not so fast as
to make getting a lock-on difficult. They will also not be able to
break your lock too quickly, giving you sufficient time to enter the
directions required to power-up your weapons. Fully powered up you can
do at least 80 damage per individual shot, and you will usually hit
with at least two shots per turn for around 140 damage, which will end
this fight quickly. Now it is the Gabthleys turns. In fitting with
cheesy boss tradition, they can get in you face and blast the hell out
of you. Muoar and Jerrid both have their own distinctive patterns of
attack. Muoar will charge her weapon before attacking, thus firing
fewer blasts, but each shot will be greater in power. Jerrid does not
charge his weapon, but he fires a greater number of shots, each
individual shot is just not as powerful. Either way, they can do over
150 damage to you each turn if they both use their ability. Move around
and they will break their lock and attack normally for the rest of
their attack turns. Dodge them and their blasts as you would during any
normal fight. They can also transform into a mobile armor mode, which
gives them a HUGE increase in speed and mobility, making them harder to
lock onto and harder to avoid when being attacked. To end the fight as
soon as possible, focus on the same Gabthley during all of your attack
phases. I suggest attacking the one that is the last to fire at you
during your defense phase, since it will already be near you. Each
Gabthley has somewhere in the neighborhood of 550 AP. After either of
the Gabthley's receives over 550 damage, they will both escape.



-----------------------------------------------------------------------
                             Mission 13
-----------------------------------------------------------------------

Backstory:
----------

  Back aboard Paptimus Scirocco's Dolos Gear, Jerrid apologizes for
not being able to destroy the Zeta Gundam. He tells Jerrid it is not
his fault. Paptimus then tells Jerrid he will have a Newtype trainee,
and he is introduced to Sarah Zabiarov. Jerrid asks Sarah if she could
kill someone, and she tells him that she would only if it was
necessary. Jerrid decides he wants to see her skills in action. On the
Argama, Bright is tracking the Titans main fleet. He believes they are
headed to the moon. Quattro and Bright think that the Titans are
planning a major lunar attack.


Before you Launch:
------------------

  This mission will also be all Long-Ranged. Your statistics should be
where you need them because of the last mission, but distribute any
points you may have received from leveling up during the last mission.
Take some E-PACs and after you are done, launch.


Long-Range Combat:
------------------

  Upon entering Long-Range combat, you will encounter a squadron of
three Marasais. They aren't anything special. They all have pretty much
the same speed and maneuverability as last mission. Their AP is also
about the same as the last mission, about 130, although the Marasais
seem to have a bit of a higher defense then the Hi-Zacks do. Destroy
the Marasais and you will encounter a squadron of three Hi-Zacks. After
the Hi-Zacks are killed off, you will engage three more Marasais. Stomp
the Marasais, and you will fight an additional squad of three Hi-Zacks.
After them, comes another three Marasais. Noticing an emerging pattern
yet? After the Marasais are destroyed, you fight your third squadron of
three Hi-Zacks. After the Hi-Zacks comes a fourth squad of three
Marasais. After they are out of the way, the fourth and final squadron
of Hi-Zacks will attack. Destroy those pests, and then use an E-PAC
before the next and final round of combat. Jerrid is back, and he
brought a friend! Thankfully, though, it isn't Muoar again. Sarah
Zabiarov is in a Marasai, and Jerrid, like in the last mission, is in a
Gabthley. You will get the first turn again. Select your hyper mega
launcher and go Marasai hunting. Neither the Gabthley in mobile suit
mode, or the Marasai are especially fast, so catching up to them won't
be much of a problem. Be sure to press the directional button
combination after you lock onto the Marasai to do critical damage, or
else you won't make it out of this fight alive. Sarah's Marasai has
barely over 550 AP, which is a lot less than the Gabthley's 650, so
attacking the Marasai is simply common sense. You can knock out large
chunks the Marasai's AP, sometimes as much as 200, every time you use a
fully charged hyper mega launcher shot. Next up, Sarah will attack in
the Marasai. She can get up close and blast you, just like everybody
else and their grandma... She won't stay close to you for long however,
only long enough to do around 100 damage so you can easily get away
from her and just avoid the rest of her attacks until her attack turn
ends. Jerrid as always can still get up close and personal, on the
other hand his attacks will do almost 200 damage! The Gabthley can
still transform into a mobile armor, which will give it a huge boost in
speed, but it will not be able use that damned annoying ability, so
that is a plus. After both Jerrid and Sarah's attack turns are over, go
lock onto and attack the Marasai again. Attack the Marasai again with
the hyper mega launcher, pressing the directional buttons before you
fire to boost the attack power. Keep this up, and soon Sarah will tell
Jerrid she doesn't think she can fight anymore. Attack her Marasai
again to finish her off and they will both retreat. Paptimus Scirocco's
Dolos Gear will land at the lunar city of Von Braun and he seizes the
city for the Titans. Muoar realizes he was only using Jerrid and the
other soldiers to distract the A.E.U.G. forces.



-----------------------------------------------------------------------
                             Mission 14
-----------------------------------------------------------------------

Backstory:
----------

  With the capture of the lunar city of Von Braun for use as a Titans
base, the impressed Earth Federation declares it will hand complete
military control over to the Titans. A branch of the main fleet
arrives, along with the bloodthirsty Titans ace, Yazan Gable. Yazan
says that the Titans are going to drop a colony on the lunar city of
Granada, and Sarah is appalled. Meanwhile, Quattro has gone back to
Earth to go to Dakar, the Federation capital, while on the Argama the
G-Defenser has been completed. The A.E.U.G. discusses how to boot the
Titans off the moon, and stop the colony drop. They decide to attack
and try to knock the colony off-course with the main cannons of their
battleships. The A.E.U.G. mobile suits launch to keep the Titans busy
while they attempt to stop the colony.


Before you Launch:
------------------

  This mission is both Long-Range and Close Range! All right!!!! We
haven't had a Close Range fight since Mission 8! Set up your Prime
Points so that you have maximum CLOSE ATC, and maximum GUNSHOT DEF and
GUNSHOT ATC (eight points in each). Your LOCK ON-SPEED should also be
at eight points. Your MOVE should be four, and you should have an ITEM
statistic of four, and you should take four E-PACs. Toy around with
your SKILL ATC next to see what special attacks you can unlock and use.
The Close Combat segment in this mission will give you ample
opportunity to grow and develop these skills. After you are finished
up, launch your mobile suit.


Long-Range Combat:
------------------

  It should be noted that fighting on the surface of the moon is very
similar to fighting on Earth. In other words, you have almost no room
to go up and down, but plenty of room to move from side to side. This
can be one of the most troubling Long-Range segments in the game,
mostly because you do not expect normal enemies to deal boss-level
damage! If you ever end a fight with less than 150 AP remaining, use an
E-PAC! Your first fight is against a group of three Hi-Zacks. DO NOT
UNDERESTIMATE THEM!!! They may just seem like the same old Hi-Zacks,
but beware; they pack a mean punch. Every one of their normal shots can
do about 20 damage even with maximum GUNSHOT DEF! To balance this out,
however, they barely have 120 AP, and this group is quite slow, but
still keep your wits about you. You will occasionally be able to finish
off a Hi-Zack in one attack turn. They are indeed pretty wimpy here as
far as defense goes, but offensively they are beasts. After the first
group is defeated, you will come against a second group of three Hi-
Zacks. Unlike the first group, these Hi-Zacks are very fast AND very
powerful. Destroy them and you will fight a squadron of three Marasais.
The Marasais have pretty much the same amount of AP as the Hi-Zacks,
but they are much much faster then they are and just as powerful. Use
your Beam Rifle, and enter the directional command, to finish them off
as quick as possible. After the first group of Marasais is defeated,
you will enter combat with a second group of three Marasais. After the
second squad of Marasais goes down in flames, you will fight a group of
three Hi-Zacks, and when they are defeated, a fourth wave of three Hi-
Zacks. After the Hi-Zack squad is defeated, you will engage a third
squadron of three Marasais. After the third squad of Marasais is toast,
you will fight a fourth squad consisting of three Marasais. Destroy
them and be sure to use an E-PAC, because you'll need full health for
the next battle. You will be up against Yazan Gable in his Gaplant.
God, that guy has a creepy face. You will get the first turn, so lock
onto Yazan's Gaplant with the hyper mega launcher and, using the
directional commands, power it up and blast him. His Gaplant has about
650 AP, but you will usually be doing over 200 damage for every fully
powered shot, so you will not take very long to beat him. Next, Yazan
gets his attack. He is the king of fake-out attacks. He will fly in
front of you, then fly off the screen, only to fly back in from another
direction to shoot you multiple times with a volley of unavoidable
blasts that will deal almost 200 damage! He can also attack normally,
and since his Gaplant is pretty fast in mobile suit mode, he is
difficult to avoid. The Gaplant can also transform into a mobile armor,
which is without a doubt the fastest unit in the game. When he is
finished his attack, attack him again with a fully charged hyper mega
launcher shot. Yazan will complain that his Gaplant has a blind spot
and Camille is taking advantage of it. Attack him twice more and he
will fly away, and you will enter Close Combat mode. But be cautious,
according to the bad Engrish there seems to be a peeping tom about, and
"CLOSE COMBAT TURNS HIM ON." ... Man, that's pretty bad


Close Combat Area Map:
----------------------

|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|          Z     |                |             Z  |
|                |     Z          |                |
|     1          |                |                |
|                |           Z    |                |
|                |    Z           |                |
|  Z             |          Z     |   Z        Z   |
|          Z     |                |        Z       |
|      Z         |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |           Z    |                |
|     Z          |                |     Z          |
|          Z     |                |          Z     |
|                |                |                |
|    Z           |   Z         Z  |    Z           |
|         Z      |         Z      |         Z      |
|                |                |                |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|           Z    |                |           Z    |
|                |                |                |
|                |       Z        |                |
|                |           Z    |                |
|    Z       Z   |   Z            |   Z        Z   |
|         Z      |         Z      |         Z      |
|                |                |                |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|

          +-----------------------------+
          |           MAP KEY           |
          +-----------------------------+
          | 1 = Zeta Gundam (Camille)   |
          | Z = Hi-Zack                 |
          +-----------------------------+


Close Combat Strategy:
----------------------

  If you leveled up during the Long-Range portion of this mission, the
game will give you a little fanfare and you will get to revamp your
Prime Points before the Close Combat really starts. Take this
opportunity to refill your E-PAC supply and put the new points into
your CLOSE DEF or SKILL DEF. Your AP will be automatically refilled by
the level up, nifty! If you didn't level up, it can't be that far off.
Just use an E-PAC and trash a few Hi-Zacks until you do level up. Dig
that groovy battle song! Travel through the areas, destroying the Hi-
Zacks in close combat. They all have around 250 AP, which should be
easily taken care of in one normal attack and one follow-up special
attack. Be sure to work on your special attacks, because you can get
one of them all the way to 100% in this mission. Be extra careful,
because if you are low in levels, the Hi-Zacks can do 50 to 60 damage
per hit, so make sure to stop combat and heal if you get below 120 AP.
You will probably level up again around halfway through this mission,
so use the opportunity to refill your E-PACS again, and split the new
points up again into your CLOSE DEF and SKILL DEF. Continue on through
all nine areas. After destroying the final Hi-Zack in the ninth area, a
Hi-Zack will drop down in the top-right corner. Go up and destroy that
Hi-Zack, and another Hi-Zack will drop down right into the spot where
the first Hi-Zack just was. If you have under 150 AP use an E-PAC NOW,
or else you will be killed later, then destroy the second Hi-Zack. The
Zeta Gundam will boost away. Camille will land and fly near a large
lunar dome. Yazan's Gaplant will fly down and slash the Zeta Gundam
with its beam saber, doing between 50-80 damage. Never attack the
Gaplant with your A-Guns or B-Guns. Close Combat is the only way to do
any real damage to it. Counter-attack with the special attack you've
been working with for the entire mission, and the Gaplant will smack
you again. Hit him again and Yazan will get angry and start to yell at
the Zeta Gundam and slash you again. If you are below 150 AP, use an E-
PAC. Continue to trade licks with the Gaplant. After the Gaplant takes
640 damage, Yazan will fly away. The Titans have lost their grip on the
moon, and the colony drop misses Granada and lands in an unoccupied
region of the moon.



-----------------------------------------------------------------------
                             Mission 15
-----------------------------------------------------------------------

Backstory:
----------

  On the Dolos Gear, Jerrid is upset that they didn't get to go out
with Yazan Gable, who is leading a squad of Marasais and Hi-Zacks to
attack the A.E.U.G. Jerrid thinks he will only improve if he beats the
Zeta Gundam. Muoar tells Jerrid that she will be by his side no matter
what, and they have a lovey-dovey moment until Sarah runs in and
explains that Yazan's squad is being used as bait to lure the A.E.U.G.
into a trap. Back on the Argama, Bright wants to send Reccoa to
investigate Paptimus Scirocco's personal ship, the Jupitris. She heads
off to infiltrate the Jupitris, and the Titans attack.


Before you Launch:
------------------

  This mission will be Long-Ranged and Close-Ranged, just like the
last mission, so your points should pretty much where you need them.
Still they could use a bit of revamping. You absolutely need your ITEM
stat to be at least six, or you will probably not survive this mission.
Your MOVE stat, and LOCK ON-SPEED should all be at eight points. Your
CLOSE ATC statistic should be at eight points, and your CLOSE DEF
should be at eight points. Your GUNSHOT ATC and your GUNSHOT DEF should
also be at eight points. Since you mastered one of the Zeta Gundam's
special attacks during the previous mission, increase its SKILL ATC a
few points until you unlock the next special attack to work on during
this mission. After that, stock up on six E-PACs and hit the proverbial
trails.


Long-Range Combat:
------------------

  Your first fight will be against a squadron of three Hi-Zacks. The
normal enemies are thankfully severely downgraded from the power-trip
they were on last mission. They are back to being rather slow, and not
powerful at all with a puny 1 damage for every shot that hits you.
Although they dodge your shots quite well, with less than 120 AP, one
or two shots can do them in. Try to avoid being damaged during the
first fight so you don't have to use an E-PAC after it is over. Fly in
wide circles around the firing Hi-Zacks and they will never hit you,
and follow you stupidly until their attack turn is over and you get to
destroy them. When all of the Hi-Zacks finally are destroyed, you will
have to fight Pappy Scirocco's ol' Messala. Thankfully Paptimus isn't
at the wheel today, but he gave it to Sarah Zabiarov to take out for a
spin, and it is just as treacherous in her hands as it is with him.
With a MOVE of four, you still have priority, so you get the first
attack. Select the Beam Rifle and lock onto the Messala. It is still
quite speedy, so it may take some chasing. When you lock on, enter the
directional command, and fire away a powered-up shot. Each individual
shot will do about 75 damage, and with the Messala's 640 AP, it's going
to take some work. Next the Messala gets its turn. The Messala can
still fly in front of you, charge its hand-based beam cannon, and start
firing into your face, then break away, and after stalling for a
second, chase after you firing. The charged up shots alone are good for
at least 170 damage, so you can not last long. Dodging the other shots
are imperative. The Messala can also fire normally, chasing after you,
and even transform into its mobile armor mode. It is much, much faster
as a mobile armor. Fly in wide circles to get the Messala to chase you
stupidly firing until its turn ends, then lock onto it, charge your
weapon by entering the directions shown and blast away. Keep this up
and the Messala should go down in three to four turns. After taking all
640 damage, Sarah will flee. We get to see Reccoa on the Jupitris in a
cut-scene. She is discovered by Paptimus Scirocco, and becomes
interested in him, but he hears about the battle and leaves. Back to
the combat! Your next opponent is a squad of three Hi-Zacks. If you are
on your last leg after the Messala fight, use an E-PAC. I mean, it
would be degrading to get killed by some schmuck cannon fodder Hi-Zack.
These Hi-Zacks are a good deal faster, then the earlier batch, and they
hit harder too, so be careful. After they are dealt with, you will come
across another squadron of three Hi-Zacks. Destroy all three and use an
E-PAC before the next fight begins. HEEEEEEERE'S YAZAN!!! He's back
with his Gaplant... Have I mentioned that guy is just really creepy
looking, recently? Irregardless of how creepy he is, you still attack
first. Grab your trusty beam rifle, lock onto his creepy ass, and input
the directional sequence and FIRE!!! Just as the Messala did, the
Gaplant only has 640 AP. Do I sound like an optimist, or what? Only 640
AP... That's still quite a bit, although the Gaplant seems to go down a
little faster then the Messala. Yazan attacks next. He can still do his
fake-out attack, which is good for 75 damage by itself, which is
nowhere near what the Messala was dishing out. After that, he will
break away and attack normally. Just avoid him like the plague; there's
plenty of room to run away in space. He can also transform the Gaplant
into its mobile armor mode, giving it a hell of an increase in speed.
Still the fastest unit in the game. Scary! Just continue attacking him
with charged up beam rifle blasts, and after about five turns, Yazan
will escape. After Yazak runs off, you get attacked by another group of
three Hi-Zacks. They should pose no problems to you. Destroy them and
you will fight yet another squad of three Hi-Zacks. After they are
killed, you have to attack another squad of three Hi-Zacks. After that
squad is licked, you fight the seventh squadron of three Hi-Zacks.
Destroy squad seven, and its time for squad eight, consisting of,
surprisingly, three Hi-Zacks. After they are gone, the ninth and final
squad of three Hi-Zacks comes out to play. Destroy them and use an E-
PAC, because now you have to fight the Jerrid and Muoar Gabthley tag-
team combo. Jeez, the boss fights in this mission are out of control;
but then again anything would be better then another three Hi-Zacks...
Blaaah! This time the Gabthleys will be faster than you, so you will
immediately be put on the defensive. Muoar will still use her ability
to get in your face, and blast you, charging her blast so she fires
less, but more powerful shots, for about 200 damage. Ouchies... Jerrid
doesn't seem to have that annoying ability in this fight, opting to
just chase after you firing blindly instead. Muoar will also break her
locks and chase you normally firing, so just fly around in circles to
avoid her. They can both transform their Gabthleys into mobile armors,
giving them a huge speed boost, but weakening their defense and
disabling their lock-on ability. After they are done their attack
turns, lock onto whichever Gabthley was the last one shooting at you
with the hyper mega launcher, input the directional command, and fire
away. They both have 680 AP, so be sure to keep attacking the same
Gabthley to end the fight quickly. Keep an eye on the Gabthley that is
the last to attack you (usually Muoar's) since it will be nearest to
you already. That will be the one you want to focus all of your attacks
on. It will take about five to six fully charged blasts to bring it
down, so keep at it. After either of the Gabthleys loses all 680 AP,
they will fly away and you will enter Close Combat mode.


Close Combat Area Map:
----------------------

|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |                |
|                |                |            Z   |
|            Z   |          M     |                |
|      1         |    M  A        |       B        |
|                |                |   Z            |
|                |                |                |
|   Z        M   |                |                |
|         M      |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |      Z         |                |
|     M          |          Z     |                |
|                |                |                |
|                |     M          |   M            |
|         M      |         M      |                |
|                |                |            M   |
|                |                |                |
|      DC        |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |      Z         |
|                |                |          Z     |
|     Z          |                |                |
|                |                |     M          |
|        Z       |                |         M      |
|                |            M   |                |
|                |    M           |                |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|

       +-------------------------------------+
       |               MAP KEY               |
       +-------------------------------------+
       | 1 = Zeta Gundam (Camille)           |
       | A = Gabthley (Jerrid 1st appearance)|
       | B = Gabthley (Jerrid 2nd appearance)|
       | C = Gabthley (Jerrid 3rd appearance)|
       | D = Gabthley (Muoar)                |
       | M = Marasai                         |
       | Z = Hi-Zack                         |
       +-------------------------------------+


Close Combat Strategy:
----------------------

  First things first, use an E-PAC to heal the damage from the
encounter with the Gabthleys. This map is filled to the brim with Hi-
Zacks and Marasais, and somewhere amongst them all, Muoar and Jerrid
are hiding. After using an E-PAC, start ripping apart the nearest
enemies in close combat, to begin the long road of perfecting your new
special attack. The enemies here are pretty wimpy. They can only dish
out around 30 damage per hit in close combat, so you can frolic amongst
them and dance on their graves, while you slowly build your special
attack to 100%. Destroy all of the enemies in section one, and head
into the upper right corner of the area. It is important to stick to
the top, because the Gabthley will attack you the second you end your
turn in the next area. By sticking close to the top, Jerrid's Gabthley
will fly towards you, but will not be able to reach you, leaving it
wide open for you to attack it next turn. Hit Jerrid's Gabthley once
and he will boost away. Destroy the two Marasais in the area and then
head right into the next area, sticking to the top of the area as you
enter it. Jerrid's Gabthley will fly at you again, but won't be able to
reach you if you are towards the top. Fly towards his Gabthley and
attack him, and he will boost away again. Destroy the two Hi-Zacks in
this area, and then head down into the next area. Destroy the Hi-Zacks
and Marasais you find there, and then head left into the next area.
Destroy the few Marasais and Hi-Zacks and enter the next area on the
left from the top-left corner. Here you will find both Jerrid and Muoar
in their Gabthleys. Jerrid will charge you. Hit him once and he will
boost away. Muoar will usually attack next. Hit her once, and she will
counter-attack. Hit her a second time and she will boost off after
Jerrid. That's all for them for now. Continue to destroy the remaining
Hi-Zacks and Marasais, practicing your special attack. After you
destroy all of the remaining enemies, Jerrid, Camille, and Muoar will
all boost away. Camille will land and is attacked by Jerrid. Continue
to use your special attack on Jerrid's Gabthley, but beware, he has his
own special attack that can cause over 125 damage and knock you
backwards about six spaces. He can also transform the Gabthley into
mobile armor mode, which makes it much more mobile, but limits it to
only being able to fire its guns. Use an E-PAC if you get below 130 AP.
Do not use your A-Guns or B-Guns, because they will all do 000 damage.
The only way to damage Jerrid is to attack him in close combat. Get
next to him and use your special attacks. Keep exchanging blows with
Jerrid, and after doing about 500 damage to him, Muoar will show up and
push Jerrid out of the way. Camille will give Muoar the thrashing of
her life, and Muoar tells Jerrid she'll always be with him. Her
Gabthley explodes as Jerrid screams her name. Jerrid will shoot at you,
causing some damage. Get back into close combat and start using your
special attacks on Jerrid again. After doing another 500 damage to it,
Jerrid's Gabthley will get its legs blown off. This only ticks Jerrid
off more. He will STILL attack you. Continue to exchange special
attacks with Jerrid's beat-up mobile suit. Do another 500 damage and
the Gabthley will be wrecked further, losing its weapons and right arm.
Thinking Jerrid is dead, Camille will transform the Zeta Gundam and fly
away. As the wrecked corpse of the Gabthley floats through space, Muoar
calls out to Jerrid. She tells him that he cannot let Camille win, and
that he must show the world the right way. He regains consciousness and
vows revenge against Camille for another slain ally. Back on the
Argama, Reccoa returns from spying on the Jupitris. She seems to be
thinking about Paptimus Scirocco an awful lot, though.



-----------------------------------------------------------------------
                             Mission 16
-----------------------------------------------------------------------

Backstory:
----------

  On the Dolos Gear, Paptimus Scirocco tracks the Argama. He asks
Sarah what she thinks about the Zeta Gundam and Yazan Gable. She tells
Scirocco that she thinks Yazan is a brutal beast. Paptimus is
delighted. Yazan enters and Paptimus asks him how he likes his new
mobile suits. Yazan tells him that he doesn't like them because they
seem to have a strange creepy power coming from them. Paptimus says
that power alone will not win a battle, and that the power is actually
coming from Yazan himself. On the Argama, Bright and Quattro talk about
meeting with the fleet coming from Axis in an attempt to establish an
alliance against the Titans. Quattro notices that Reccoa is looking
down. He asks her what is wrong and she says she wants to throw
everything away. He tells her the only way for somebody to throw
everything away is for them to die. Bright observes that the Titan
fleet is headed on a parallel course to the Axis fleet. He orders their
forces to launch to intercept the Titans and to stall them so they do
not reach the Axis fleet first.


Before you Launch:
------------------

  This mission will be totally Long-Range. Take all of the Prime
Points out of your CLOSE ATC and CLOSE DEF statistics, since you will
not be needing them. Your MOVE should be at five points, your ITEM
should be at five points, and you should take five E-PACs. Your LOCK
ON-SPEED should be at eight points, and your GUNSHOT ATC, GUNSHOT DEF,
and SKILL DEF should all be at eight as well. Feel free to put any
remaining points in either your MOVE, ITEM, or SKILL ATC, and then
launch.


Long-Range Combat:
------------------

  After everyone is done transforming, you will enter combat against a
squad of three Hi-Zacks. The Hi-Zacks in this mission are pretty tough.
They all have about 200 AP, so they can take a good number of attacks
before being destroyed. They are also pretty speedy and can do about 10
to 30 damage to you with every shot. After one round of attacking and
defending is over, all hell will break loose. The background will light
up with the chaos of battle, with beam fire, and explosions, and the
shining blue fire of mobile suit thrusters everywhere over the starry
backdrop of space. Destroy the first unit of Hi-Zacks, and you will
enter combat with a second unit of three Hi-Zacks. Destroy unit two,
and you will fight the third unit of three Hi-Zacks. After the third
group of Hi-Zacks has gone bust, you will have to fight Sarah Zabiarov
in the Messala again. If you aren't at full health use an E-PAC,
because this bout with the Messala is a tough one. It is still faster
than you are, so she will get the first turn. She can still fly in
front of you, charge the canon in the Messalas hand, and spam rapid-
beam fire into your face which can do 350-400 damage. HOLY CRAP! You
better hope she doesn't use this attack more then once, because you are
deader than a doornail if she does, as there is absolutely no way to
avoid it. She can also opt to chase after you attacking, which can
easily be avoided by flying in circles while she chases you. The
Messala can also transform into a mobile armor, which gives it a hefty
increase in speed, but disables the use of the lock-and-unload special
attack that she uses. When her attack turn ends, select your hyper mega
launcher and lock onto her. After entering the directional command,
shoot at her, damn it! The Messala has 750 AP, so it will take at least
four to five turns of shooting her with fully charged hyper mega
launcher blasts before she goes down. After taking 750 damage, Sarah
will retreat. If you are near death after the fight ends, use an E-PAC.
Next up is the fourth group of three Hi-Zacks. Destroy them and you
will fight a fifth squad of three Hi-Zacks. After you waste the fifth
squadron, you will have to engage a sixth unit of three Hi-Zacks. After
they are defeated, you fight a seventh squad of three Hi-Zacks. Next is
another lame group of three Hi-Zacks. Destroy them and you will fight
the ninth repetitive group of three repetitive Hi-Zacks. Destroy them
all and then use an E-PAC, because Yazan is back with his new creepy
Hambrabi. Its eyes are almost as creepy looking as Yazan's. It's a
match made in heaven. This is no Gaplant, boy. The Hambrabi is much
faster then you are, so it will get the first turn. Yazan retains his
ability to fly in front of you, and boost away, faking you out, only to
attack from a different angle doing 170 damage, he will then drop back
and chase after you firing. The Hambrabi can also transform into a
stingray-shaped mobile armor, giving it a large speed and
maneuverability increase, but disabling the use of Yazan's fake-out
tactic. After Yazan's turn ends, attack the Hambrabi with a fully
charged hyper mega launcher shot. Each individual blast will do around
75 damage. The Hambrabi has 750 AP, just like the Messala did earlier
in the mission. It will take about four or five turns of being hit with
the fully charged blasts from the hyper mega launcher before he takes
enough damage to retreat. Yazan will fall back after he takes 750
damage, and you will watch a cutscene of Reccoa leaping out of the
Methus towards Yazan's Hambrabi. Back on the Argama, everyone believes
Reccoa is dead, and they are all upset by her loss.



-----------------------------------------------------------------------
                             Mission 17
-----------------------------------------------------------------------

Backstory:
----------

  The Argama rendezvous with the Axis Zeon fleet. Bright, Quattro, and
A.E.U.G. supporter Wong Lee board the Gwadan to have an audience with
the leader of the Axis Zeon. They are taken to an ornate throne room,
where a young child sits on a throne. The child's attendant, Haman
Kahn, introduces everyone to Mineva Lao Zabi, the daughter of Dozul
Zabi, and the last true ruler of Zeon. Quattro bows before the young
girl. Mineva starts to go on a ramble about the financial state of the
spacenoids. Quattro gets angry that the child is reciting such nonsense
and accuses Haman of using Mineva as a puppet. Haman blows Quattro's
cover and says that he is Char Aznable, and he was sent back to Earth
by the Axis Zeon to try and find the data from the original RX-78-2
Gundam to give the Axis Zeon's mobile suits a highly advanced combat
artificial intelligence. Negotiations break down severely and the
A.E.U.G ends up fleeing the ship in a gun battle. Haman decides not to
send out her own mobile suit force, because a Titans squad is already
launching to attack the A.E.U.G.


Before you Launch:
------------------

  This mission is all Close Combat! That is awesome! Finally, a break
from the countless legions of Hi-Zacks. You get to use both the Zeta
Gundam, and the Gundam Mark II. Yippee! Oh, wait... the Gundam Mark II
has been reduced to mediocrity. The Gundam Mark II will automatically
be Level 13. Its Prime Points will be totally unassigned, and waiting
to be put into its stats. But one HUGE disappointment is that the
Gundam Mark II does not retain any of the A-Gun or Close Combat special
attacks you busted your ass with to get it to master. That is most
heinous, especially with all the work you put into it. So whether you
want to level it up further or not is up to you. I personally do not
think that it is worth it to even touch the suit at this moment. It's
only robbing experience from the Zeta Gundam, I say, so it is better to
only give the Mark II sufficient stats to keep it from being killed,
and ignore it, letting the Zeta Gundam do the real work. Set the Gundam
Mark II's MOVE to four, set its ITEM to six, and take six E-PACs, and
set its CLOSE DEF, GUNSHOT DEF, and SKILL DEF to eight. Who really
cares what you do with the other points, since the Mark II shouldn't
even be entering combat. Now go to the Zeta Gundam's menu to play with
its Prime Points. Take out any points you have in LOCK ON-SPEED and FOR
MINOFSKY since they are useless at this point. Your MOVE should be
four. Set both your CLOSE ATC and CLOSE DEF to eight. Set your GUNSHOT
DEF and SKILL DEF to eight as well. Raise your SKILL ATC until you
unlock your third special attack, because you are going to want to use
this mission to master your next special attack. Pour any remaining
points into your ITEM stat, you will want at least twelve E-PACs so
take as many as possible, because Zeta Gundam is going to be a one-man
army in this mission, so he'll take quite a beating. You'll need a
bunch.


Close Combat Area Map:
----------------------

|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |                |
|            Z   |                |            Z   |
|       1 2      |     M          |                |
|                |          M     |                |
|                |    M           |                |
|    Z       Z   |         M      |    Z       Z   |
|         Z      |                |         Z      |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |                |
|                |            Z   |                |
|     M          |                |     M          |
|          M     |                |          M     |
|    M           |                |    M           |
|         M      |    Z       Z   |         M      |
|                |         Z      |                |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |                |
|            Z   |                |            Z   |
|                |     M          |                |
|                |          M     |                |
|                |    M           |                |
|    Z       Z   |         M      |    Z       Z   |
|         Z      |                |         Z      |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|

       +-------------------------------------+
       |               MAP KEY               |
       +-------------------------------------+
       | 1 = Zeta Gundam (Camille)           |
       | 2 = Gundam Mark II (Emma)           |
       | M = Marasai                         |
       | Z = Hi-Zack                         |
       +-------------------------------------+



Close Combat Strategy:
----------------------

  When you start off in the first area, head up into the right to
catch a Hi-Zack that would have attacked your hapless Gundam Mark II.
Then finish off the rest of the Hi-Zacks in the first area with your
new special attack. Be cautious, because your higher-powered special
attacks can have some tricky button combinations, and if done
incorrectly, can result in you missing and taking a beating from
counter-attacks. The Hi-Zacks all have around 320 AP, so they can all
usually be destroyed in one saber slash and one special attack, but
sometimes they may take one more hit to finish off. The Hi-Zacks will
only be able to hit you for around 80 damage or so with their beam
sabers. After the Hi-Zacks in area one are destroyed, head to the right
into area two, where you will find four Marasais. The Marasais in this
mission all have less AP than the Hi-Zacks do, only about 280, but they
can inflict much more damage to you, sometimes as much as 100 to 130
per hit. The Marasais can be quite nasty indeed. Heal if you ever drop
below 140 AP. You should gain a level somewhere during the course of
the mission, so pump all of those new Prime Points into your ITEM stat
and refill your stock of E-PACs. Continue on through the areas
destroying any Hi-Zacks or Marasais you find, just make sure that the
last batch of enemies you defeat in the mission are Hi-Zacks because
they will do less damage. You'll understand why this is relevant later,
but just follow this pattern to be sure. Go to the right again and
destroy the Hi-Zacks, then head down one area and wreck the Marasais.
Head to the left and destroy the four Hi-Zacks, and then head the Zeta
Gundam left again to destroy the next four Marasais. Head down and
defeat the four Hi-Zacks, then head right to the next area to destroy
the Marasais. Finally, head into the last area on the right and defeat
the four Hi-Zacks. After the last Hi-Zack is destroyed, a Hi-Zack will
boost onto the screen in the upper-right corner. Destroy it and another
Hi-Zack will drop onto the screen. Destroy that second Hi-Zack and a
third Hi-Zack will drop in, and when destroyed, a fourth Hi-Zack will
boost down. Destroy that fourth Hi-Zack and a fifth Hi-Zack will touch
down. Destroy Hi-Zack number five, and the sixth and final Hi-Zack will
land. (Now do you understand why I told you to destroy a Hi-Zack last?
Had you destroyed a Marasai last, instead of that Hi-Zack, you would
have had to fight an additional six Marasais. Since the Hi-Zacks do
less damage than the Marasais, it is much better to fight six more Hi-
Zacks.) If you have less then 100 AP, use an E-PAC and then destroy
that last Hi-Zack and you will boost away. You will land in another
area, where Yazan's Hambrabi is already waiting for you. When you land,
Yazan's Hambrabi will turn around and lash out with its sea serpent, an
electrical grappling weapon that should deliver a shock to your
systems, and cause about 50 damage. If you are low on health, and you
haven't already, use an E-PAC. Fire you're A-Gun at the Hambrabi for
some quick damage, and to minimize your own damage for the moment. It
will counter-attack with the sea serpent, which is not as damaging as
its close ranged attacks. After you are out of ammo, engage the
Hambrabi in close combat. The Hambrabi will counter-attack with either
a normal beam saber slash, which can hit for around 70 damage, or it
will do a very lengthy sixteen-hit beam saber combo good for 90 to 120
damage. The Hambrabi can also transform into its mobile armor mode, and
fly off the screen, only to fly back on from another side of the screen
and slash you with its beam saber for about 70 damage and causing
knock-back. It can do this up to three times in a row without giving
you a chance to react, so it can really stack up the damage, sometimes
as much as 300! Continue to attack the Hambrabi, using your special
attacks to lay on extra damage. To be on the safe side, heal if you get
below 200 AP. Just keep beating on the Hambrabi, and after doing 900
damage to it, Yazan will retreat. You will see a scene where Paptimus
Scirocco is meeting with Mineva Zabi, and Haman Kahn on the Gwadan.
Paptimus pledges his life to serve Mineva. Haman thinks to herself how
lucky it was to have found such a stupid man in the universe.



-----------------------------------------------------------------------
                             Mission 18
-----------------------------------------------------------------------

Backstory:
----------

  With the Axis Zeon now siding with the Titans, the A.E.U.G. seems to
have the entire universe against them. The A.E.U.G. flees to the space
port of La Vie en Rose for repairs. The A.E.U.G. plans a joint attack
with Karaba to attack the Titans base in Mount Kilimanjaro, Africa. The
A.E.U.G. plans to bombard Kilimanjaro from the upper atmosphere, while
the Karaba forces attack from the ground. The Argama and Radish deploy
their mobile suit forces to protect them while firing upon the base,
and the Titans attack.


Before you Launch:
------------------

  SWEET!!! We finally get a chance to play with Quattro and his bling-
bling gold Hyaku Shiki! It will automatically be Level 15, so get in
there and spend its Prime Points. Even the animation for its visor
lighting up kicks ass! YEAH! Increase the Hyaku Shiki's CLOSE ATC and
CLOSE DEF all the way to eight points. Increase its GUNSHOT ATC and
GUNSHOT DEF to eight. Then increase the Hyaku Shiki's SKILL ATC to
sixteen, and its SKILL DEF to eight. Set its MOVE to four, and its ITEM
to eight and take eight E-PACs before moving on to the Zeta Gundam.
Since you will have to use the Zeta Gundam to go through the Long-Range
portion of this mission, set the Zeta Gundams LOCK ON-SPEED to eight
points. Set its MOVE to five, and its ITEM to five, and take five E-
PACs. Set its GUNSHOT ATC and GUNSHOT DEF to eight, and set the CLOSE
ATC and CLOSE DEF to eight as well. Raise the Zeta Gundam's SKILL ATC a
few points until you unlock the next special attack, since you had lots
of time to master the last one during the last mission. Put the
remaining points into your SKILL DEF, and then launch!


Long-Range Combat:
------------------

  This is another very long, very frustrating Long-Range mission. The
normal enemies are so damned tough that it just boggles the mind. Your
first fight will be against a squadron of three Hi-Zacks. They are very
tough, having about 200 to 220 AP, and although that doesn't sound like
much, they have an incredibly high defense, so you will barely damage
them... if you can even hit them. They will dodge almost anything you
throw at them; it will be a miracle if you hit them more than once out
of every four shots. It's downright frustrating! They will also hit you
for about 30 damage with every shot, and are quick as lightning and
annoyingly sporadic, which makes getting a lock on them frantically
challenging. You could take up to six turns to just destroy ONE normal
Hi-Zack. Yes, these fights are very long, and the final Hi-Zack will
usually just run away anyway a turn or two after you kill his buddies
off. Just try to avoid getting hit to conserve your E-PACs. It is easy
enough to avoid the enemy attacks by just flying in circles. After the
first group is gone, you will encounter a second group of three Hi-
Zacks. These are just as frustratingly tough as the first group. After
group two is gone, a third group of three Hi-Zacks will appear. Destroy
the three Hi-Zacks, and you will fight a group of three Marasais. The
Marasais, are just as tough, have just as much AP, and will dodge most
of your shots just like the Hi-Zacks, but they are even faster than the
Hi-Zacks are. Destroy the three Marasais and you will encounter a
second group of three Marasais. Kill the over-powered Marasais, and you
will fight Marasai group number three, composed of three of the little
red devils. Destroy them and it is back to the basics, three Hi-Zacks
for group number four. Eliminate the fourth group of Hi-Zacks and you
will engage the fifth squad of three Hi-Zacks, and after squad five is
gone, you will face the sixth squadron of three Hi-Zacks. And then, in
the most glaringly obvious example of an existing pattern known to man,
you will fight the fourth group of three Marasais. The next few groups
of Marasais seem to have taken a drop in defense. They now die much
easier than the last few batches of Marasais and Hi-Zacks, taking
triple the damage over the previous enemies, so the fights aren't as
tough from here on out. Destroy group six and you will be up against
the fifth unit of three Marasais. And finally after group five meets
its maker, fight and destroy the sixth three-man Marasai group. If you
are damaged, use an E-PAC, because now it is time for the typical boss
fight! Yazan Gable will fly onto the screen in his still o-so-creepy
Hambrabi... but it seems this time he has brought some amigos along for
the ride. Yazan's two wingmen, Ramses Hasa and Dangel Cooper, are also
both in a Hambrabi. Yazan yells to his subordinates to begin "Operation
Cobweb", and so the fight begins. They will get the first attack turn,
and they will spend this first turn attacking normally. The odd thing
about the Hambrabi team, is that they will not put much effort into
chasing you while they are in mobile suit mode. They will often just
wander around on their own firing, only occasionally traveling in your
direction. They can also transform into their mobile armor modes, which
will give a huge boost in speed and maneuverability, and also make them
a whole lot meaner. When they are in mobile armor mode, they will chase
you while they fire their back cannons, and since they are quite
speedy, they can be tough to dodge although each shot will only do
around 20 damage. After all three Hambrabis finish their attack turns,
you get to attack. Select your hyper mega launcher, and lock onto
whichever Hambrabi was the last to fire at you. Input the directional
buttons to up your attack power, and fire at will. You will usually
only hit with two out of four shots, but it will still do a good bit of
damage. Each Hambrabi has 880 AP. Keep attacking the same Hambrabi to
make the fight go as quick as possible. After one of the Hambrabis
takes at least 440 damage, Yazan will yell at them and tell them to get
into formation. They will all fly into a triangle formation in the
middle of the screen and form a yellow electric cobweb between
themselves. They will fly towards you and slam you into the cobweb,
which will hold you in place for a few seconds and shock you for about
100 damage. All three Hambrabis will break away and will begin their
standard attack turns. Dodge until they finish, and then attack the
last Hambrabi to attack you with a charged up hyper mega launcher
barrage. Keep this up, making sure to attack the same Hambrabi every
turn and after you do 880 damage they will all flee and you will enter
close combat mode.


Close-Combat Area Map:
----------------------

|----------------|----------------|
|                |                |
|                |                |
|            Z   |                |
|      2         |                |
|        1       |     M          |
|                |          M     |
|                |    M           |
|   Z        Z   |         M      |
|        Z       |                |
|                |                |
|                |                |
|----------------|----------------|
|                |                |
|                |                |
|                |            Z   |   +------------------------------+
|                |                |   |           MAP KEY            |
|     M          |                |   +------------------------------+
|          M     |                |   | 1 = Zeta Gundam (Camille)    |
|    M           |                |   | 2 = Hyaku Shiki (Quattro)    |
|         M      |   Z        Z   |   | M = Marasai                  |
|                |        Z       |   | Z = Hi-Zack                  |
|                |                |   +------------------------------+
|                |                |
|----------------|----------------|
|                |                |
|            Z   |                |
|                |                |
|                |     M          |
|                |          M     |
|                |    M           |
|   Z        Z   |         M      |
|        Z       |                |
|                |                |
|                |                |
|----------------|----------------|


Close-Combat Strategy:
----------------------

  When you start off, if the Zeta Gundam is very badly damaged, use an
E-PAC. For most of this mission, you should use the Hyaku Shiki to
clear out the Hi-Zacks and Marasais. The Hi-Zacks will all do around
40-80 damage with every hit, but the Marasais typically hit a little
harder, around 80-100 damage. The AP of both the Hi-Zacks and Marasais
range from as low as 145 to 280, to as high as 320 to 440. Use an E-PAC
to heal if you get below 150 AP. Destroy the four Hi-Zacks in the first
area, and then head right into the next area and destroy the for
Marasais. After they are destroyed, head back to the left into the
first area and then head down into the middle-left area and destroy the
four Marasais there. Then head the Hyaku Shiki down again and destroy
the four Hi-Zacks in that area. Next, go into the bottom-right area and
destroy the four Marasais there. Head up into the middle-right and
destroy the four Hi-Zacks. After they are destroyed, a Hi-Zack will
drop down into the upper-right corner of whichever area that the Zeta
Gundam is in. Head the Zeta Gundam up and destroy the Hi-Zack, and
another Hi-Zack will drop down in the spot where the last one just was.
Destroy that Hi-Zack, and a third will drop on in. (Alternatively, if
the last enemy you destroyed was a Marasai, you will fight an extra
three Marasais instead.) After the third of the enemies is destroyed,
Camille will boost away. You will land in front of Yazan and his
buddies. Dangel and Ramses will boost away, and Yazan will lash out his
sea serpent, grabbing you with the electrical whip. Yazan will drag you
off the screen, then Dangel and Ramses will drop down back into the
area, and Yazan will fly down with you, and drag you in-between Ramses
and Dangel, who will both slash you with their beam sabers. All of that
will do at least 160 damage. Now that you finally get your turn, turn
to your left and slash the Hambrabi on your left with your beam saber.
After your attack, they will repeat their drag and drop super-combo.
When they end it, and you are back in-between Ramses and Dangel. If you
are below 160 AP, use an E-PAC. Since you will be facing the same
direction that you were facing before you were dragged away, open your
CLOSE attack menu and select the most powerful close combat special
attack you have mastered so far. Use it on the Hambrabi on your left
and again they will boost off, and Yazan will drag you around some
more. This cycle will continue every turn, until you destroy the
Hambrabi on you left. Dangel's and Ramses' Hambrabis both have 670 AP.
After the Hambrabi on the left takes over 670 damage, it will spark a
little bit and then explode. The Hambrabi on your right will now attack
you every turn with its beam saber. Be sure to heal if you get below
160 AP!!! Trade blows with the remaining Hambrabi, and after it takes
670 damage, it too will be destroyed. After the second Hambrabi is
destroyed, Yazan will transform his Hambrabi into its mobile armor mode
and fly next to you, where he will transform back into a mobile suit
and attack you with his beam saber. Yazan hits much harder than the
other two. He can cause over 90 damage with every hit, so heal if you
have less than 180 AP remaining. Continue to land special attacks on
Yazan's Hambrabi. Yazan's Hambrabi has 850 AP, so it will be a pretty
lengthy battle. After he takes enough damage, Yazan will boost away. He
will attack the Hyaku Shiki with his sea serpent, knocking Quattro
through the Earth's atmosphere. Camille will transform the Zeta Gundam
into Waverider mode and go after Quattro. The Hyaku Shiki grabs the top
of the Zeta Gundam's Waverider, and Camille and Quattro re-enter the
atmosphere.



-----------------------------------------------------------------------
                             Mission 19
-----------------------------------------------------------------------

Backstory:
----------

  Amuro Ray in the Dijeh leads a squadron of Nemos against the Titans
forces while the Audhulma does bombing runs from the air. Quattro and
Camille descend through the atmosphere over south-west Africa. They
decide their best coarse of action would be to join up with the Karaba
forces attacking the Titans base built inside the massive mountain.
Inside the mountain fortress, Titans commander Jamitov Hymen decides he
wants to see the Psyco Gundam in action. The Titan's scientists have
wiped out Four Murasame's memory again, and by drugging her with
several psychoactive agents they have taken precautions to ensure she
no longer takes pity on the enemies and obeys every order they give. By
locking her in a room behind a pane of glass, and strapping her to a
psyco-control chair, she can control the Psyco Gundam from a distance
while the Titans scientists monitor her every action. Jamitov still
isn't satisfied by her performance, so they decide to boost the power
of the chair, causing Four to scream out in pain. Jerrid Messa has also
been sent to the Kilimanjaro Base, and he decides he wants to fight.
Jamitov decides to put Four into the Psyco Gundam and send Jerrid out
with her, so they can both cover Jamitov's shuttle while he leaves for
space.


Before you Launch:
------------------

  You're back to using the Zeta Gundam only for this mission. And the
Hyaku Shiki was so cool, too... Oh well. This mission, like the last
one, has both a Long-Ranged and Close Range portion. Your points are
probably where you need them to be because of the last mission, but
check them all just incase. Your MOVE should be five, your ITEM should
be five, and your CLOSE ATC and CLOSE DEF should both be eight. Your
LOCK ON-SPEED should be eight as well. Your GUNSHOT ATC and GUNSHOT DEF
should be eight and you SKILL DEF should be five. Set your SKILL ATC to
whatever is necessary to open up your yet unmastered special attacks.
Although you will not have much time to build upon them in this
mission, every little bit counts. After you are finished checking up on
everything take five E-PACs and hit the skyways.


Long-Range Combat:
------------------

  Psyco Gundam lives!!! RAAAAAGH!!! It comes in the night, accompanied
by sinister background music! Camille will attempt to talk to Four, but
he gets no response. The Psyco Gundam gets the first turn. It will
attack normally for now, flying slowly after you. It may be ponderously
slow, just fly to the left or right to avoid it, but be damned careful
if you have to cross its path. Each and every one of its normal shots
can do as much as 50 damage, which can wreck you pretty badly. Now, the
good thing is the Psyco Gundam is a bit easier than it was in your last
two encounters. Once its attack turn has ended, lock onto it with any
of your weapons and fire away. Remember how you had to charge your
weapon constantly just to scratch this evil machines paint job? Well
you no longer have to charge your weapons with the directional input
process only to do mediocre damage to the Psyco Gundam. You can now do
mediocre damage without even having to put in the direction combo!
Isn't that gnarly? Of course, even if you did take the time to put in
the button combo, it wouldn't even do any additional damage. Damage is
done by how many times you hit the Psyco Gundam, and every shot is good
for only 1 damage. But the Psyco Gundam only has 8 AP, so once you've
done eight damage to it (which usually takes about two or three turns)
combat will end. You will cut to a scene of Amuro in the Dijeh, and
Quattro in the Hyaku Shiki fighting side by side against the Titans and
they will reminisce about the past during the One Year War. After they
are done talking you will enter another Long-Ranged battle against the
Psyco Gundam. It will get the first turn again. It can attack normally,
like during the last battle, but also will now occasionally transform
into its mobile suit mode. When you get to attack, lock on with any of
your weapons and attack. Once your attack phase is over, if the Psyco
Gundam is in its mobile suit form it may use its most powerful attack.
It will fly in front of you and get a wicked blue aura around it and,
pointing the beam guns in its fingertips at your face, it will let
loose the beam fires of hell. This attack can easily do 250 to 300
damage to you for just the first part of the attack alone, but once it
is done, the Psyco Gundam will fall back and chase you normally firing
its chest beam guns. Avoid the monstrous mobile armor for the remainder
of the turn and when your attack phase comes, attack the Psyco Gundam.
After dealing another 8 damage to it, the battle will end again. You
will see another scene of Amuro and Quattro talking about the past, and
then you will have to fight the Psyco Gundam one more time. If you have
less than 400 AP remaining, you will want to use an E-PAC. It will get
the first attack phase, as usual. It retains all of the attacks it had
in the previous two battles. Attack it normally, and after doing eight
damage to the Psyco Gundam, Four will open the cockpit in the head.
Camille attempts to reason with her, but the Titans grip on her mind is
so strong she believes Camille is her enemy. The battle will end. Use
an E-PAC now, just in case. Jerrid will attack you in the Byarlant. The
Byarlant will get the first turn. This mobile suit is super fast. Its
attacks aren't particularly powerful, only about 20 damage per it, but
the Byarlants incredible speed and erratic movement enable it to land a
ton of hits. It also has the ability to fly in front of you, and charge
up the beam cannon in its hand, and rapid fire into your face, before
dropping back to attack you normally. The charge-up attack is good for
at least 200 damage alone. After the Byarlants attack phase ends,
select your hyper mega launcher. Now getting a lock on the Byarlant is
extremely troublesome because of its speed. Just attempt to keep up
with it and try to lock on as it passes through your reticle. Try to
input the directional combo to increase your attack power before it
breaks your lock, which it can do quite easily because of its speed,
and when you have completed it, fire on the Byarlant. The Byarlant
doesn't have much health, only about 80 AP in all, so you can take it
out quite easily with a single charged shot... That is, if you can get
the lock-on in the first place. Once you have done enough damage, the
Byarlant will flee and combat will end. After suffering through a
screen or two of bad Engrish, you will enter Close Combat.


Close Combat Area Map:
----------------------

|----------------|
|                |
|                |
|                |   +----------------------------+
|        A       |   |           MAP KEY          |
|      1         |   +----------------------------+
|                |   | 1 = Zeta Gundam (Camille)  |
|                |   | A = Byarlant (Jerrid)      |
|                |   +----------------------------+
|                |
|                |
|                |
|----------------|


Close Combat Strategy
---------------------

  Combat will begin! It's Camille versus Jerrid! Mono au' mono! When
you begin the fight, use an E-PAC to restore your health, and then use
one of your A-Gun special attacks to do some quick and easy damage to
Jerrid. The best attack to use is the W Pin-Point attack, because it
will allow you to attack the Byarlant twice in one turn, with four hits
per attack, for a total of eight free shots for around 60 damage each.
Plus the attack does not cause knock-back like the other special
attacks will, which means you will not waste your second round of
attacks when the Byarlant is knocked out of range by the first. After
you complete your attack on the Byarlant, it will either fire back with
its gun for about 70 damage, or rush in and attack you in close combat
for about 100 damage. Attack the Byarlant in close combat, and trade
special attacks with it. The Byarlant has one special attack of its
own, which will knock you back several spaces as well as dealing about
150 damage to you. If you get knocked back, just let the Byarlant come
to you. Continue to trade blows with it. The Byarlant only has 840 AP,
so keep it up and after you cause enough damage to the Byarlant, the
Zeta Gundam will move to the center of the area. The Byarlant will give
chase and give the Zeta Gundam a severe beating with its beam saber.
The Psyco Gundam will rush in and throw the Zeta Gundam out of the way.
The Byarlant will slash through the Psyco Gundam's head and it will
begin to explode. The Byarlant will escape and Camille will talk with
Four as she dies. Quattro and Amuro will talk about how people keep
making the same mistakes over and over again, and that history will
always keep repeating itself.



-----------------------------------------------------------------------
                             Mission 20
-----------------------------------------------------------------------

Backstory:
----------

  After the base at Kilimanjaro falls, the Audhulma heads out towards
Dakar. Aboard the Audhulma, Amuro asks Camille if he still feels like
fighting. Camille tells Amuro that crying won't bring back Four. Amuro
tells Camille it took himself and Char over seven years to figure that
out. Quattro walks in and Amuro tells him that he is too important to
fight anymore because he is the only person who could represent the
A.E.U.G.'s interests at the Earth Federation Congress in Dakar. Quattro
agrees, and Camille tells him that he can't call him Quattro anymore.


Before you Launch:
------------------

  This mission, like the last is both Long-Ranged and Close Combat.
You probably leveled from the last mission, so spend the points now.
Your LOCK ON-SPEED, CLOSE ATC, CLOSE DEF, GUNSHOT ATC, GUNSHOT DEF, and
SKILL ATC should all be eight points. Keep your SKILL ATC where you
have it, and use this missions Close Combat segment to continue along
the path to mastering your special attacks. Pour your remaining points
into your MOVE and ITEM skills so your MOVE will be seven and your ITEM
will be eight. Take seven E-PACs and one MAG and then launch.


Long-Range Combat:
------------------

  After Camille and Amuro launch from the Audhulma, you will be set
upon by a squad of two Asshimars. The Federation has decided to mass-
produce this transformable used-to-be boss mobile suit. With your
extreme MOVE statistic you will now be leagues faster than the
Asshimars, so you will get the first turn. Attack the Asshimars with a
charged up beam rifle shot. They only have around 220 AP, so they can
be destroyed quite easily, if not by the beam rifle, than by a follow
up attack with the head vulcans on the next turn. They can be rather
fast, however, especially in their mobile armor mode, so sometimes
getting a lock-on and keeping it until you can input all the button
presses and fire can be difficult. They Asshimars are easy enough to
avoid, but when they hit they can deal around 30 damage, so don't under
estimate them. After the first group of Asshimars has been destroyed,
you will watch a scene of Karaba holding the Federation Congress
hostage, as Quattro gives a televised speech. He reveals himself to be
Char Aznable, but truly Casval zum Daikun, the son of the slain
spacenoid leader, Zeon zum Daikun. He says that the will of his father
was not the war that the Zabi family waged in the name of Zeon. He
tells the assembled congress that the Titans have become worse than the
Zabi family, and that if people are ever to live peacefully, things
must change. After that brief excerpt its back to the fighting. Your
next fight is against a second group of two Asshimars. They seem to
have gotten a large increase in speed compared to the first Asshimar
group. Destroy them with your beam rifle, and after they are all
defeated you will fight a third squadron of two Asshimars. Destroy
squad number three and you will cut back to Char's speech. Char tells
the Congress that if humanity is ever to grow, and if the Earth is to
recover from the damages suffered, humanity has to migrate into space.
He begins to account the tyranny of the Titans as the battle rages
outside. But now the Titans have shown up, and they intend to shut
Char's new public access channel down for good. You will fight a
squadron of two Titans Hi-Zacks on Base Jabbers. The Hi-Zacks are just
as tough as the Asshimars, but they are a bit slower. Destroy the Hi-
Zacks, and you will engage a second squad of two Hi-Zacks on Base
Jabbers. Destroy them and Char will continue his speech, citing the
battle as an example that the Titans are out of control for attacking
the Federation Congress just to stop his speech. After an Oscar-worthy
delivery on the part of Char, you will enter combat with the third unit
of Hi-Zacks on Base Jabbers. After they are defeated, you will engage a
fourth squadron of two Hi-Zacks on Base Jabbers. Destroy Hi-Zack group
four, and you will cut to Char passionately speaking out against the
corruption of the Titans again. After he is done speaking, a fifth
group of two Hi-Zacks on Base Jabbers will attack. After you finish
them off, use an E-PAC, because Jerrid is back! This fight can be very
difficult; mostly just because the Byarlant is so damned fast. Even
with as radically a high move statistic as seven, Jerrid's Byarlant
will still take the first attack turn. Try to evade his shots, although
with the Byarlants incredible speed, it can prove difficult. Each
individual blast can do 20 to 30 damage. Try using the Byarlants own
speed against it. If it starts heading your way, head towards it and
chances are it will pass you up. When your attack turn comes, try to
lock on to it with your hyper mega launcher. This is still a task much
easier said than done, once again thanks to the Byarlants astonishing
speed. Once you get a lock on, try to enter the button combination to
power up your shots before the Byarlant breaks your lock, which it can
still do quite easily, thanks to its speed. Stupid speed... Blast the
Byarlant, and hope you hit him at least twice. The Byarlant still has a
paper-thin amount of life in Long-Range mode. All it has is 80 AP, so
you can send him packing relatively easily, IF you can lock-onto him
and charge up your weapon up. After taking enough damage, the Byarlant
will flee, and Char will continue his speech.


Close Combat Area Map:
----------------------

|----------------|----------------|
|     /\         |        /\      |
|    /  \f       |   /\  g\ \     |
|    \   \       |   \ \   \/     |   +-----------------------------+
|     \  /       |    \/          |   |           MAP KEY           |
|      \/h  /\d  | c     a  /\ e  |   +-----------------------------+
| b    S    \ \  | /\       \ \   |   | 1  = Zeta Gundam (Camille)  |
|           1\/  | \/   /\   \/   |   | A  = Byarlant (Jerrid)      |
|  /\          A |     / /        |   | S  = Asshimar               |
|  \ \      B    |    S\/   /\    |   | B  = Asshimar (deserter)    |
|   \/           |         S\/    |   |a-h = Byarlant landing areas |
|                |                |   +-----------------------------+
|----------------|----------------|


Close Combat Strategy:
----------------------

  As combat begins, one of the Earth Federation's Asshimar pilots who
has been listening to Char's speech all the while will decide he no
longer wants to fight for an organization as despicable as the Titans.
He will transform his Asshimar and fly away, but Jerrid gets angry and
blasts him for being a deserter, destroying his Asshimar. When the
combat truly begins, attack Jerrid's Byarlant in close combat. After
being hit a single time, Jerrid will flee into the next area. Turn back
around and attack the Asshimar behind you in close combat, and finish
it off with the special attack you're still working on. After it
explodes, head down to the lower-right corner of the first area, and
enter the bottom of the second area. Since you enter from the bottom,
you will avoid the Byarlant, who is near the middle (point "a" on the
map), and you'll able to destroy the two Asshimars at the bottom to get
you a little more experience and practice with your special attack.
After you destroy the two Asshimars, use an E-PAC and attack the
Byarlant in close combat. After being hit once, the Byarlant will
retreat back into the first area. Return to area one, where you will
find him on the left (point "b" on the map). Since he is so far to the
left, you will probably be unable to reach him in a single turn, so he
will rush you when you end your move phase. Just counter-attack him and
he will again return to area two. You will find him near the right edge
of the area (point "c" on the map), so he is easy to get to in a single
turn. Hit the Byarlant a single time and it will return to the first
area. Head straight to the right to find Jerrid again on the right
border of area one. (point "d" on the map). Attack Jerrid again and he
will fly back into area two. You may not be able to get all the way to
his position, since he will be on the far right (labeled point "e" on
the map), so he will probably attack you first. No worries, though. You
should still have a bevy of health remaining. Counter-attack the
Byarlant and Jerrid will again flee into area one. Head into the upper-
left corner of area two, and from there cross over into area one. At
first glance, you will not see Jerrid hiding. But he is there all
right, secretly hiding behind the light brown building near the top of
the area (point "f" on the map), so head on over and knock the hell out
of him. He'll head back into area two, so follow him where you will
find Jerrid in the top-left (point "g" on the map) corner of the area.
Hit him and he will again flee into area one. You will find him near
the center of the area, by the corner of the building (point "h" on the
map), so hit him and Jerrid will run away, back into area two. Go back
into area two and you will find him at point "a" on the map. Hit him
one last time, and he will boost away. Camille will boost away after
him. They will both land and Jerrid will corner Camille, but before the
Byarlant can attack, an Asshimar will land in front of Jerrid and the
soldier inside will tell him they have an order to pull out. Jerrid
gets angry, but he and the Asshimar will leave. Inside the Federation
Congress building, Char's speech was a success. Later on the Audhulma,
everyone congratulates Char, but Char still feels like he lost a bit of
his freedom when he gave the speech. The Federation Congress has
decided to withdraw its support of the Titans because of Char's
stirring speech at Dakar. But meanwhile on Paptimus Scirocco's Jupitris
transport ship, Paptimus is plotting. He catches wind that Jamitov
wants to build an army of artificial Newtypes, but he thinks Jamitov
will fail. Reccoa agrees, and Paptimus says she will be very useful to
him. He says that she came to him because she was tired and wanted to
rest, and because no one in the A.E.U.G. understood her. She agrees
again, and Paptimus tells her that she can have his Messala. On the
Axis Zeon capital ship, the Gwadan, Haman Kahn is also scheming her own
wicked little schemes. And in secret, the Titans have completed the
Gryps 2 colony laser cannon, and are prepared to use it to strike
terror into all spacenoids, despite what the Earth Federation commands.



-----------------------------------------------------------------------
                             Mission 21
-----------------------------------------------------------------------

Backstory:
----------

  The A.E.U.G. has caught onto rumors that the Titans are converting
the colony cylinder of Gryps 2 into a giant colony laser. Captain
Bright, Char, and Camille discuss their plans to scout Gryps 2 while it
is being transported to the moon from The Gate of Zedan, which was the
former Principality of Zeon's asteroid fortress of A Baoa Qu. They are
to determine whether the colony has actually been converted into a
super-weapon, and if it is indeed a weapon, whether it is operational
or not.


Before you Launch:
------------------

  This mission is all Long-Range. Enter the Prime Points menu and take
all of the Prime Points out of your CLOSE ATC and your CLOSE DEF. Throw
them into your MOVE, ITEM, or if you really feel like it, your FOR
MINOFSKY statistic. Increase your MOVE to eight, your ITEM should be at
least eight, and take seven E-PACs and one MAG. Your LOCK ON-SPEED
should be eight, your GUNSHOT ATC should be eight, and your GUNSHOT DEF
should be eight. Your SKILL ATC should remain the same as last mission,
and your SKILL DEF should be eight. Pour any remaining points into
either your ITEM stat or your FOR MINOFSKY stat and then launch.


Long-Range Combat:
------------------

  Your first fight will be against a squadron of three Barzams. This
is your first encounter with Barzams, but these aren't too bad. They
are not very quick, so you won't have much trouble locking on to them,
and with a MOVE as high as eight, the first turn is definitely yours.
They can hit you for about 30 damage, so just fly in circles to avoid
their attacks. Their AP isn't much higher than that of the Hi-Zacks
you've fought in the last few missions. They only have about 220 AP, so
three shots from your powered up beam rifle can easily destroy them. If
you don't destroy a Barzam in one attack turn with your beam rifle,
just finish it off on your next attack turn with your head vulcans.
After the first squad of Barzams is destroyed, you must fight a
squadron of three Hi-Zack Customs. This will be your first time
encountering these remodeled Hi-Zacks as well. They are a bit speedy,
but not too fast, but they have a habit of changing directions
frequently, which can lead to some difficulty when attempting to lock
on to them, but otherwise they are fairly standard. They all have
around 220 AP, like all the other standard enemies you have fought for
the last two or three missions, and will hit you for about 30 damage.
Destroy the three Hi-Zack Customs and you will encounter another squad
of three Barzams. They have gotten a slight boost in speed from the
first group, but nothing major or problematic. Once you destroy the
second squad of Barzams, the third squadron of three Barzams will
attack you. Next up is a fourth squadron of three Barzams. After you
have defeated this last Barzam squad, you will probably be low on
ammunition in your beam rifle, so use the MAG to refill the ammo in it.
You will then enter combat against a second squadron of three Hi-Zack
Customs. This group of Hi-Zack Customs are a good bit faster than the
last few squads of mobile suits you've been fighting. They also dodge a
bit better, but over all they are still the same wimpy Hi-Zacks you
been fighting since Mission 2. There is another squad of three Hi-Zack
Customs coming up next. When you defeat that group, you will have to
fight the fourth and final squadron of three Hi-Zack Customs. After you
have destroyed the Hi-Zack Customs, use an E-PAC, because next comes
Reccoa in the Messala. When the Messala zooms in, Camille feels
Reccoa's presence. Camille will demand to know who the Messala's pilot
is. The battle will now begin. Even with the maximum MOVE statistic of
eight, the Messala still gets the first attack. As always, it can fly
in front of you and charge up the beam gun in its hand, and nail you
with a flurry of shots doing as much as a total of 400 damage!!!  After
it is done firing at you, it will drop backwards and continue to fire
at you normally, each individual shot doing as much as 40 damage to
you! You CAN NOT afford to take any additional hits, so dodge like mad.
Use an E-PAC after every turn it uses its ability, by entering the ITEM
menu on the same menu you select your weapons from. The Messala can
also transform into its mobile armor mode, which gives it a major boost
in speed, but thankfully disables the use of its lock on ability.
Thankfully, the Messala is actually not very fast, so it isn't very
hard to get a lock on it. When your attack turn arrives, select your
hyper mega launcher, lock onto the Messala, and input the directional
combo to increase your attack power. When you finish the full combo,
fire on the Messala. The Messala has 760 AP, but you can do around 75
damage for every shot that hits, so you can do up to 300 damage a turn.
After dealing over 380 damage to the Messala Reccoa will scream out
Camille's name. He is shocked to hear Reccoa's voice. Camille asks
Reccoa if she defected to the Titans to spy on them, but she tells him
she joined on her own free will. Camille is shocked to hear her say
this, and the battle will resume. After you deal over 570 damage to the
Messala, Camille will call to Reccoa. He tells her it isn't too late to
return to the A.E.U.G., but Reccoa tells him that there isn't anything
for her there. The fight continues... Attack the Messala once more, and
Camille and Reccoa will talk again. Camille will tell Reccoa that he
will do whatever he can to protect her, but Reccoa says that if she
leaves the Jupitris, she would die of a broken heart. The fight will
drag on still. Dodge what shots you can, and attack her with the fully
charged hyper mega launcher when your attack phase comes up. Hit the
Messala again and Reccoa will tell Camille he treats her too good.
After one final attack, you will have done over 760 damage to the
Messala and Reccoa will fly towards you and tell you that the A.E.U.G.
has to escape now because Gryps 2 has been converted into a giant
laser. Reccoa will then flee. On the Argama, Bright and Char believe
what Reccoa said about Gryps 2, and they prepare to leave. Emma tells
Camille he should have killed Reccoa, but Camille reminds Emma that she
was a Titan too once. The A.E.U.G. forces flee as the Titans fire Gryps
2, narrowly missing the Argama and destroying a colony in Side 2.
Bosque declares that it served as a warning to anyone siding with the
A.E.U.G. that the Titans hold all the power. Back on the Argama, Bright
and Char are horrified, and Camille feels the deaths of all of the
colony dwellers.



-----------------------------------------------------------------------
                             Mission 22
-----------------------------------------------------------------------

Backstory:
----------

  As an attempt to quash the colonists support for the A.E.U.G., the
Titans have begun a mad spree of colony gassings. The A.E.U.G. wants to
attempt to disable or destroy Gryps 2 to prevent the Titans from using
it again and launch an attack on the converted colony.


Before you Launch:
------------------

  This mission, much like the last, is entirely Long-Ranged so points
in CLOSE ATC or CLOSE DEF are utterly pointless. Your statistics should
be just about where you need them already. Your MOVE should be at
eight, and your ITEM should be at eight points as well. Take seven E-
PACs and one MAG for good measure. Your LOCK ON-SPEED should be eight,
as should your SKILL DEF, GUNSHOT DEF, and your GUNSHOT ATC. Your SKILL
ATC should be fourteen, and any remaining points should be in your FOR
MINOFSKY statistic. Launch when you are done.


Long-Range Combat:
------------------

  Your first fight is against a squad of three Barzams. They are a bit
faster than they were during the last mission, but their 220 AP and
attack power remains the same as the last mission. Destroy them and you
will rush a second squadron of three Barzams. After they are destroyed
you will fight a squadron of three Hi-Zack Customs. These are also much
like their counterparts from the last mission, with the same 220 AP,
and 30 damage done when their attacks hit. They are still very speedy,
and rather difficult to track and lock on to, because they change
directions frequently. After the Hi-Zack Customs are destroyed, you
will fight a third squadron of three Barzams. After the Barzams are
destroyed, you will engage a unit of three Hi-Zacks Customs. After the
fight ends, you should only have one remaining shot in your beam rifle,
so use the MAG you should have taken to replenish the ammunition of
your beam rifle before the next fight. The next fight will be against
the third unit of three Hi-Zack Customs. After they are finished off,
use an E-PAC, because up next is quite a challenging fight. Rosamia
Badam, the former Gaplant pilot has returned in the new Newtype-use
mobile suit, the Bound Doc. It may look goofy with its rabbit ears and
the one skinny and one beefy arm, but it can put the hurt on you
quickly. It will get the first attack turn, and Rosamia will prove that
even though she's been absent for the last thirteen missions, she
hasn't forgotten how to do cheap and easy damage to you. She can fly
into your face, and then zoom back off the screen, only to fake you out
and fly back onto the screen from a different direction and blast you
for at least 340 damage. Move around and the Bound Doc will eventually
fall back while firing, allowing you to escape from its lock on. Dodge
the rest of its attacks until the turn ends. The Bound Doc can also
transform into a strange-looking mobile armor, which gives it an
immense boost in speed, but disables the use of its fake-out attack.
When your attack phase comes, use an E-PAC if the Bound Doc used its
fake out attack, and then select your hyper mega launcher and attempt
to lock onto the Bound Doc. The Bound Doc is rather quick, but no where
near as fast as Yazan's Gaplant or the Byarlant were, so you should not
have much trouble locking on to it. Enter the directional combo when
you lock onto the Bound Doc to boost your attack power. The Bound Doc
has a pretty hefty defense, so each individual shot will do around 60
damage if fully powered up, for a total of around 240 damage if all
four shots hit. Usually only three out of four shots will hit, though,
so expect to do around 180 damage every turn. Next up the Bound Doc
gets its turn. If the Bound Doc uses the fake-out attack, be sure to
use an E-PAC when your turn starts! Always use an E-PAC on the turn
after the Bound Doc uses that attack just to be on the safe side, and
keep attacking it with your hyper mega launcher, being sure to fully
charge the weapon by entering the whole directional button combination.
Keep this up and after you deal around 990 damage to Rosamia's Bound
Doc (which should take about six turns), she will flee. Back aboard the
Gryps 2, Bosque is pleased he was able to use the battle to cause
enough of a distraction to begin moving Gryps 2 towards Granada. On the
Argama, the A.E.U.G. forces realize that they do not have enough
military strength to overtake Gryps 2 alone. The crew decides they must
petition the Axis Zeon once again to help them take out Gryps 2 and
stop the Titans killing spree. Camille disagrees, because he feels that
the Zeon are the enemy.



-----------------------------------------------------------------------
                             Mission 23
-----------------------------------------------------------------------

Backstory:
----------

  The A.E.U.G. decides to petition the Axis Zeon to assist them in
destroying Gryps 2, but several of the Argama's crew members still
object. Camille still insists the Zeon are the enemy. Katz and Fa
refuse to take part in the mission, so Bright locks them up in the brig
for insubordination. On the Gwadan, Haman agrees to take part in the
mission if they agree to give the Axis Zeon control of Side 3. The
A.E.U.G. hesitantly agrees, but Bright still worries that Haman will
try to sell them out. Char wants to go out and fight, but Bright tells
him to stay on the ship. The Radish and Argama prepare for battle.


Before you Launch:
------------------

  This mission is all Long-Ranged. Since the last two missions were
both all Long-Ranged as well, you stats should be exactly where you
need them already, so just enter the Prime Points menu to take your
ITEMs. You should take seven E-PACs and one MAG, and then launch.


Long-Range Combat:
------------------

  This mission is nothing special. After you launch, the first squad
of three Hi-Zacks will attack you. It is nothing but fights against
normal enemies. On one hand, no boss fights. On the other, it's boring.
All of the generic enemies in the entire mission either have 200 or 220
AP, and they all do around 30 damage each time they hit you. The Hi-
Zacks are rather slow, but the Marasais, Hi-Zack Customs, and Barzams
you must fight are all decently fast. They all dodge decently well,
though. At least two of four shots will be dodged, so you will often do
only 140 damage per turn with your fully charged beam rifle, and will
have to finish them off on the next turn with your head vulcans.
Destroy the Hi-Zacks and you will fight a squadron of three Barzams.
After the Barzams are killed off a squad of three Marasais will ambush
you. After the first squad of Marasais are destroyed, you will be
attacked by a second squadron of Marasais. After the Marasais are
defeated, you will be rushed by the second squad of three Hi-Zack
Customs. One of the Hi-Zack Customs has the ability to fly in front of
you and blast you, like most bosses do. It is good for around at least
250 damage, so use an E-PAC if you get damaged badly. After the Hi-Zack
Customs are destroyed, you will be attacked by a second group of Hi-
Zack Customs. Destroy those final Hi-Zack Customs and the mission will
end. Haman will order the Axis Zeon fleet to fire on Gryps 2. The
Gwadan will turn its guns on the colony laser, and destroy its engines.
Bosque is angry to see that Haman turned on them. Char heads to the
Gwadan and bows before Mineva Zabi, and thanks her for her help. Mineva
thanks Char for helping to revive Zeon. Haman tells Mineva that the
A.E.U.G. is working for them. Back on the Argama, Bright orders
everyone to collect data on the Axis Zeon fleet as they depart because
he has a feeling they will have to fight against them someday.



-----------------------------------------------------------------------
                             Mission 24
-----------------------------------------------------------------------

Backstory:
----------

  At the asteroid super-fortress, The Gate of Zedan, the Axis Zeon
plan to meet with the Titans to negotiate their now uneasy alliance. On
the Argama, Bright and Char talk about Haman, and Katz yells at them
for helping the Zeon, and says that Haman will turn on them. Bright
agrees, but says they have no choice but to trust them. On the
Jupitris, Paptimus Scirocco and Reccoa will be joining the Titans at
the Gate of Zedan while Haman negotiates with Jamitov. Sarah Zabiarov
wants to go with them, but Paptimus wants her to attack the A.E.U.G. He
says he needs to know he can trust her, and he gives her the Bolinoak
Samaan to attack the Argama.


Before you Launch:
------------------

  Thankfully, this mission will not be all Long-Ranged. You will
finally get a chance to kick some ass in Close Combat again, plus you
get to play with three mobile suits: The Zeta Gundam, Gundam Mark II,
and Apolly's Rick Dias. Yippee!!! You will notice the R> on the launch
deck menu, so be sure to scroll over to the right so you don't neglect
your Rick Dias. The Gundam Mark II and Rick Dias will automatically be
Level 18. Starting with the Zeta Gundam, make sure your MOVE is at
eight points, and that your ITEM is at nine points. Take seven E-PACs
and two MAGs for this mission. Put all of the points back into your
CLOSE ATC and CLOSE DEF so that they are both eight points. Your
GUNSHOT ATC and GUNSHOT DEF should also be eight. Keep you SKILL ATC at
whatever amount you need it at to continue developing your next special
attack. Pour the remaining points into your SKILL DEF. Next, set up the
Gundam Mark II. Increase the Gundam Mark II's MOVE to eight, and
increase its ITEM to sixteen. Its GUNSHOT ATC should be five so you
unlock the Pin-Point A-Gun special attack. Its CLOSE ATC, CLOSE DEF,
GUNSHOT DEF, and SKILL DEF should all be at eight points, and its SKILL
ATC should be at sixteen. Take three E-PACs and thirteen MAGs and head
out to set up the points on the Rick Dias. Increase the Rick Dias' MOVE
to eight, and its ITEM to sixteen. Take three E-PACs and thirteen MAGs.
Increase the Rick Dias' CLOSE ATC, CLOSE DEF, GUNSHOT ATC, GUNSHOT DEF,
and SKILL DEF to eight. Increase its SKILL ATC all the way to sixteen
and then launch.


Long-Range Combat:
------------------

  Your first battle will be against a unit of three Barzams. The
enemies in this mission are all slower than they have been in previous
missions. They also have only 180 AP, which is a good deal less than
the enemies in the last missions, but the enemies here have a much
higher defense and they all dodge better, so over-all you will actually
be doing less damage to them. They are all very tough, and the enemies
will probably all flee before you can destroy them. Destroy the three
Barzams, and you will fight a second squadron of three Barzams. One of
these Barzams has the ability to fly in your face and blast you for
over 200 damage. After they are gone you will fight a squadron of three
Marasai. These Marasais are just as tough as the Barzams. After the
first group of Marasais are gone, you will fight a second group of
three Marasais. After you defeat the Marasais, you will fight a squad
of three Hi-Zack Customs. The third of the three Hi-Zack Customs is
also able to get in your face and fire, like most bosses. The Hi-Zack
Customs will all flee after only four turns, so destroying them all
before they flee is nearly impossible. After they are gone, use a MAG
to refill the ammo in your Beam Rifle, and start the next fight with
the second group of three Hi-Zack Customs. After they are destroyed,
use an E-PAC, because you will have to fight Sarah Zabiarov in the
Bolinoak Samaan. The Bolinoak Samaan will get the first attack no
matter what. Like a few bosses, Sarah can fly in front of you, and fly
off the screen, only to return in from another side of the screen and
open fire on you. The Bolinoak Samaan will only hit you a few times
before it falls back, but the shots can damage you badly. Each
individual shot will do almost 50 damage, for a total of almost 300
damage before the Bolinoak Samaan even falls back, so it is imperative
to dodge the remainder of the shots until its turn ends. It is not very
fast when attacking you, so you shouldn't have much of a problem
dodging the incoming fire. If you end a turn with less than 300 AP, use
an E-PAC. When you get your attack turn, select your hyper mega
launcher and lock onto the Bolinoak Samaan. It is not very quick, and
it is strangely prone to staying stationary for a few seconds at a
time, so  it is easy to lock on to. Once you have locked onto it, input
the directional commands and blast the Bolinoak Samaan. This suit has a
pretty hefty defense, so you will only do around 60 damage for each
individual shot that hits, and usually only 125 damage every turn.
After dealing about 400 damage to it, which should take three to four
turns, Camille will ask Sarah why she is so loyal to Scirocco. Sarah
tells him that it is because she met him first. After they are done
yapping, the Bolinoak Samaan will attack you again. After you deal
about 750 damage to the Bolinoak Samaan, it will flee.


Close Combat Area Map:
----------------------

|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|             B  |                |             B  |
|        3       |                |                |
|       1 2      |     M          |                |
|                |          M     |                |
|                |    M           |                |
|   B         B  |         M      |   B         B  |
|                |                |                |
|          B     |                |          B     |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |             B  |                |
|                |                |                |
|     M          |                |     M          |
|          M     |                |          M     |
|    M           |                |    M           |
|         M      |   M         B  |         M      |
|                |                |                |
|                |          M     |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|             B  |                |             B  |
|                |                |                |
|                |     M          |                |
|                |          M     |                |
|                |    M           |                |
|   B         B  |         M      |   B         B  |
|                |                |                |
|          B     |                |          B     |
|                |                |                |
|----------------|----------------|----------------|

       +-------------------------------------+
       |               MAP KEY               |
       +-------------------------------------+
       | 1 = Zeta Gundam (Camille)           |
       | 2 = Gundam Mark II (Emma)           |
       | 3 = Rick Dias (Apolly)              |
       | B = Barzam                          |
       | M = Marasai                         |
       +-------------------------------------+


Close Combat Strategy:
----------------------

  Before Close Combat begins, you will watch the tense negotiations
happening inside The Gate of Zedan. Negotiations fail between the
Titans and Axis Zeon, and Haman threatens to crash the Axis asteroid
into The Gate of Zedan. Using the chaos, Paptimus pulls out a gun and
shoots Jamitov Hymen and blames it on Haman. Haman flees and Paptimus
takes control of the Titans. Now you enter Close Combat, where you have
control of the Rick Dias, Gundam Mark II, and the Zeta Gundam. You will
want to use the Gundam Mark II and the Rick Dias to clear out the
majority of the map. Doing that will keep the Zeta Gundam in relatively
good condition for the boss fight at the end. You can beat on a few
enemies with the Zeta Gundam to work on your special attacks, but don't
over do it. Use your other two mobile suits, and the G-Defenser to
clear out the enemies. The key to easily destroying all of the enemies
is to utterly abuse the Rick Dias and Gundam Mark II's Pin-Point A-Gun
special attack. It deals great damage, and does not take much
ammunition to use. But still you should have taken over a dozen MAGs
anyway so ammo shouldn't be an issue. The first area is full of
Barzams. They are pretty tough with 400 AP, so they will take at least
three hits to be destroyed. They are also very strong and can easily
deal out 100 damage when they hit you, and over 150 damage if they use
a special attack, or around 50 damage with their A-Guns. After the
first area is cleared of enemies, select the Gundam Mark II, and take
it into the next area on the right. Now, the Gundam Mark II's Pin-Point
is not as strong as the Rick Dias' so you will not be able to finish an
enemy in close range after you use it. You will have to use two Pin-
Point attacks to destroy an enemy, because the Gundam Mark II will be
eaten alive at close range. Use a MAG to replenish your ammunition
after every three Pin-Points. After the four Marasais are destroyed,
take the Gundam Mark II into the next area on the right again. There
are four Barzams here, so destroy them all and after you are finished,
move the Gundam Mark II into the middle-right area and destroy the four
Marasais you find here. Finally, take the Gundam Mark II into the
bottom-right area and destroy the four Barzams there. After they are
all destroyed switch over to the Rick Dias. Take the Rick Dias down
into the middle-left area.  Much like you did with the Gundam Mark II,
use the Rick Dias' Pin-Point A-Gun special attack to remove vast chunks
of the enemies' AP. However, the Rick Dias will have a much stronger
GUNSHOT ATC, and will do much more damage than the Gundam Mark II could
do. You will probably not kill the enemies with a single Pin-Point but
the Rick Dias should be able to attack them once in close combat to
finish them off. If you run out of ammo, use a MAG and keep the rampage
going. After you have finished off the enemies in the middle-left area,
take the Rick Dias into the bottom-left area and destroy the four
Barzams there. After the Barzams are destroyed, head into the bottom-
middle area, and destroy the four Marasais there. After the four
Marasais are destroyed. Next take the Rick Dias and move it into the
middle area. Destroy the two Barzams and two Marasais in the middle
area. Depending on whether you destroyed a Marasai or a Barzam last,
the opposite will boost down into the upper-right corner of the middle
area. Destroy the Marasai or Barzam that boosted down, and a second
Marasai or Barzam will drop down where the first was. Destroy it and
another will land. You will have to destroy total of six more Marasais
or Barzams. Before you destroy the sixth enemy, make sure the Zeta
Gundam has more than 200 AP remaining. If the Zeta Gundam does not have
over 200 AP, use on of its E-PAC before you destroy the last enemy with
the Rick Dias. After the sixth enemy is destroyed the Zeta Gundam will
boost away. The Zeta Gundam will land and will be instantly attacked by
the Bolinoak Samaan, whose wicked beam tomahawk can do around 120
damage per slice. Use your W Pin-Point special attack to stack up quick
damage on your enemy. Each time you use it you can do around 400 damage
per turn, which is great because the Bolinoak Samaan has a meaty 1000
AP and this will remove a good chunk of it. The Bolinoak Samaan will
attack you again. Refill your ammo with your final MAG and use the W
Pin-Point attack again to slap on some more damage. The Bolinoak Samaan
will attack again. The Bolinoak Samaan does possess a special attack,
which will hit you many times, and knock you back causing 180 damage.
If you ever have less than 200 AP, use an E-PAC, or you run the risk of
being destroyed. Attack the Bolinoak Samaan a few more times with your
beam saber, it should not take more than three hits before you do over
1000 damage and the fight ends. The Bolinoak Samaan will attempt to fly
away, but the Zeta Gundam will fly in front of it and block its way.
Apolly will fly down in his Rick Dias, and land in between Sarah's
Bolinoak Samaan and Camille in the Zeta Gundam. Sarah draws her beam
tomahawk and slashes Apolly's Rick Dias, destroying the mobile suit and
killing him. The Bolinoak Samaan will then boost away, and you will
watch as Haman's Qubeley and Paptimus' The-O hack and slash each other.
The G-Defenser will fly in, and Katz, seeing an easy shot at Paptimus,
opens fire on the The-O. In an attempt to save Paptimus, Sarah boosts
in and blocks the shots with the Bolinoak Samaan, saving him, but
dooming her to death. Katz feels Sarah's presence protecting him, and
he is very upset that he killed her. With the Titans negotiations with
the Axis Zeon failed, the Zeon have taken the desperate action of
crashing the Axis asteroid into The Gate of Zedan, causing the asteroid
fortress to split in two.



-----------------------------------------------------------------------
                             Mission 25
-----------------------------------------------------------------------

Backstory:
----------

  With the Titans forces scattered after the destruction of The Gate
of Zedan, the Axis Zeon claim ownership of the Gryps 2 colony laser.
The A.E.U.G., sensing that Haman will use the colony laser to further
her own goals of domination, launches Operation Maelstrom to recapture
the colony laser from the Axis Zeon, breaking the temporary alliance
the two forces had.


Before you Launch:
------------------

  This mission is both Long-Ranged and Close Range, just like the last
mission. You only get the use of the Zeta Gundam this mission, so check
up on its statistics. The Zeta Gundam should have a MOVE of eight. Your
ITEM statistic should be at nine, and take seven E-PACs and two MAGs.
Be sure to take all of the points out of your SKILL DEF, and four
points out of both your CLOSE ATC and CLOSE DEF and place them into
your FOR MINOFSKY statistic, or you will have an extremely difficult
time in this mission. You should have fourteen points in your FOR
MINOFSKY statistic. As for everything else, your LOCK ON-SPEED, GUNSHOT
ATC, GUNSHOT DEF should all be at eight points. Your CLOSE ATC and
CLOSE DEF should be at four points each. If you have managed to get
your most current special attack to 100% by now, than increase your
SKILL ATTACK to sixteen to unlock your last special attack to begin
working on it. Otherwise keep your SKILL ATC at fourteen and use this
mission to keep working on it. When you are finished, launch.


Long-Range Combat:
------------------

  After the A.E.U.G. forces launch to begin the assault on Gryps 2,
you will have your first encounter against the Axis Zeon's staple
mobile suit, the Gaza-C. Your first fight will be against three Gaza-
C's. The Minovsky Particle interference during these fights is severe,
so unless your FOR MINOFSKY stat is high your accuracy will take a
severe drop. The Gaza-C's you have to fight are a little less durable
than most of the other enemies you've encountered. All of the Gaza-C's
will have either 180 or 200 AP. However, they are not especially fast
normally, but possess the ability to transform into a mobile armor mode
which will give them an enormous boost in speed, but disables the use
of the fake out attack. They hit fairly hard though, causing about 40
damage to you with every hit. The first Gaza-C in the every squadron
possesses the ability to fly in front of you, and fake you out, only to
return and blast you for around 100 to 120 damage. Use an E-PAC if you
get below 200 AP. You will get the first attack turn, so lock onto one
with your beam rifle, and input the direction combinations to increase
your attack power. They may dodge half of your shots, but you may
sometimes hit with at least three and destroy a Gaza-C in a single
attack turn. After all three Gaza-C's are destroyed you will exit
combat. You will fight a second squad of three Gaza-C's. Destroy them
all and you will fight the third squadron of three Gaza-C's. If you are
low on ammo in your beam rifle, use a MAG to replenish it. The next
fight will be another three Gaza-C's. In this squad, all three Gaza-C's
possess the ability to fly in front of you and blast you, for around
200 to 220 damage each, so they can do over 600 damage per turn if they
all use it, which they usually will. Use an E-PAC at the start of your
next turn, and destroy them as quickly as possible. Fortunately they
are all rather low in AP, all of them having around 180, so they are
destroyed easier than the standard Gaza-C. After they are destroyed,
surprise surprise, it's the fifth squad of three Gaza-C's. Destroy them
and you will fight the sixth squad of Gaza-C's. All of the Gaza-C's in
this group can also fly in front of you and attack you, causing a
guaranteed 200 to 220 damage. After you destroy those final three nasty
Gaza-C's, be sure to use an E-PAC. Up next is Haman Kahn in her funnel
spamming Qubeley. When the fight begins, Camille will tell Haman he has
to kill her because she is the cause of the battle. The Qubeley will
then release three funnels. With a MOVE of eight, the first turn is
guaranteed to be yours. Select your hyper mega launcher and try to lock
onto one of the Qubeley's funnels. Destroy one and only one of the
Qubeley's three funnels to prevent them from doing their annoying
spinning combo attack. The funnels are very slow, and only have 80 AP,
so a single hit with the charged up hyper mega launcher will destroy
it. Do not destroy any more funnels, because the Qubeley will release
more funnels if you do. After the one funnel is destroyed, the other
two funnels and the Qubeley will begin to chase after you firing their
beam guns. Just avoid them until your next attack phase. Select your
hyper mega launcher again and this time go after the Qubeley. The
Qubeley is leagues above the funnels in terms of speed and power. It is
incredibly speedy in a straightaway, but it will stop for a second or
two before it alters the direction it is traveling in. Use the time it
is stopped to lock onto it, and input the directional combo to power up
your beam rifle. Each individual shot will do around 67 damage to the
Qubeley. You can deal around 200 damage to it every turn. The Qubeley
only has 500 AP so it will be easily defeated in two or three more
attack turns. After dealing 400 damage to the Qubeley, Haman will taunt
Camille and tell him that he has reached the limit of his skills. Haman
will attack again. Just avoid the funnels and the Qubeley, and continue
to attack it on your turn with your charged up hyper mega launcher, and
after dealing 500 damage to it, Haman will flee and you will enter
Close Combat.


Close Combat Area Map:
----------------------

|----------------|
|                |
|                |
|                |   +----------------------------+
|                |   |           MAP KEY          |
|          S R   |   +----------------------------+
|      1    A    |   | 1 = Zeta Gundam (Camille)  |
|          S R   |   | A = Qubeley (Haman)        |
|                |   | S = Funnel (beam saber)    |
|                |   | R = Funnel (beam rifle)    |
|                |   +----------------------------+
|                |
|----------------|


Close Combat Strategy:
----------------------

  This is a very tricky fight. When it begins use an E-PAC. The
Qubeley is already here, and has deployed four of its funnels around
it. The first thing you should do is destroy three of the four funnels.
This can be tricky because the funnels are quite mobile, and two of the
funnels can only be damaged by your beam saber, while they are
completely invincible to damage done by your beam rifle (these two
funnels are labeled as "S" on the map). The other two funnels can only
be damaged by you A-Guns and B-Guns, and are completely immune to
damage done by your beam saber (these funnels are labeled as "R" on the
map). Since the funnels that can only be harmed by your beam saber are
closest, zoom up to one of them and destroy it with your beam saber.
They only have around 70 AP, so they are easily destroyed in a single
beam saber slash. The Qubeley will now attack you in close combat. The
three remaining funnels will retreat to a safe distance, and fire on
you four times each. Each shot will do around 30 damage, so each funnel
can do up to 120 damage to you every turn. And with three more funnels
hanging around, that is a total of 360 damage every turn from the
funnels alone! Yowzers! Keep an eye on the funnels as they move. Watch
where the second funnel that is vulnerable to your beam saber only
goes. At the start of your next attack phase, use an E-PAC, and then
fly over to the remaining beam saber-vulnerable funnel and slash it a
single time to destroy it. The Qubeley will fly over to you and attack
you again, and the two remaining funnels will also chase you and fire
on you. Don't bother with the other two funnels, and definitely do not
destroy all four funnels, because then the Qubeley will just release
four more. So with two of the annoying funnels out the way it is time
to attack the Qubeley with your W Pin-Point A-Gun special attack. Each
individual shot will do around fifty damage, so you can do a total of
about 400 damage to the Qubeley in a single turn with it. Camille will
use his Newtype powers and begin to search Haman's mind. Haman is
paralyzed while Camille searches her mind. Slash the Qubeley and be
overjoyed to find out that the Qubeley is completely immobile. The
mental search will continue every time you slash the Qubeley, and the
Qubeley will put up no fight as you pound it. Just do not fly away or
Haman will give chase and be able to attack again. Keep attacking the
Qubeley and after dealing over 760 damage to it, Haman will regain her
senses, and become enraged that someone saw her inner thoughts and she
will flee. Back on the Argama, Camille tells Char he couldn't kill
Haman because he was beaten by her strong heart. Char tells Camille he
is becoming as dangerous as Amuro, and that he shouldn't repeat their
mistakes because it took them seven years to free their minds from
hell. With the battle for Gryps 2 over, the A.E.U.G. takes possession
of the colony laser and the Axis Zeon flee.



-----------------------------------------------------------------------
                             Mission 26
-----------------------------------------------------------------------

Backstory:
----------

  Furious at their defeat at the hands of the A.E.U.G. and the loss of
the Gryps 2 colony laser, the Axis Zeon prepare to attempt to drop the
Axis asteroid on the lunar city of Granada. The A.E.U.G. decides to
attempt to use Gryps 2 to fire on Axis, but with the distance between
the asteroid and the colony, they need to send someone into Axis to
send a single so they know where to fire. The Titans have reorganized
their forces, and Bosque decides they will attack. On the Argama,
Camille tells Char that if Granada is destroyed he will feel guilty
because he didn't kill Haman. On the Titans side, Yazan decides he
wants to attack. Camille hears a voice calling him in space. He wonders
if it is Four. As Rosamia approaches in the Psyco Gundam Mark II, she
babbles insanely that she is to destroy the Zeta Gundam.


Before you Launch:
------------------

  This mission is entirely Long-Ranged. Suck all of the points out of
your CLOSE ATC and CLOSE DEF, because you won't need them. Your MOVE
should be at eight, and your FOR MINOFSKY should be at sixteen. Your
LOCK ON-SPEED should be at eight, as should your GUNSHOT ATC, and
GUNSHOT DEF. Your SKILL ATC and SKILL DEF should also both be at eight
points. Pour any remaining points into your ITEM stats. Take at least
three MAGs and nine E-PACs. Launch after you are done re-arranging your
Prime Points.


Long-Range Combat:
------------------

  Your first battle will be against a squadron of three Hi-Zacks. They
are fairly standard, with only 180 AP. The third Hi-Zack in the group
has the ability to lock onto you and fire into your face, which will
cause about 150 damage. Just lock onto the Hi-Zacks with your beam
rifle, and input the directional combo and blast away. After they are
destroyed, you will fight a second squadron of three Hi-Zacks. The
third Hi-Zack in this squad can lock onto you, and then fly away and
reappear to blast you. Destroy the three Hi-Zacks, and then you will be
forced into combat against the sinister Psyco Gundam Mark II. Be sure
to use an E-PAC before the fight starts. The Psyco Gundam Mark II gets
the first turn, and it will display its wicked lock on attack. Hovering
in front of you, the Psyco Gundam Mark II will start to flash red and
give off an aura of fire, and blast you with the beam cannons in its
arms. It will fall back towards the end of its turn, and fire at you
again until its turn ends. The Psyco Gundam Mark II can do over 400
damage to you on every turn so be sure to use an E-PAC every turn that
it uses its special attack. After you use an E-PAC, select the hyper
mega launcher, and lock onto the Psyco Gundam Mark II. The Psyco Gundam
Mark II is so slow you should, make that will, have no problem locking
onto it. Once you are locked on, input the directional button command
and blast that monster mobile armor! Each individual shot will do
around 90 damage, and three out of four will usually hit so you will do
about 270 damage every turn. After dealing 500 damage to the Psyco
Gundam Mark II, Camille will ask who the pilot of the new Psyco Gundam
is. Rosamia will begin to freak out and attack again. Continue the
fight and dodge the Psyco Gundam Mark II's blasts, which isn't hard
because it is so slow. It will rarely even bother to chase you!
Continue to attack it with your charged up hyper mega launcher. After
dealing 1000 damage to the Psyco Gundam Mark II, Rosamia will begin to
scream that Zeta Gundam is causing the sky to fall. After dealing 1400
damage, Camille begins to talk with the spirit of Four. He decides he
needs to put Rosamia out of her misery because she is just as hurt by
becoming an artificial Newtype as Four was. After taking over 1800
damage, the fight will end. Char will show up and tell Camille to
escape while he handles the Psyco Gundam Mark II. You will now have to
fight a squadron of three Barzams. They are all very weak, only about
120 AP. Destroy them and you will fight a second squad of Barzams.
After you destroy the two Barzams, you will have to fight the Psyco
Gundam Mark II again, so use an E-PAC. It will start the fight and show
of its cheesily powerful full fire attack. It will hover in front of
you and flash, before firing every beam gun on its body directly into
your face. This will do over 750 damage to you! Be sure to use an E-PAC
after every turn it does that, or you are DEAD! Lock onto it with your
hyper mega launcher, and charge it up with the D-Pad and blast that
pesky Psyco Gundam Mark II. After dealing 1500 damage to Four will
speak to Camille, and he will tell Rosamia he feels sorry for her, and
that he will give her a quick death. Attack her once more with a
charged up hyper mega launcher shot, and you will have done over 1800
damage. Camille will blast the Psyco Gundam Mark II and Rosamia will be
killed. The Psyco Gundam will have its head blown off, and the Titans
fleet will be attacked by Paptimus Sciroccos' forces. Reccoa destroys
the Titans flagship, killing Bosque Ohm, while Yazan looks on and
laughs. Back on the Argama, Fa wonders if they did the right thing by
killing Rosamia. Camille thinks Newtypes have become nothing but
killing machines. With the Titans forces out of the way, Bright orders
they fire the Gryps 2 colony cannon at the Axis asteroid. They
successfully knock it off course, far away from Granada.



-----------------------------------------------------------------------
                             Mission 27
-----------------------------------------------------------------------

Backstory:
----------

  The A.E.U.G., Axis, and Titans all clash as the forces continue to
fight over Gryps 2. Jerrid is sent out in a Bound Doc, in command of a
large squadron of Hi-Zacks. He spies the Argama and immediately zooms
in to settle the score with Camille.


Before you Launch:
------------------

  Just like the last mission, this mission is also all long-ranged.
Your statistics should be exactly where you need them already. Eight in
MOVE, and sixteen in FOR MINOFSKY. There should be eight points in LOCK
ON-SPEED, GUNSHOT ATC, GUNSHOT DEF, and SKILL DEF. Your SKILL ATC
should be at sixteen points, and put any remaining points into your
ITEM statistic. Take at least ten E-PACs and one MAGs before you go.
When you have finished, launch from the Argama.


Long-Range Combat:
------------------

  Your first fight will be against a squadron of three Hi-Zacks. They
are all fairly wimpy. They are not very fast, but change directions
frequently, making them difficult to track sometimes. They do not have
much AP, either. Destroy the three Hi-Zacks and you will enter combat
against a second squadron of three Hi-Zacks. Destroy them and you will
now engage our old friend Jerrid Messa in his Bound Doc. Jerrid will
get the first turn, and he will fly in front of you and blast you. This
attack can do 750 to 800 damage before Jerrid falls back. After he
falls back he will continue firing until his attack turn ends. It is
imperative that you avoid the remainder of the blasts, because if any
more of the Bound Docs shots hit you, chances are you will be killed.
This is a very difficult fight! When your attack phase starts, use an
E-PAC to heal yourself. Always use an E-PAC to heal if you start a turn
with less than 750 AP. After that select the hyper mega launcher and
chase after Jerrid until you get a lock onto him. Thankfully, the Bound
Doc is not very quick in mobile suit mode, so getting a lock should not
be much trouble. Input the directional commands to strengthen your
attack power, and fire on the Bound Doc. Each shot that hits is good
for about 60 damage each. More often then not, however, you will miss
with half your shots so you will only do around 120 damage per turn.
The Bound Doc has around 2500 AP, so you are in for a long fight doing
as little damage as that. After a few turns the Bound Doc will
transform into its mobile armor mode, in which it gains a huge increase
in speed, but disables the use of that very powerful lock on attack it
uses and lowers its defense. Continue to attack the Bound Doc, and
after dealing 1000 damage to the Bound Doc Camille will begin to yell
at Jerrid. He tells Jerrid that battles are being fought because of
him, but Jerrid tells Camille it's his fault that he is fighting and
that Camille has murdered more people than him. Combat will start again
and the Bound Doc will attack you. When you get your turn continue to
blast the Bound Doc with your fully charged hyper mega launcher. After
dealing 1200 damage to the Bound Doc, Camille tells Jerrid that he
isn't a murderer. The fight will continue. Keep attacking the Bound
Doc, and be sure to use an E-PAC every time you get damaged to keep
yourself at full health. After you finally do over 2800 damage to the
Bound Doc, which should take about twelve to thirteen turns of wearing
Jerrid down, the fight will end. The Bound Doc will explode, and the
mission will be complete.



-----------------------------------------------------------------------
                             Mission 28
-----------------------------------------------------------------------

Backstory:
----------

  The battle between the A.E.U.G., the Titans, and the Axis Zeon rages
on. The Titans and Zeon are both hell bent on recapturing the Gryps 2
colony laser, and then using it to destroy their enemies. But Paptimus
Scirocco's squad has now entered the massive battle. Paptimus feels the
unease of the battle and asks Reccoa to join him in combat. On the
Argama, the crew prepares for what could be the final battle.


Before you Launch:
------------------

  You will once again get to play with multiple mobile suits. Aside
from the Zeta Gundam, you will also have control of Char's Hyaku Shiki
and Emma in the Gundam Mark II. The Hyaku Shiki and Gundam Mark II will
both automatically be Level 21, but have none of their Prime Points
assigned and do not even have any of their special attacks mastered,
like usual. Either way, you will have to do both Long-Range and Close
Combat segments in this mission, so set you points up accordingly.
Starting with the Zeta Gundam, set its MOVE statistic to eight, and the
ITEM stat to ten. Take three MAGs and seven E-PACs. Put eight points
into your LOCK ON-SPEED, CLOSE ATC, CLOSE DEF, GUNSHOT ATC, GUNSHOT
DEF, and SKILL DEF. Set the SKILL ATC to sixteen points, and then pour
the remaining points into the Zeta Gundam's FOR MINOFSKY statistic.
Next set up the Hyaku Shiki. Increase its MOVE to eight, its FOR
MINOFSKY to eleven, and its ITEM to sixteen. Increase the CLOSE ATC,
CLOSE DEF, GUNSHOT ATC, GUNSHOT DEF, and SKILL DEF stats to eight and
increase the SKILL ATC to sixteen. Take four E-PACs and twelve MAGs,
and head out to the main menu. Next select the Gundam Mark II. Increase
the Mark II's MOVE to eight, and its ITEM to sixteen. Next increase the
Gundam Mark II's CLOSE ATC, CLOSE DEF, GUNSHOT DEF, and SKILL DEF to
eight. Increase the SKILL ATC to sixteen and put five points into the
Mark II's GUNSHOT ATC. Pour the reminder into the FOR MINOFSKY
statistic, then take twelve E-PACs and four MAGs. Exit the Prime Point
screen and launch into combat.


Long-Range Combat:
------------------

  After the Argama's mobile suit forces launch, and the Zeta Gundam
transforms and the Super Gundam is formed, you will be attacked by a
squad of three Hi-Zacks. All of the enemies have either 180, 200 or 220
AP so they will be destroyed in two or three charged beam rifle shots.
If you cannot finish an enemy off with the beam rifle, finish them with
the head vulcans to conserve ammo. After they are destroyed you will
have to fight a squadron of three Barzams. After those pesky Barzams
bite the dust, you will watch a cutscene. Emma will be fighting Yazan,
but he quickly gains the advantage. Seeing Emma is in trouble, Henken
tries to use the Radish to protect her, but Yazan shoots through the
Radish's bridge and crippling the ship. Katz attempts to distract
Yazan, but Yazan destroys the core fighter block of the G-Defensor and
kills Katz. Bright orders the other A.E.U.G. pilots to attempt to rush
in to assist, but Yazan destroys the Radish. Now you will have to fight
against a squadron of three Hi-Zack Customs. All three Hi-Zack Customs
have the ability to fly in front of you and blast you for at least 150
damage, which isn't too bad. Destroy the three Hi-Zack Customs and you
will engage a squadron of three Marasais. After the Marasais are all
defeated, use an E-PAC, because you will have to tangle with Yazan
Gable in the Hambrabi. The Hambrabi is still faster than the Zeta
Gundam, so Yazan gets the fist turn and will probably use his fake out
attack. You know, the one where he zooms off and the reappears and
sinks a bunch of rounds into your ass. It will deal about 250 damage,
before Yazan drops back, so just avoid him for the remainder of his
attack turn. If you get below 350 AP, use an E-PAC. When your attack
turn arrives, select the hyper mega launcher and track the Hambrabi.
The Hambrabi is not very fast in mobile armor mode, but remember the
Hambrabi can transform into a mobile armor which gives it a large speed
increase, but disables the use of Yazan's fake out attack. After you
lock on to the Hambrabi, input the directional combo and hope your aim
is true. You will do about 70 damage per shot, so with half of your
shots hitting you will do round 140 damage to the Hambrabi every turn.
The Hambrabi has about 700 AP, so you should be able to defeat him in
five to six turns. Just be sure to use an E-PAC when you get low on AP
and you'll have Yazan licked, no problems. After dealing 800 damage to
the Hambrabi, Yazan will flee and you will enter Close Combat mode.


Close Combat Area Map:
----------------------

|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|            Z   |                |            Z   |
|       2        |                |                |
|       1 3      |     Z          |                |
|                |          Z     |                |
|                |    Z           |                |
|    Z       Z   |         Z      |    Z       Z   |
|       A Z      |                |        Z       |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |                |
|                |            Z   |                |
|     Z          |                |     Z          |
|          Z     |                |          Z     |
|    Z           |                |    Z           |
|         Z      |    Z       Z   |         Z      |
|                |         Z      |                |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |                |
|            Z   |                |            Z   |
|                |     Z          |                |
|                |          Z     |                |
|                |    Z           |                |
|    Z       Z   |         Z      |    Z       Z   |
|         Z      |                |         Z      |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|

       +-------------------------------------+
       |               MAP KEY               |
       +-------------------------------------+
       | 1 = Zeta Gundam (Camille)           |
       | 2 = Hyaku Shiki (Char)              |
       | 3 = Gundam Mark II (Emma)           |
       | A = Hambrabi (Yazan)                |
       | Z = Hi-Zack                         |
       +-------------------------------------+


Close Combat Strategy:
----------------------




  The Zeta Gundam, Hyaku Shiki, and Gundam Mark II all start together
in the same area, along with Yazan in his Hambrabi. There are also
eight other areas, each one with four more Hi-Zacks, but you do not
have to destroy any of the Hi-Zacks to complete the level, and to do so
is rather wasteful since Yazan can be a pretty tough fight. Your only
target should be Yazan's Hambrabi, so just attack him and ignore the
Hi-Zacks. Now this next part is very important. So take notice:

  Only attack Yazan with one mobile suit, because who ever you defeat
him with is the suit you will have to finish the game with. There are
three separate endings, one for each of your three mobile suits, and
which ever mobile suit lands the last hit that causes Yazan to fly out
of the first area will be the mobile suit whose final mission you will
play. So because of this, be careful when attacking Yazan so you can
play the ending you want to see.

  The easiest way to defeat Yazan's Hambrabi is to use your mobile
suit's A-Gun skills because you will get in multiple hits while keeping
your own damage down. The various Pin-Point skills are the most
effective skills to use: W Pin-Point for the Zeta Gundam, Pin-Point
with the Gundam Mark II, and G Pin-Point with the Hyaku Shiki. Just
refill your ammo with a MAG when you run low, and keep firing at the
Hambrabi with the mobile suit whose ending you wish to play. After
attacking the Hambrabi, it will attack. It can, and will, often attack
two of your mobile suits in one turn if they are all in range. Yazan
will fly over to the first mobile suit, and attack it with the
Hambrabi's beam saber for around 130 to 140 damage for a normal hit, or
up to 220 damage if it uses its twenty hit beam saber combo. If one of
your other mobile suits is close enough, it will then lash out with its
sea serpent and electrocute it for about 130 damage. You can avoid the
second attack by keeping all of your mobile suits at least three spaces
away from each other. The Hambrabi can also transform into its mobile
armor mode, and attack with its back guns for about 118 damage, but
this is extremely rare. Use an E-PAC to heal if any of your mobile
suits drop below 300 AP. Yazan's Hambrabi has around 1600 AP, so it can
take quite a beating. After you deal over 1600 damage to it, the
Hambrabi will fly away. Remember whoever dealt the final blow that
causes Yazan to fly off is the character who's ending you see! After
Yazan flies away, the Zeta Gundam, Hyaku Shiki, and Gundam Mark II will
fly away after him. The Hambrabi will land in the center of the next
area, and the Zeta Gundam will land below him to the left, while the
Hyaku Shiki lands on the lower right, and the Gundam Mark II lands
above the Hambrabi, entrapping it within a triangle formation. Yazan
may be down, but not out. This fight can get tricky. Yazan gets the
first turn, and the stunts he can execute are simply astounding. Yazan
will fly over to the Zeta Gundam and slash it for 130 damage, then fly
over to the Hyaku Shiki and slash it for 130 damage, then fly up to the
Gundam Mark II and slash it for 130 damage, and then he will fly away
from the group. Now, before you stress out, I'll tell you that you do
not have to worry about who gets in the last hit this time. That only
applied to the last round against Yazan, and this fight will have no
effect on the next mission... Unless you lose that is, because then you
won't get to the next mission. Now, first things first, make sure all
of your mobile suits remain above 500 AP at all times to keep Yazan
from destroying them. Select whichever mobile suit is closest to Yazan
and blast him with the A-Gun special attack of your choice. Yazan will
now show off some more of his tricks. He will fly around the screen
attacking any of your three mobile suits, sometimes all three, but
sometimes concentrating all of his attacks on a single one of your
mobile suits. He can attack up to eight times each turn with his sea
serpent or any of a number of beam saber attacks doing 130 to 150
damage with every hit. But, depending on how much time he spends flying
around, he will usually only average around four to six attacks a turn.
You can attempt to lessen the amount of attacks he will get by
increasing the distance between your three mobile suits. Things can get
pretty brutal so be sure to keep a close eye on the AP of all of your
mobile suits. Just keep pounding on the Hambrabi with your A-Gun
attacks and after taking over 2200 damage, Yazan will bail out of the
Hambrabi and it will explode.


IMPOTANT NOTE: At this point you will want to save your game in a
separate second slot, that way you will not have to replay the entire
game to see all three endings.



-----------------------------------------------------------------------
                 Mission 29 (as the Gundam Mark II)
-----------------------------------------------------------------------

Backstory:
----------

  If the Gundam Mark II landed the hit that caused Yazan's Hambrabi to
flee into the final area in Mission 28, than this is the mission you
get to play. The mission picks up right where the last one left off,
and Emma will leave Camille and Char to take her revenge on Reccoa for
betraying them.


Before you Launch:
------------------

  The Gundam Mark II will have the exact same Prime Points set up that
it had during Mission 28, and for once, it will actually retain the
progress made in mastering its special attacks. Just take eight E-PACs
and eight MAGs and go kick some ass!


Close Combat Area Map:
----------------------

|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|            Z   |                |            B   |
|                |                |                |
|      1         |     M          |                |
|                |          M     |                |
|                |    M           |                |
|    Z       Z   |         M      |    B       B   |
|         Z      |                |        B       |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |                |
|                |            Z   |                |
|     B          |                |     M          |
|          B     |                |          M     |
|    B           |                |    M           |
|         B      |    Z       Z   |         M      |
|                |         Z      |                |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|
|                |                |                |
|                |                |                |
|                |                |                |
|            M   |                |            Z   |
|                |     B          |                |
|                |          B     |                |
|                |    B           |                |
|    M       M   |         B      |    Z       Z   |
|         M      |                |         Z      |
|                |                |                |
|                |                |                |
|----------------|----------------|----------------|

       +-------------------------------------+
       |               MAP KEY               |
       +-------------------------------------+
       | 1 = Gundam Mark II (Emma)           |
       | B = Barzam                          |
       | M = Marasai                         |
       | Z = Hi-Zack                         |
       +-------------------------------------+


Close Combat Strategy:
----------------------

  This mission is quite easy. The enemies are all very wimpy! There
are nine areas; each with four mobile suits each. Counting the eight
MAGs you should have brought plus the ammo already in your A-Gun, you
have just enough ammo to destroy three-fourths of the enemies in the
mission. So to alleviate this, you will have to destroy one mobile suit
in every area with your beam saber. Fear not though, as for the most
part the enemies will rarely do over ten damage, or thirty damage if
they use a special attack, when they counter-attack you. They are also
slow and have almost no mobility, and they can all be easily picked off
using the Pin-Point A-Gun special attack, or two slashes from the beam
saber. This will completely destroy them, just reload when you run out
of ammo and keep up the mayhem. When all the Hi-Zacks in the first area
are destroyed, head right to the next area. Here you will find four
Marasais. The Marasais are a good deal more resilient than the Hi-
Zacks, not to mention they are small bit more mobile so a few of them
may actually get close enough to attack you, unlike the slow Hi-Zacks.
Stay in one spot and let them come to you. Most of the Marasais will
not be able to reach you in a single move phase, but will move close
enough to let you shoot at them! Most of them can be wasted in one Pin-
Point attack, and if they are not, they can definitely be finished off
in one additional slash of the beam saber. After you run out of ammo,
slash the one remaining Marasai to death and continue to the right to
find four Barzams. The Barzams are not much tougher than the Marasais,
but they are a small bit more mobile than both the Hi-Zacks and
Marasais. Still, they will not be able to reach you in a single
movement phase, so they set themselves up perfectly to be shot with a
Pin-Point special attack, or slashed to death. Continue down and clear
out the remaining six areas. You should have absolutely no problems,
and as long as you conserve your MAGs by shooting three enemies and
putting the fourth to the saber you will definitely have enough ammo to
destroy almost everything in the mission and avoid being damaged while
doing so! You will not even have to heal once during this part of the
mission! After destroying all of the enemies in all nine areas, the
Gundam Mark II will boost away, and land in a new area where Reccoa is
already waiting in the Pallas Athene. After exchanging some harsh
words, Reccoa will launch the missiles from the Pallas Athene's back.
She will then either fire her beam gun at you for around 140 damage, or
rush in to slash you with her beam saber. As easy as the first part of
this mission was, this second part will more than make up for it. This
fight can be a real pain, so watch your health! Now, your A-Guns and B-
Guns aren't worth a crap in this fight. The only way to do any decent
damage to the Pallas Athene is with your beam saber. Of course the
Pallas Athene is pretty mean in close combat too! It can dole out
around 180 damage per hit normally, or up to 240 with its special
attack, so be damned sure to stop combat and heal with an E-PAC if you
drop below 250 AP. After being attacked twice (misses count), the
Pallas Athene will fly off the screen and one of its back missiles will
hit you, which will knock you back about five spaces and cause about
180 damage to you. The Pallas Athene will then land back where it was
before. Fly back over to the Pallas Athene and attack it again in close
combat. And again, after you attack it twice it will fire another
missile at you, knocking you backwards. This pattern will continue, and
occasionally Reccoa and Emma will begin to argue, which will get you
another free hit before the Pallas Athene flies off and blasts you with
another missile. It will do this eight times, and after the eighth time
it uses a missile to attack you, Reccoa will continue to attack you in
close combat. Now this makes it even harder to manage your health,
because you will not get any breaks in between hits. If you get below
400 AP, stop combat and use an E-PAC on the next turn! This is the
easiest way to stay alive, and it definitely beats being destroyed.
After dealing around 2200 damage to the Pallas Athene, the fight will
end. Reccoa will try to retreat, but Emma chases after her. The Pallas
Athene turns around and slashes the Gundam Mark II with its beam saber
and Emma slashes back. Both mobile suits begin to explode. We cut to
Bright, who gives the order to fire Gryps 2. The colony laser is fired,
and the entire Titans fleet is wiped out in the blast. The A.E.U.G.
fleet is heavily damaged, but none the less victorious. However,
neither Emma nor Reccoa survived their final battle...



-----------------------------------------------------------------------
                   Mission 29 (as the Hyaku Shiki)
-----------------------------------------------------------------------

Backstory:
----------

  If the Hyaku Shiki landed the hit that caused Yazan's Hambrabi to
flee into the final area in Mission 28, than this is the mission you
get to play. The mission picks up right where the last one left off,
and Char will leave Camille and Emma to settle the score with Haman, to
stop her from preventing the ideals of Zeon any further.


Before you Launch:
------------------

  This mission will be Long-Ranged and Close Ranged, so be aware of
that. The Hyaku Shiki's statistic will be exactly the same as they were
last mission, but they need to be altered a bit. Take seven points out
of the Hyaku Shiki's SKILL ATC and put them all into LOCK ON-SPEED,
increasing it to eight! This is very important! So do it! Leave
everything else the same, take fifteen E-PACs and one MAG and head off.


Long-Range Combat:
------------------

  As the mission begins, Emma will head off and Camille will follow
her. Haman then flies in with her Qubeley. Char will tell Haman she is
wrong, but Haman says she will allow him to rule the world with her if
he helps her revive the Zabis. Char refuses her offer and says that all
he wants to do is watch as the people of the world evolve into
Newtypes. Paptimus Scirocco shows up in the The-O and says that he
wants to watch history. Scirocco tells Char his destiny as a failed
Newtype is to die, and that he is calmer than Char because all he wants
to do is grab hold of the world with his hands. Haman says she will
revive the Zabis and guide the people herself. Char tells Haman that
she is making the same mistakes as the Zabi family did. Camille
returns, reporting that Reccoa and Emma have been killed. Camille says
that he will take care of Haman and Paptimus himself. Char tells
Camille that he won't leave him to fight alone. Paptimus says that
their souls are held down by gravity and they need to be removed, and
that ordinary people are holding back the intelligent. Paptimus and
Haman both fly away to attempt to destroy Gryps 2. Camille tells Char
to leave because he has more important things to do. Char answers that
the future cannot be created by the old. Char will leave to find Haman,
while Camille chases down Paptimus. Now Long-Ranged combat will begin.
Now one thing about the Hyaku Shiki that you should be aware of is that
it only has but a single beam rifle and head vulcans. This fight will
be quite ghastly, so watch yourself. Haman is quite pissed, and it
shows. The second the fight begins she will deploy three funnels and
immediately attack you. Evade like mad, because the Qubeley not only
gets the first turn, but has a huge speed advantage, not to mention
each individual shot can do as much as 100 damage to you! That is
severe, so try not to get hit! Now, after the Qubeley is done
attacking, the three funnels it deployed will get to attack. The
funnels can still do their spinning blast attack, but it is still
pretty inaccurate but just as deadly. After all three of the funnels
are done attacking, you get your attack turn. Your first priority is to
destroy one of those damned funnels to stop them from using their
special triple attack. They are still rather slow, but their tiny size
can make getting a lock difficult. And to make matters worse, your
attack turn will only last a few seconds because you are so outmatched.
Still, it isn't important which one you destroy, just lock onto any one
of the three and input the directional combination and destroy it. Each
funnel has only 130 AP, so they should hopefully be destroyed in one
single charged up shot. After the funnel is destroyed, you will be put
back on the defensive. Avoid the Qubeley like the plague, since it is
still meaner then hell, but at least the funnels have been toned done
since you destroyed one of them and disabled their team attack. Now on
your next turn, you can either take out another funnel, or start going
after the Qubeley. Destroying a second funnel will reduce your chances
of getting shot and make the time you are on the defensive drop, but if
you go after the Qubeley, the fight will be over that much quicker.
Either way, just be sure to NEVER EVER destroy all three funnels. If
you do the Qubeley will just release three more. Just always leave at
least one funnel, and that will prevent the Qubeley from releasing
more. When you are ready to destroy the Qubeley, go for it. Now since
your Attack Phase is so damned short, and the Qubeley is so damned
fast, you will have a very difficult time locking onto it. The easiest
way to keep your eye on the Qubeley is to try and keep it inside your
reticle while the last funnel is attacking you, that way it is already
in your sights when your attack turn starts. It is still very speedy in
a straight-away, but will always stop for about one second before it
changes directions. That exact moment it stops is the time to lock onto
the Qubeley! Hastily input the entire button combination to power up
your beam rifle, and blast the Qubeley. You will do about 60 damage for
every shot that hits, and you will usually miss with at least half of
your shots, so look forward to doing about 120 damage every turn. And
with the Qubeley's 1800 AP, you are in for a long fight! Just be sure
to use an E-PAC if you begin your turn with less than 200 AP. After
dealing 400 damage to the Qubeley, Haman will ask Char to come back to
Axis with her. Char will decline the offer. The fight will continue,
and after you deal over 700 damage to the Qubeley, Haman will ask Char
to join her again. Char will tell her "No!" After finally dealing over
1800 damage to the Qubeley, the fight will finally end. Whew... With
that over you will enter Close Combat. All I can say is "Good luck and
pluck!" Whatever the hell does that means... Stupid Engrish...


Close Combat Area Map:
----------------------

|----------------|
|                |
|                |
|                |   +----------------------------+
|      1         |   |           MAP KEY          |
|                |   +----------------------------+
|                |   | 1 = Hyaku Shiki (Char)     |
|                |   | A = Qubeley (Haman)        |
|                |   +----------------------------+
|                |
|        A       |
|                |
|----------------|


Close Combat Strategy:
----------------------

  Char's Hyaku Shiki will be chased into the remains of a destroyed
Salamis Kai battleship. Cornered, Char has no choice but to fight
Haman. This is a difficult fight! The damage the Qubeley can inflict
upon you is enormous! On the first turn, if you are below 400 AP, heal
damn it! Next retreat all the way to the top of the screen. The Qubeley
will chase you, but wont quite make it there. Use your MAG and blast
the Qubeley with the Hyaku Shiki's G Pin-Point A-Gun Special attack. It
will do only four hits plus knock back, with around 30 damage a hit for
a grand total of somewhere in the neighborhood of 120 damage total. A
decent start to what will be a long a difficult fight. The Qubeley will
now fly over to you and slash you with its beam saber for around 220
damage for a normal hit, or shoot you with its hand beam cannon for
around 275 damage. That is a lot! The Qubeley can also dish out almost
340 damage for its special attack, which also causes knock-back, but
the knock-back will cause combat to halt, giving you a chance to use an
E-PAC. However it chooses to do it, the Qubeley can lather on the
damage quickly on every single turn. You will probably need to heal
every two to three turns. Now, turn the Hyaku Shiki around and hit the
Qubeley with your beam saber. You will do around 70 damage every time
you attack the Qubeley, and about 90 damage on critical hits. The
Qubeley will counter attack for insane damage, naturally. You MUST keep
a close eye on your health! If you ever get down to around 400 AP, stop
attacking and use an E-PAC the next turn after the Qubeley hits you.
Basically all the fight is a high-risk slug fest. Just slash the
Qubeley every turn, but stop and heal when you have around 400 AP
remaining. Several turns and many E-PACs later, when you have done over
1000 damage to the Qubeley, Char will attempt to run away from the
fight. The Qubeley will quickly fly over and block its path, and begin
to savagely slash the Hyaku Shiki with its beam saber. The Hyaku Shiki
will be severely damaged, and Haman will ask Char to join her again. He
will still tell her no. The fight will restart and the Qubeley will
slash you. Now you have to continue the fight in a legless Hyaku Shiki.
Slash at the Qubeley again with your beam saber, and be sure to stop
fighting and heal whenever you get around 400 AP. After doing over 2000
damage to the Qubeley, Char will attempt to flee again. The Qubeley
will again chase the Hyaku Shiki down, and the Qubeley will slash off
its remaining leg and arm. Haman will ask Char if it will begin or end
here. Haman will slash the Hyaku Shiki again. Continue to attack the
Qubeley with you beam saber, and heal when you drop below 400 AP. After
finally dealing 2400 damage to the Qubeley, the destroyed remains of
the Salamis will begin to collapse because of the Qubeley and Hyaku
Shiki's fighting inside its battered hull. The Qubeley will flee,
leaving Char behind to die. Bright decides to fire Gryps 2, and
destroys the remainder of the Titans fleet, putting an end to their
oppression once and for all. The A.E.U.G. is victorious, but their
fleet is badly damaged. As the Argama heads out, the remains of the
Hyaku Shiki drift through space... with an open cockpit... Many years
later, Char Aznable returns and rescues Mineva Lao Zabi from the
clutches of Haman Kahn. In 0089, Haman Khan declares the Axis Zeon
fleet the Neo Zeon, and declares war on the Earth Federation, but
without Mineva as a figurehead, Haman's Neo Zeon loses support and they
split into several smaller factions. But in Universal Century 0093,
Char Aznable returns as the figurehead of a new Neo Zeon movement, and
with him as their leader, a new army of spacenoids pledges their
support. Purchasing the Axis asteroid from the Earth Federation
government, Char decides to drop Axis onto the Earth. This would cause
a nuclear winter to overcome the entire planet and cause the population
of Earth to move into space or face certain death. By forcing the
population of Earth to migrate to space, Char hopes all of humanity
would become Newtypes and that a greater understanding of each other
brought about by their Newtype empathy would end all wars. Amuro Ray,
is dispatched as a part of the Londo Bell taskforce, which is charged
with the task of stopping Char's Neo Zeon movement. As Axis slowly
heads towards a collision course with Earth, Amuro argues with Char
that destroying the Earth will not put an end to all wars. As the two
former rivals turn allies are forced to fight each other again, their
final battle will decide the fate of humanity itself.



-----------------------------------------------------------------------
                   Mission 29 (as the Zeta Gundam)
-----------------------------------------------------------------------

Backstory:
----------

  If the Zeta Gundam landed the hit that caused Yazan's Hambrabi to
flee into the final area in Mission 28, than this is the mission you
get to play. The mission picks up right where the last one left off,
and Camille, fed up with the horrible things the Titans have done to
all the people he cared for, will square off against Paptimus Scirocco,
the sinister man who murdered his way into the Titans top ranks.


Before you Launch:
------------------

  The Zeta Gundam's stats will be exactly the same as they were last
mission. There will be a Long-Ranged and Close Combat segment, just
like last mission. Take all of the points out of your FOR MINOFSKY
stat, and pump them into your ITEM statistic. Take ten E-PACs and five
MAGs and launch.


Long-Range Combat:
------------------

  As the mission begins, Emma will head off and Camille will follow
her. Haman then flies in with her Qubeley. Char will tell Haman she is
wrong, but Haman says she will allow him to rule the world with her if
he helps her revive the Zabis. Char refuses her offer and says that all
he wants to do is watch as the people of the world evolve into
Newtypes. Paptimus Scirocco shows up in the The-O and says that he
wants to watch history. Scirocco tells Char his destiny as a failed
Newtype is to die, and that he is calmer than Char because all he wants
to do is grab hold of the world with his hands. Haman says she will
revive the Zabis and guide the people herself. Char tells Haman that
she is making the same mistakes as the Zabi family did. Camille
returns, reporting that Reccoa and Emma have been killed. Camille says
that he will take care of Haman and Paptimus. Char tells Camille that
he won't leave him to fight alone. Paptimus says that their souls are
held down by gravity and they need to be removed. He goes on to say
that ordinary people hold back the intelligent. Paptimus and Haman both
fly away to attempt to destroy Gryps 2. Camille tells Char to leave
because he has more important things to do. Char answers that the
future cannot be created by the old. Char will leave to find Haman,
while Camille chases down Paptimus. You will now enter combat against
Paptimus Scirocco's The-O. Paptimus will get the first turn, so evade
until the turn ends. The The-O is lightning fast, and can do as much as
80 damage for every shot that hits. It is rather easy to avoid, though,
because most of the time it will completely overshoot you. After its
turn ends, it is time for you to attack. The The-O is very difficult to
get a lock onto. It's speed and maneuverability are insane, and
combined with the fact that it can turn on a dime, and alter its
direction without stopping, will make for a challenging and lengthy
battle. You will probably not get a lock every turn, so do not fret,
just wait. Every now and then the The-O will decrease its speed, making
for a much easier target. It will also stop periodically, leaving it
wide open. These opportunities are when you have the best chance of
successfully locking onto it. Once you have locked onto it, input the
direction combination to maximize the amount of damage you do. Fully
charged, you will do about 64 damage for every shot that hits. One good
thing is that the The-O makes for a very large target, and you will
usually have an easy time hitting it, so look forward to be doing about
192 damage per turn. Every now and then Paptimus will show off his
special attack. The The-O will fly in front off you, and then quickly
fly away, and fly back on screen and blast you for about 350 damage
before it falls back to begin firing at you normally. So to ensure you
don't fall victim to that nasty fake out attack, use an E-PAC if you
ever start a turn with less than 400 AP. After you deal over 1000
damage to the The-O, Camille will tell Scirocco that he cannot see what
is really going on. Paptimus will call Camille a smart alecky kid. The
fight will begin again, and Paptimus will attack. After dealing over
1200 damage to the The-O, Camille will tell Paptimus that all he does
is look on and play with peoples' lives. Paptimus says he can use
people because he is better than they are. After you deal over 1400
damage to the The-O, the fight will end and you will enter Close Combat
mode. Good luck and pluck, indeed... You'll need it.


Close Combat Area Map:
----------------------

|----------------|----------------|
|                |                |
|                |                |
|            Z   |                |
|                |                |
|      1         |     M          |
|                |          M     |
|                |    M           |
|    Z       Z   |         M      |
|         Z      |                |
|                |                |
|                |                |
|----------------|----------------|
|                |                |
|                |                |
|                |                |    +---------------------------+
|                |            Z   |    |          MAP KEY          |
|     B          |                |    +---------------------------+
|          B     |                |    | 1 = Zeta Gundam (Camille) |
|    B           |                |    | B = Barzam                |
|         B      |    Z       Z   |    | M = Marasai               |
|                |         Z      |    | Z = Hi-Zack               |
|                |                |    +---------------------------+
|                |                |
|----------------|----------------|
|                |                |
|                |                |
|                |                |
|            M   |                |
|                |     B          |
|                |          B     |
|                |    B           |
|    M       M   |         B      |
|         M      |                |
|                |                |
|                |                |
|----------------|----------------|


Close Combat Strategy:
----------------------

  The fight will start and Camille will wonder where Paptimus
retreated to. You start off surrounded by four Hi-Zacks. They are
incredibly weak. They can deal very little damage, and most can be
destroyed in two or three saber slashes. Destroy all of the Hi-Zacks in
close combat and then move to the next area on the right. There will be
four Marasais in this area, so destroy them all in close combat as
well. Heal if you get below 100 AP. Move down next, and into the
middle-right and destroy the four Hi-Zacks here. After they are all
diced up, move into the middle-left area. Here you shall find four
Barzams. Kill all four of them in close combat, and be sure to heal if
you get down to around 100 AP. Next go down into the lower-right area,
and destroy the four Marasais there. After they are finished off, head
into the lower-right area and destroy the final four Barzams there in
close combat. After all of the enemies are defeated, the Zeta Gundam
will boost away. It will land in a new area, where Paptimus Scirocco
awaits near the Jupitris in his The-O. Paptimus makes the first move,
and will fire at you with his beam rifle for about 150 damage. Now its
time to make your move. If you are below 400 AP, use an E-PAC. Now
select and use your W Pin-Point A-Gun special attack to do a lot of
very easy damage to the The-O. The attack will do around 48 damage for
each hit, for four hits, two times. Or in other words you can do about
380 damage each turn you use it, so you can stack up a lot of damage
quickly, which is important since the The-O has 1600 AP. On the next
turn, The-O will either return fire, or rush in to attack you with its
beam sabers. It can deal around 175 damage with a normal attack, or
around 200 damage plus being knocked back one square if it uses its
special attack. On your next turn use a MAG and then blast the The-O
with your W Pin-Point attack again. Continue to do this every turn, and
you will easily deplete the The-O's measly 1600 AP. After doing over
1600 damage, Camille will fly upwards and Paptimus will give chase. The
Zeta Gundam will begin to glow with the energy put out by the bio-
sensor, and the The-O will stop moving because its own bio-sensor has
become disabled. Camille will hear Emma calling him. Emma tells Camille
that he is too impatient. Camille says he will allow everyone to use
him as their weapon against Paptimus. Sarah appears and blocks The-O
from harm. Reccoa tells Camille that she is there for him, and Rosamia
asks Sarah to get out of the way and stop protecting Paptimus because
he never cared about her anyway. Four tells Camille she loves him.
Sarah says she will not move, and Katz tells her to stop thinking with
her head only. Sarah decides that there are people who do care about
her, and she stops protecting Paptimus. As the The-O lies
incapacitated, Camille transforms the Zeta Gundam into its Waverider
Mode and crashes straight into the The-O. As a screaming Camille
crushes the Waverider's nosecone straight through the The-O's cockpit.
As he dies, Paptimus tells Camille that although he may take his life,
he will take Camille's soul, and the two are engulfed in a blinding
light. With his troops out of the way, Bright orders the firing of
Gryps 2. The colony laser is fired and the Titans fleet is utterly
destroyed. As Fa flies through the aftermath the battle, she finds the
battered Zeta Gundam drifting through space, still in Waverider mode.
Screaming for Camille, she finds that he is in a near vegetative state.
Camille begins to babble nonsensically about how big the stars are. As
Fa tows the Zeta Gundam back to the Argama, the wreckage of the Gundam
Mark II floats by. Camille is never able to fully recover from the
effects of Paptimus Scirocco's final attack on his mind, and although
the menace of war rises its head again Camille is never again seen on
the battlefield.


              _____________
             /             \
            |    _____     |
            |   /     |    |
        ,-----------  |    |       ____
        |   _____  /  |    |      / _  |   _
        |  /|   | /   |____|      | |(_/  (_)
        |_/ |   |/              __| |_   ___   _______
            |   |     _____    (__   _) /_  | /_   _  \
           /|   |  _ |     |      | |     | |   | | | |
          / |   | / ||_    |    _ | |     | |   | | | |
         / /_____/  |' |   |   ( \| |     | |_  | | | |_
        /___________|  |   |    \___|     |__/  |_| |__/
            |   |______|   |
            |              |
             \__________,__|



\                          /--------------\                           /
[==========================|Character Bios|===========================]
/                          \--------------/                           \

-----------------------------------------------------------------------
                    A.E.U.G. and Karaba Characters
-----------------------------------------------------------------------


Amuro Ray
---------

  An Earth Federation Special Forces ace pilot from the One Year War,
Amuro fought against the forces of Zeon with the original RX-78-2
Gundam. He developed a personal rivalry with Zeon ace pilot Char
Aznable for an incident in which a young Newtype girl named Lalah Sune
was killed accidentally. After the One Year War ended, Amuro made a
fortune by making toys for children designed after the Haro robot he
developed. When the Titans came into power, Amuro was placed under
house arrest, until he was convinced to escape and join up with the
Karaba resistance group and the A.E.U.G. to fight the Titans. Despite
his legendary piloting ability, Amuro has come down with a fear of
returning to space, and is cautious to return to the battlefield.


Apolly
------

  One of Quattro Bagina's wingmen, Apolly was a former Zeon pilot who
sided with the A.E.U.G. to overthrow the oppressive Titans.


Astionage Medoz
---------------

  Astionage is the chief engineer and mechanic on board the Argama. He
is in charge of keeping its mobile suit fleet in tip-top shape.
Astionage and Camille often day-dream about mobile suit designing, and
together, they draft the blueprints for the Zeta Gundam. While Camille
is away on Earth, Astionage sends the plans off to Anaheim Electronics,
where they build the Zeta Gundam and send it to the Argama for Camille
to pilot.


Bright Noa
----------

  Another veteran of the One Year War, Bright Noa was the captain of
the assault carrier White Base, and the commanding officer of Gundam
pilot Amuro Ray and Guntank pilot Hayato Kobayashi. He is a very
established leader and commander, and is inducted into the Titans,
although he soon abandons them because of their brutal tactics. He is
saved from an attack by Paptimus Scirocco, and in thanks he agrees to
command the A.E.U.G. flagship Argama.


Camille Bidan
-------------

  Camille was just your every day high school teenager, until his
fateful encounter with A.E.U.G. pilot Quattro Bagina and their theft of
the Gundam Mark II. He hates his name with a passion, and since he is
often teased for having a girls name, he is very angsty about it and
will get into a fight with anyone teasing him about it. During his
adventures with the A.E.U.G. both of his parents are killed, and he
grows to despise the Titans and the Earth elitists they represent. He
grows to look towards Quattro as a father figure, and as he experiences
the hell of war he develops powerful Newtype powers.


Emma Sheen
----------

  Originally a Titans officer and an excellent mobile suit pilot, Emma
is shown firsthand the true horrors of the Titans. She defects and
joins up with the A.E.U.G. to fight the Titans.


Fa Yuiri
--------

  Fa is Camille's long time friend. When Camille steals the Gundam
Mark II and escapes with the A.E.U.G., the Titans take Fa's parents
hostage in an attempt to blackmail the return of the stolen units.
Because of this, Fa joins the A.E.U.G. to fight the Titans, and despite
protests from Camille, wants to be a mobile suit pilot.


Hayato Kobayashi
----------------

  A former Earth Federation pilot during the One Year War, Hayato was
stationed aboard the assault carrier White Base along with Amuro Ray.
After the war ended, he married White Base crewmember Fraw Bo and
adopted a group of war orphans. Hayato oversees the Kennedy Space
Center in Florida and is an important member of the Karaba resistance
group.


Henken Beckner
--------------

  The original captain of the Argama, Henken hands command of the ship
over to Bright Noa and takes command of the Radish. He is a rough man
on the outside, but a competent and experienced ship captain. He has
deep feelings for Emma Sheen, but he doesn't know how to express them.


Katz Kobayashi
--------------

  One of the three war orphans that was aboard the White Base, Katz,
along with Letz, and Kikka were adopted by newly weds Hayato Kobayashi
and Fraw Bo after the One Year War ended. After he meets Amuro Ray,
Camille Bidan, and Quattro Bagina, he dreams of being an ace mobile
suit pilot and joins up with the Karaba resistance group. He later goes
into space with the A.E.U.G. where he is assigned to fly the G-
Defenser.


"Quattro Bagina"
----------------

  A major figurehead and ace pilot for the A.E.U.G., Quattro has quite
a mysterious past. He is looked up to by young Camille as a father
figure, and his custom red Rick Dias strikes fear into the Titans
forces. He later receives the Hyaku Shiki from A.E.U.G. sponsor Anaheim
Electronics. After the assassination of Titans founder, Blex Forer,
Quattro becomes the leader of the A.E.U.G. During his stirring speech
at Dakar, he reveals himself to truly be Zeon ace pilot Char Aznable,
the son of the slain spacenoid activist Zeon zum Daikun. During the One
Year War, he had a heated rivalry with Earth Federation Special Forces
pilot Amuro Ray, which worsened considerably during the accidental
death of Lalah Sune. After the war ended, Char fled to the Axis
asteroid, until he was sent back to Earth.


Roberto
-------

  Formerly a mobile suit pilot for the Principality of Zeon, Roberto
joined up with the A.E.U.G. and was given the honor to be ace pilot
Quattro Bagina's second wingmen.


Wong Lee
--------

  The A.E.U.G. contact within Anaheim Electronics, Wong is very
sympathetic to their liberating cause, but mainly wants to see the
Titans go because they are hurting his business.



-----------------------------------------------------------------------
                   Titans and Axis Zeon Characters
-----------------------------------------------------------------------


Bosque Ohm
----------

  The second in command of the Titans, Bosque is an extremely cruel
and mean-spirited man who harbors a deep hatred for all spacenoids. He
is said to have developed this hatred during the One Year War, when he
was taken as a prisoner of war of the Zeon. He was horrifically
tortured, which severely damaged his eyesight, forcing him to wear
special goggles to assist his vision, and giving him a passionate
hatred for all colonists.


Bran Blutarch
-------------

  An Earth Federation test pilot and all around Earth-elitist. He
believes that the Federation is always right, and bears resentment
towards all spacenoids.


Dangel Cooper
-------------

  The third Hambrabi pilot who serves under the vicious Yazan Gable.


Four Murasame
-------------

  An artificial Newtype created by the Murasame Institute; Four was
the fourth human to suffer the experimentation of the mad scientists
who wanted to use her as a weapon. Having had her mind completely
erased by the scientist's experiments; they tell her if she fights they
will let her know her past. She reluctantly agrees, and is made to
pilot the immensely powerful Psyco Gundam. She meets Camille in Hong
Kong, and they fall in love, but are tragically forced to fight each
other many times, and faced with the awful effects of the Titans
brainwashing, she is forced to believe Camille is her enemy.


Jamitov Hymen
-------------

  Jamitov is the supreme commander of the Titans. He was responsible
for handpicking each and every one of the pilots to be allowed to join
his elite units to maximize the ruthlessness and ferocity of his pilot.


Jerrid Messa
------------

  After getting in a fight with Camille for teasing him about his
girly name, Jerrid and Camille both develop a resentment for each
other. Camille steals Jerrid's Gundam Mark II and escapes with the
A.E.U.G. only furthering the rivalry between the two. Jerrid is driven
by a passion to eliminate Camille for humiliating him so many times,
and killing several of the people he respected and loved.


Kacricorn Cacooler
------------------

  Another Titans pilot who taught Jerrid a thing or two. Jerrid
admired Kacricorn for his bravery, but he ultimately met his end.
Jerrid vowed to kill Camille and avenge him.


Lilla Mila Rilla
----------------

An Earth Federal Forces soldier, who was assigned to work with the
Titans to attempt to stop the A.E.U.G., Lilla Mila Rilla was the leader
of the Galbaldy Beta squadron stationed at Luna II. Lilla teaches
Jerrid some tips and tricks to become a better pilot, and he grows to
like her.


Muoar Pharaoh
-------------

  Another Titans pilot, and a young Newtype, Muoar is truly a
beautiful woman. She is very level-headed and teaches Jerrid to control
his temper and hone his anger when he is fighting Camille.


Paptimus Scirocco
-----------------

  An extremely powerful Newtype, and extremely skilled mobile suit
designer, who came from Jupiter with the Jupiter Energy Fleet. His
hand-built custom mobile suits are some of the most powerful and
frightening mecha to ever be fielded. He struck a blood pact with the
Titans to help them take control of the Earth sphere and defeat the
A.E.U.G. In the end Paptimus backstabs everyone in a grab for power in
which he takes total control of the Titans.


Ramses Hasa
-----------

  Another mean-spirited spacenoid hater, Ramses is one of the Hambrabi
pilots under the command of mean ol' Yazan Gable.


Reccoa Londe
------------

  An A.E.U.G. spy, she meets Paptimus Scirocco and is led to believe
that he is the only one who truly cares about her. She fails to realize
that she is only being used and is forced to fight her former A.E.U.G.
allies.


Rosamia Badam
-------------

  A Titans pilot that was subjected to scientific experiments to turn
her into an artificial Newtype. The process caused her to loose her
marbles, and she ends up being brainwashed to think that Camille is her
brother. Camille tries to treat her nicely, but she ends up going
insane when her old memories begin to resurface, and begin to conflict
with what the scientists who experimented on her say is her past.


Sarah Zabiarov
--------------

  Sarah was a young Newtype trainee under Jerrid Messa. She soon
became another lapdog of Paptimus Scirocco. Sarah would do anything to
protect him, although she knows her own piloting skills are nothing
compared to his. She grows to like both Camille and Katz, but due to
her loyalties to Paptimus she cannot decide her feelings and ends up
dead like so many others.


Yazan Gable
-----------

  The most vicious cruel, evil, mean n' nasty Titans pilot ever, Yazan
was perhaps the most skilled pilot in the entire Titans special forces
unit, and perhaps one of the most skilled Oldtype pilots ever. His mad
skills enable him to not only compete with, but occasionally dominate
even the most powerful Newtype pilots.


Haman Kahn
----------

  The retainer of Mineva Zabi, and the behind the scenes leader of the
Axis Zeon, she sent Char Aznable back to Earth in an attempt to recover
the original RX-78-2 Gundam's combat data to bolster the strength of
their own mobile suits. She and Char had a relationship in the past,
but Char only sees her as being power hungry and despises the way she
uses Mineva to get what she wants. She is a strong Newtype and
extremely skilled mobile suit pilot. Although she loves Char, she feels
he is not as grateful to her as he should be, and her feelings for him
sometimes get in her way.


Mineva Lao Zabi
---------------

  The daughter of Dozul Zabi, Mineva is the last remaining member of
the Zabi family. Because of this, she is a very important status symbol
to the Axis Zeon renegades. Since she is so young, Mineva has Haman
Kahn to look out for her best interests. Although Haman actually uses
Mineva as a puppet to further her own political goals, Mineva is to
naïve to notice.



\                         /----------------\                          /
[=========================|Unit Information|==========================]
/                         \----------------/                          \

-----------------------------------------------------------------------
                      A.E.U.G. and Karaba Units
-----------------------------------------------------------------------

-----------------
RMS-099 Rick Dias
-----------------

  When the A.E.U.G. petitioned Anaheim Electronics to design a new
mass produced mobile suit to further their cause, the former Zeon
engineers now working with Anaheim came up with a new design. The Rick
Dias was the first mobile suit to be created from the new Gundarium
Gamma alloy, and the mobile suit was originally going to be called the
Gamma Gundam because of this. However, since the mobile suit had a more
Zeonic design, they decided a Zeonic-sounding name would be much more
appropriate. The Rick Dias was an excellent all-porpoise mobile suit,
and was fielded heavily by the A.E.U.G. rebels. Originally fielded in
black, a custom red Rick Dias was piloted by A.E.U.G. ace pilot Quattro
Bagina. After Quattro Bagina received the Hyaku Shiki, all of the
A.E.U.G. Rick Dias were painted red as a means of insulting the Titans.


---------------------
RX-178 Gundam Mark II
---------------------

  Three Gundam Mark II's were built by the Titans in the cluster of
colonies that would later become known as Gryps. After the attack by
the A.E.U.G., two of the Gundam Mark II's were stolen, with the third
later captured when Emma Sheen left the Titans to join the A.E.U.G.
rebellion. To distinguish themselves from the Titans, the A.E.U.G.
Gundams were painted in a blue on white color scheme. The Gundam Mark
II's were soon outclassed by some of the more powerful mobile suits
that the Titans began to develop, and so the mechanics at Anaheim
Electronics began to develop several support systems, that would allow
the Mark II to obtain greater mobility and firepower.


-------------------
MSN-100 Hyaku Shiki
-------------------

  The Hyaku Shiki, also known as the Type-100, was built in secret by
Anaheim Electronics for use by A.E.U.G. ace pilot Quattro Bagina. The
Hyaku Shiki was painted an extremely bright metallic gold, which was
done to taunt the Titans for the A.E.U.G.'s ability to still be able to
manufacture their own mobile suits even with the Titans iron-grip over
the Earth Sphere. The Hyaku Shiki incorporated several new advances in
mobile suit design. It featured the new moveable frame concept, and
anti-beam coating, a reflective coating on the armor, which was able to
greatly weaken the impact of beam weapons, enabling it to survive hits
that would obliterate a standard mobile suit. It also had wing binders
on its backpack, which featured several thrusters and greatly improved
the over-all mobility of the unit.


------------
Flying Armor
------------

  The first support system created by Anaheim Electronics for use by
the Gundam Mark II, the Flying Armor gave the Gundam Mark II a much
needed boost in speed and mobility. It also enabled the Gundam Mark II
to survive the trip through the Earth's atmosphere, and while on Earth
served as an aerial sub-flight platform enabling the Gundam Mark II to
have atmospheric flight capabilities.


------------------
FXA-05D G-Defenser
------------------

  Constructed by Anaheim Electronics to supplement the Gundam Mark II,
the G-Defenser was a powerful and incredibly mobile space fighter. It
was able to transform and dock with the Gundam Mark II and together
form the Super Gundam.


---------------------------
RX-178+FXA-05D Super Gundam
---------------------------

  Although the Gundam Mark II was state of the art at its creation, it
was soon far outclassed by the Titans and Earth Federal Forces mobile
suits. To try and shorten the technology gap, Anaheim Electronics
devised a plan to create a booster pack for the Gundam Mark II that
would bolster its speed and give it a great increase in firepower. The
G-Defenser fighter craft they created was capable of docking with the
Gundam Mark II, and the combined unit was dubbed the Super Gundam. The
Super Gundam gained had a speed boost of over 20% when compared to the
standard Gundam Mark II, along with the protection offered by the new
gundarium armor that the G-Defenser was made of. It also greatly
boosted the Mark II's firepower, with several missile pods, vulcan
guns, and a powerful long beam rifle.


--------------
MSA-005 Methus
--------------

  The flimsy Methus was built by Anaheim Electronics to test whether
or not the complicated transformation process of the Zeta Gundam was
actually feasible or not. After successfully testing the transformation
process, with the Methus, Anaheim Electronics gave the go-ahead to
begin construction of the Zeta Gundam.


-------------------
MSZ-006 Zeta Gundam
-------------------

  Designed by A.E.U.G. pilot Camille Bidan, the Zeta Gundam was built
by Anaheim Electronics during their Z Project. By adapting the concept
of a moveable frame from the Gundam Mark II, and the experimental wing
binders put to use in the design of the Hyaku Shiki, it was capable of
transforming into a jet-like Waverider Mode. The Waverider Mode not
only gave it a huge boost in speed and maneuverability, but was
streamlined enough to allow the Zeta Gundam to pass through Earth's
atmosphere during re-entry without the use of external support. The
Zeta Gundam's weapons load was fairly simple. A pair of twin-linked
vulcan guns in the mobile suit's forehead, a grenade launcher on each
forearm, two beam sabers, and a beam rifle or hyper mega launcher
rounded out the Zeta Gundams armaments. However the Zeta Gundam
featured one device that made it truly an epic weapon of war. Inside
the Zeta Gundam's cockpit was a device called the bio-sensor. The
purpose of the bio-sensor was to pick up the brainwaves of a Newtype
pilot to allow them to better integrate with the mobile suit. However,
the bio-sensor displayed strange side-effects when dealing with a
Newtype pilot who was being pushed to their breaking point. Under
moments of extreme emotional stress, such as extreme anger or sadness,
the bio-sensor would activate and bring out the full Newtype potential
of the pilot. This would increase the ability of the mobile suit
several fold, and result in uncanny and almost mystic abilities such as
being able to create a beam saber blade almost a mile in length.

------------
MSA-003 Nemo
------------

  Although the A.E.U.G. was stealing several of the Titans own mobile
suits, their leaders still wanted a unique mobile suit of their own
that could out-perform the Titans GM II's and Hi-Zacks. Their contacts
at Anaheim Electronics designed them the Nemo. Based heavily on the GM
II, the Nemo performed better in all areas, but still kept costs down
by utilizing the weapons from the stolen GM II's and the A.E.U.G.'s own
Rick Dias mobile suits.


-------------
MSK-008 Dijeh
-------------

  After receiving a few Rick Dias' from their A.E.U.G. allies, the
Karaba military resistance began to design their own mobile suit. Based
heavily on the Rick Dias, but was modified to better suit terrestrial
combat. The Dijeh featured a pair of radiator fins on its back to
stabilize it and increase performance during atmospheric flight. To
keep production costs down for Karaba, the Dijeh uses most of the same
weaponry that was given to Karaba by the A.E.U.G., such as the beam
rifle from the Hyaku Shiki and the Rick Dias' clay bazooka, and a beam
naginata from an old Gelgoog. The Dijeh was provided to Karaba ace
pilot Amuro Ray, and would serve as his mobile suit for the remainder
of the Gryps War.


------
Argama
------

  The capital ship of the A.E.U.G., the Argama is a new-age assault
cruiser designed at the refugee colony Sweetwater with funding from
Anaheim Electronics. It could hold up to eight mobile suits, and had
two gravity blocks towards its center. The gravity blocks could extend
on telescoping arms and spin around the ship giving the crew an area of
artificial gravity to rest and relax in during non-combative periods.
It was deployed on its first mission in March of 0087 to steal the
three Gundam Mark II's, and would participate in every major A.E.U.G.
operation during the Gryps War.


------
Radish
------

  A new age battleship developed for the Anti-Earth Union Group, the
Irish class battleship Radish was commanded by Henken Beckner after he
relieved himself of command of the Argama. The Radish would participate
in several operations following the A.E.U.G. attack on Jaburo, until it
was tragically destroyed in the final battle of the Gryps War.


--------
Audhulma
--------

  A Garuda class transport aircraft, the Audhulma was used as a mobile
base of operations for the anti-Titans force, Karaba. These enormous
transport planes are capable of carrying up to twenty mobile suits
within its massive hangar. The Audhulma would serve the Karaba forces
throughout the Gryps War, participating in the shuttling of A.E.U.G.
forces across North America, and the assault on Mount Kilimanjaro.

---------
Dodai Kai
---------

  Based on the Principality of Zeon's Dodai sub-flight platform from
the One Year War, the Dodai Kai was used by the Karaba forces so their
mobile suits could achieve atmospheric flight to better combat enemy
forces.



-----------------------------------------------------------------------
                   Titans and Earth Federation Units
-----------------------------------------------------------------------

---------------------
RX-178 Gundam Mark II
---------------------

  The Titans organization, with plans of ruling all of the Earth
Sphere with an iron fist, began to design their own mobile suits
without the consent of the ruling Earth Federation. The Gundam Mark II
was their first prototype mobile suit. Three Titans Gundam Mark II's
were manufactured, and were given a menacing dark blue on blue paint
job. The Mark II was designed for use in both zero gravity and
terrestrial environments, which would make it an exceptional unit for
use on colony raids. The Gundam Mark II was the first mobile suit to
feature a moveable frame. The armor on the Gundam Mark II was merely a
shell, placed on top of an inner skeleton that supported all of the
thrusters, fuel tanks, and weapons on the mobile suit. Armor plating
was left at a minimum, because with beam weaponry becoming the standard
armament on mobile suits, one shot could destroy even the most heavily
armored mobile suit. This lead to a new trend in mobile suit design,
the sacrifice of heavy armor for superior speed. All three of the
Titan's Gundams would be stolen by the rebel A.E.U.G., proving that the
Titans were indeed manufacturing their own mobile suits in secret.


---------------
RMS-106 Hi-Zack
---------------

  After the defeat of the Principality of Zeon during the One Year
War, several of the former Zeon mobile suit designers went to work for
the Earth Federation. One of the first new mobile suit designs produced
after the war, the Hi-Zack was the second most heavily mass-produced
mobile suit during the Gryps War, second only to the GM II. Based
heavily on the Zaku II, the Hi-Zack featured several major design
improvements, such as being designed from a stronger, but lighter more
durable titanium alloy instead of steel. It also featured much-improved
thrusters, increased speed and maneuverability, and a 380-degree
panoramic cockpit that gave the pilot a view of the entire battlefield.
However, the Hi-Zack still did not have a generator powerful enough to
power beam weaponry, so it was at a disadvantage to more state of the
art mobile suits that would be produced later in the war. Despite this,
it was still fielded heavily by both the Titans, whose Hi-Zacks
featured a green and dark gray paint job, and the Earth Federation
alike, whose Hi-Zacks were painted in a blue color scheme.


------------------
RMS-117 Galbaldy ß
------------------

  Towards the end of the One Year War, the Earth Federation was able
to seize several blueprints and design schematics for Zeon's new-age
mobile suits. One of the acquired designs was the MS-17 Galbaldy Alpha.
The Earth Federation redesigned the mobile suit and began a limited
production run under the name Galbaldy Beta. Its armor was trimmed down
to give it increased mobility, and it was able to fully utilize beam
weaponry. However, the materials it was constructed from were inferior
metals, and it had low combat durability.


---------------
PMX-000 Messala
---------------

  Paptimus Scirocco's first hand-made mobile suit, the Messala was
designed for use in the intense gravity well of Jupiter where Scirocco
worked with the Jupiter Energy Fleet. It had incredibly powerful
thrusters to combat the gas giant's pull, but when the Messala came
back to the Earth Sphere, its speed under standard gravity was
incredible. The Messala featured a staggering amount of armaments
comparable to that of even a small battleship, and could even transform
into a mobile armor to give it an enormous boost in speed and
durability. Over the course of the Gryps war, Paptimus lent the Messala
to several of his supporters while he was away on business.


---------------
RMS-108 Marasai
---------------

  Originally to be supplied to the Anti-Earth Union Group rebels, the
Marasai model was instead given to the Titans. This was done as gesture
of goodwill and loyalty on the part of Anaheim Electronics to prevent
the Titans from taking military action against them for their suspected
under the table dealings with the A.E.U.G. rebellion. The Marasai was a
large step up from the Hi-Zack in terms of performance. The Marasai's
higher output generator allowed it to carry beam weaponry, and gave it
a steady increase in speed and maneuverability. It was also constructed
from the new gundarium gamma alloy, giving it far superior durability
to mobile suits constructed of steel and titanium.


----------------
NRX-044 Asshimar
----------------

  The Asshimar was the first mobile suit ever constructed that could
sustain steady and constant atmospheric flight under its own power. The
Asshimar was built with incredibly thick armor, which made it nearly
impervious to standard small arms fire. It could also transform into a
circular UFO-like mobile armor, which vastly increased its mobility and
speed. The Asshimar received the notability of being one of the few
transformable mobile suits that would be mass-produced, as most were
deemed too costly or complicated to produce in massive numbers.


---------------
ORX-005 Gaplant
---------------

  The Gaplant was the fastest unit fielded during the Gryps War. It
was originally designed as a space combat mobile suit but, because of
its extraordinary speed, it had absolutely no trouble maintaining
itself inside Earth's atmosphere as well. The Gaplant could change
direction almost instantly thanks to a pair of powerful, swiveling
boosters on its arms called active thrusters. Unfortunately, the sheer
G force the Gaplant could put on the pilot limited it to only being
piloted by the most skilled of pilots, and thus only two units were
made. A green and dark gray unit was supplied to the artificial Newtype
Rosamia Badam, and a light blue and green unit piloted by Titans ace
Yazan Gable. One downside to this speed, however, was the Gaplant's
high fuel consumption rate, which severely limited the unit's operation
time.


--------------------
MRX-009 Psyco Gundam
--------------------

The Psyco Gundam was a monstrous mobile armor, capable of slow, but
constant, atmospheric flight while in mobile fortress mode thanks to
it's Minovsky Particle Craft System.  The Psyco Gundam could also
transform into a huge mobile suit, which stood well over double the
height of a standard mobile suit. With fifteen beam cannons mounted in
its chest and fingertips it had a massive amount of firepower at its
disposal, and could easily lay waste to entire cities. The Psyco Gundam
also had a psycommu system installed in its head-based cockpit, which
allowed a Newtype pilot to control the Psyco Gundam by thought alone.


---------------
RX-110 Gabthley
---------------

  Designed by Paptimus Scirocco for use by the Titans and Earth
Federation forces, the Gabthley was ultimately deemed to be too costly
to mass-produce and so only two units were made. The Gabthley could
transform into a more compact mobile armor mode, which gave it a
tremendous boost in speed. Featuring two swiveling beam cannons on its
shoulders, the Gabthley could attack targets almost anywhere around
itself. It was also armed with a fayadeen rifle, one of the most
powerful handheld beam weapons of the time, and was fully capable of
destroying all but the toughest of mobile suits in a single shot.


---------------
RX-139 Hambrabi
---------------

  An experimental transformable mobile suit supplied in small numbers
to Titans ace pilot Yazan Gable. It featured five mono-eye sensors in
multiple places on its body, so the Hambrabi could track a target
anywhere around its body, without losing track of it in both mobile
suit and mobile armor mode. The Hambrabi's stingray-like mobile armor
mode gave it a huge boost in speed, and it was very agile and
maneuverable thanks to the wing-like stabilizers on its back. It
carried two beam rifles, which could be stored on its back, and could
even carry the Gabthleys powerful fayadeen rifle. One of the Hambrabis
most shocking weapons was called the sea serpent. It was a wire-guided
harpoon, which could deliver a powerful electric shock to anything it
grappled onto, causing extreme anguish to any unfortunate victims.


---------------
RX-160 Byarlant
---------------

  A prototype mobile suit being developed at the Titans base within
Mount Kilimanjaro, the Byarlant was taken by Jerrid Messa in hopes of
settling his beef against A.E.U.G. pilot Camille Bidan. One of the
unique aspects of the Byarlant was that it was one of the few mobile
suits of its era that was extremely fast and maneuverable, but did not
have to rely on a mobile armor transformation feature to obtain its
incredible speed. It was even fully capable of atmospheric flight under
its own power, thanks to a series of powerful thrusters on its
shoulder, back, and waist. However, the Byarlant suffered from a lack
of weaponry. With only two mega particle guns in the palms of the
mobile suits tiny hands, and two beam sabers for use in close combat,
the Byarlant was deemed far too under-armed to be worth mass-producing.


--------------
RMS-154 Barzam
--------------

  The Barzam was designed as a low cost but high performance unit to
replace the already overwhelmed and out-performed basic grunt mobile
suits being fielded by the Titans. The Barzam was able to keep
production costs low by being able to use parts and weapons from other
mobile suits, such as the Gundam Mark II's vulcan pods, as well the
various beam rifles and machine guns available to the Hi-Zack, Marasai,
and GM II. However, the Barzam failed to impress the Titans brass, and
the design was decided to be too plain and lacking in unique features,
dooming the Barzam to a limited production run.


------------------------
RMS-106CS Hi-Zack Custom
------------------------

  An experimental design improvement on the standard Titans Hi-Zack,
the Hi-Zack Custom was a specialized unit produced in very limited
numbers and given to higher ranking and highly skilled Titans pilots. A
larger shield over the right arm gave the Hi-Zack Custom more
protection, and a larger backpack unit with higher output thrusters
granted the Hi-Zack Custom greater speed and maneuverability over the
standard Hi-Zack. Designed as a special operations and sniping unit,
the Hi-Zack Custom also featured a much higher-output reactor, capable
of powering the Hi-Zack Customs sniper rifle-styled long-range beam
launcher. Because it proved so highly effective as a sniper, it earned
itself the nickname the "Hiding Hi-Zack."


-----------------
NRX-155 Bound Doc
-----------------

  One of the strangest mobile suits to be fielded during the Gryps
War, the Bound Doc proved to be not only really weird looking, but also
a highly effective unit. It was capable of transforming into a squat,
crab-like mobile armor mode, in which the Bound Doc gained an
incredible increase in speed and maneuverability. Its cockpit was
equipped with a psycommu system, which is capable of reading a Newtype
pilots brainwaves, allowing them to interface directly with the Bound
Doc giving it a substantially reduced response time and higher over-all
performance. The Bound Doc itself was actually very lightly armed, with
only a scattering mega particle cannon hidden in its left arm, and a
beam rifle, which could attach to its hip and be fired in mobile armor
mode. Only three Bound Docs were created during the Gryps War; a silver
on black unit was piloted by Gates Kappa, a red on yellow unit piloted
by Rosamia Badam, and a yellow on red unit piloted by Jerrid Messa.
None of the three Bound Docs would survive to see the end of the war.


-----------------------
PMX-002 Bolinoak Samaan
-----------------------

  The third mobile suit created by Paptimus Scirocco, the Bolinoak
Samaan was created and given to one of Paptimus' loyal female
followers. It was designed to fill a search and destroy role, with much
of its features devoted to sophisticated surveillance and detection
equipment. It also featured rocket launchers in its shoulders, and dual
beam cannons in the front of the large shield on its right arm. These
beams cannon could double as grappling pincers in close combat, and
they could even be removed for use as a beam saber or beam tomahawk.


----------------------------
MRX-010 Psyco Gundam Mark II
----------------------------

  Based on the Psyco Gundam, the Titans' Psyco Gundam Mark II featured
many of its predecessors design aspects, but managed to be much more
deadly. With a psycommu system and psyco-control chair installed in the
cockpit, a Newtype pilot could control the Psyco Gundam Mark II with
their thoughts alone. It could also transform into a giant mobile
fortress mode. With over thirty beam guns and mega particle cannons
placed all over its body, the Psyco Gundam Mark II could attack any
target, at any angle, anywhere around itself. Its hands could also fold
back to reveal giant beam saber blades in the forearms. Its forearms
could even be detached from the arms and be controlled psychically,
allowing them to fly around independently, and giving the Psyco Gundam
Mark II the ability to perform close range attacks at long range. It
also featured two mirrored devices called reflector bits. These
reflector bits could also be controlled psychically, and could reflect
incoming enemy beam fire, or even reflect the Psyco Gundam Mark II's
own beam fire to hit targets hiding behind cover. And, in case of
emergency, the Psyco Gundam Mark II's head could even eject from the
main body allowing the pilot to escape if the main body is in jeopardy.


---------------------
PMX-001 Pallas Athene
---------------------

  The second mobile suit created and hand-crafted by Paptimus
Scirocco, the monstrous Pallas Athene was designed as a heavy assault
unit. With several beam cannons in its torso, a powerful double beam
gun on its right arm, a left arm shield containing multiple missile
launchers, and even eight battle-ship class missiles stored on racks on
its back, the Pallas Athene was a force to be reckoned with. However,
despite its staggering amount of sheer firepower, the Pallas Athene
suffered from reduced speed and mobility from the sheer weight of its
full arsenal.


-------------
PMX-003 The-O
-------------

  The fourth and final mobile suit master-crafted by Paptimus
Scirocco, the The-O would serve as Paptimus' personal mobile suit
during the final few skirmishes of the Gryps War. Despite the The-O's
incredibly massive size and bulk, it was still able to reach incredible
speed and maneuverability through the clever and ingenious positioning
of over fifty powerful thrusters and apogee motors all over its
enormous frame. Although armed with only a single beam rifle, and four
beam sabers, the The-O still had a few tricks. It featured a second
pair of hidden secret arms beneath its front skirt armor, each one
fully capable of wielding one of its many beam sabers. It also featured
a bio-sensor derivative, much like the one found in the A.E.U.G.'s own
Zeta Gundam. The bio-sensor allowed a highly skilled Newtype pilot like
Paptimus to better interface with and more easily control the The-O.
But the bio-sensor was also known to bring out a Newtypes full
potential and sometimes produced eerily devastating side effects in
intense situations.


-----------
Salamis Kai
-----------

  A remodeled version of the Earth Federal Forces' Salamis cruiser
from the One Year War, the Salamis Kai featured an expanded forward
section, which allowed it to carry a small mobile suit unit. The
Salamis Kai was used heavily by the Titans and Earth Federation fleets
as a mainstay unit, and the ships of the line would continue to see use
long after the Gryps War ended.


----------
Alexandria
----------

  The Alexandria line of heavy cruisers were fielded by the Titans in
limited numbers as the command ships of several of the smaller fleets.
It held a respectable mobile suit compliment of twelve, and was a
heavily protected by many anti-aircraft guns, but lacked the power to
compete in battleship combat with more heavily armed and armored
opponents.


----------
Dolos Gear
----------

  The Dolos Gear was one of the Titans most powerful space battle
cruisers. Commanded by Paptimus Scirocco early in the Gryps War, it
played a crucial role in the Titan's capture of the lunar city of Von
Braun, much to the dismay of other higher-ranking Titans officers who
wanted the glory of landing at Von Braun first. It was later taken back
by Bosque Ohm and assigned to protect the Gryps 2 colony laser.


--------
Jupitris
--------

  The enormous personal transport ship of Paptimus Scirocco, the
Jupitris is part of the Jupiter Energy Fleet. The Jupiter Energy Fleet,
who shuttles their fleet of ships from the upper atmosphere of the
planet Jupiter and back to Earth with crucial supplies of Helium 3,
formed an alliance with the Titans early in the Gryps War. The Jupitris
was used by Paptimus Scirroco as a base of operations, and as a
construction facility to process the materials needed to construct his
personal hand-made mobile suits.


-----
Sudry
-----

  Hijacked by the Anti-Earth Union Group to escape Jaburo, the Sudry
was abandoned at Kennedy Spaceport in Florida when the A.E.U.G. and
Karaba forces teamed up on the Audhulma. The Titans then recaptured the
Sudry and used it as a mobile base of operations to pursue the rebel
faction across North America and the Pacific Ocean. The Sudry, like the
Audhulma, is a Garuda class transport plane, capable of transporting as
many as twenty mobile suits. The Sudry was later destroyed off the
coast off New Zealand when it was stormed by the pilot of the Psyco
Gundam, Four Murasame, to retrieve a shuttle booster for the A.E.U.G.
so they could retreat back into space.


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

  A sub-flight platform designed for mobile suit use, Base Jabbers
were used by several Titans and Earth Federal Forces units to achieve
atmospheric flight. Employed by several mobile suits, such as Hi-Zacks,
Marasais, and Barzams, the Base Jabbers ability to fly gave a huge
boost in speed and maneuverability to otherwise land-locked mobile
suits. With an additional cannon mounted on the bottom of the platform,
it even gave a small amount of additional firepower.


---------------
RX-93 Nu Gundam
---------------

  To attempt to counteract the second Neo Zeon movement started by
Char Aznable in UC 0093, the Earth Federation Special Forces created a
branch called Londo Bell. Headed by One Year War veteran captain Bright
Noa, this special taskforce was charged to investigate the Neo Zeon and
stop any attacks on the Earth sphere. A new Gundam was designed by
Londo Bell member Amuro Ray, and was sent to Anaheim Electronics for
development. However, the Neo Zeon attack started before predicted, so
the Nu Gundam was never fully completed. It was still used by Amuro Ray
during the final battles with the Neo Zeon and proved to be an
incredibly powerful unit. Armed with a powerful beam rifle with an
attached grenade launcher, two beam sabers, dual head vulcans, a shield
based beam cannon, and a hyper bazooka the Nu Gundam was a well
rounded, high performance unit. It was also equipped with six fin
funnels, which could operate as standard remote beam weapons, or even
work together to form a beam shield around the Nu Gundam. The Nu Gundam
was also given a psycoframe; an experimental psycommu system built into
the cockpit chair. It was leaked to the development team by Char
Aznable's own orders to level the playing field for what he knew would
be he and Amuro Ray's final battles.



-----------------------------------------------------------------------
                             Zeon Units
-----------------------------------------------------------------------

--------------
AMX-003 Gaza-C
--------------

  The first combat mobile suit produced by the Axis Zeon at their
asteroid fortress home of Axis, the Gaza-C was constructed by taking
and combining components from the Gaza-A and Gaza-B construction mobile
suits. It was an extremely cheap and easy unit to mass-produce, and it
featured an extremely simple and efficient transformation sequence. It
would be the staple unit of the Axis Zeon during the Gryps War, and
would continue to be fielded into the beginning of the first Neo Zeon
War.


---------------
AMX-004 Qubeley
---------------

  The Qubeley was designed as the personal mobile suit of Axis Zeon
retainer, Haman Kahn. It was a high-performance unit, and with its
psycommu system, a skilled Newtype pilot like Haman could assume
control of the Qubeley's multiple funnels. These funnels were small
self-contained beam guns with built-in thrusters that allow them to
move independently. When released from the underside of the tail
binder, the Qubeley's ten funnels could be controlled by the sheer
thoughts of a Newtype pilot, and could attack targets that could not
even be seen by the pilot, but still could be sensed by the pilots
Newtype powers.


------
Gwadan
------

  The Gwadan was the flagship of the Axis Zeon fleet, and mostly
played the role of a status symbol to the multitude of Zeon remnants.
An exquisitely large, light red battleship, the Gwadan housed the
enormous royal throne room of Axis Zeon "ruler" Mineva Lao Zabi. Her
presence was deemed necessary in battle to inspire her troops to fight
on in the name of Zeon.

-------------
MSN-04 Sazabi
-------------

  When Char Aznable made his return as the head of a new Neo Zeon
movement in Universal Century 0093, he commissioned the construction of
a new personal mobile suit for his use. Designed by Anaheim
Electronics, the massive Sazabi was an incredibly powerful unit.
Despite its large size, it was still fast and maneuverable thanks to
numerous thrusters placed all over its frame. It was well armed with a
powerful torso mega particle cannon that could easily destroy several
mobile suits in a single shot. It was also armed with a beam shotgun,
two beam sabers stored in its wrists, multiple missiles fired from the
tip of its shield, and an enormous beam tomahawk. Designed to take full
advantage of Char's Newtype powers, the Sazabi also had two funnel
racks on its back, each storing three funnels. The Sazabi was also the
first unit to incorporate the psycoframe, a technique of building
microscopic psycommu receivers into the cockpit seat. This increased
the response time of the pilot, but under massive amounts of emotional
duress it could produce powerful unknown phenomena.



\                               /------\                              /
[===============================|Thanks|==============================]
/                               \------/                              \

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

-Yoshiyuki Tomino for creating the Mobile Suit Gundam universe!

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

-www.mahq.net for some of the information that weren't in any of my
technical manuals, and just for being a great site for all Gundam fans.

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

-The Muse who inspired me to write this jibberish!

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


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

This document is copyrighted to [email protected], that's me, and
this document may NOT be altered, reproduced, sold for profit, or
especially plagiarized in any way shape or form without my permission,
which you won't get so don't ask. As of tonight March 2004, 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.

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