Kidou Senshi Gandamu: Senshitachi no Kiseki
aka Mobile Suit Gundam: Ace Pilot
aka Mobile Suit Gundam: Path of the Soldiers
aka "That Gamecube Gundam game"

Overly-detailed Guide by Githon
Version 1.17
Last Updated 06/27/2004

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Table of Contents:
   01 - Introduction (Incomplete)
   02 - Updates
   03 - Controls
   04 - Abilities
   05 - Skills
   06 - HUD (Not Yet)
   07 - MS/MA Information
        - Federation Space & Ground Use
        - Federation Space-Use Only
        - Federation Ground-Use Only
        - Zeon Space & Ground Use
        - Zeon Space-Use Only
        - Zeon Ground-Use Only
        - Unique Craft
        - Weapon Information (Not Yet)
   08 - Pilot Information (Not Yet)
   09 - Walkthroughs (Incomplete)
        - Tutorial
        - Amuro Ray
        - Shiro Amada
        - Christina Mackenzie
        - Kai Shiden
        - Sayla Mass
        - Hayato Kobayashi
        - Char Aznable
        - Ramba Ral (Not Yet)
        - Norris Packard (Not Yet)
        - Anavel Gato (Not Yet)
        - Bernard Wiseman (Not Yet)
        - Johnny Ridden (Not Yet)
        - Gaia (Not Yet)
        - Aina Sahalin (Not Yet)
        - Hardcore Missions (Not Yet)
   10 - Unlockables (Not Yet)
   11 - Credits/Copyright/Contact Information (Incomplete)

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[ 01 INTRODUCTION ]
These Walkthroughs are written in the order of assuming you play all the way
through pilots unlocking everything, and play the Pilots in the order you earn
them: IE, you A/S Rank all of Amuro's missions, then A/S Rank all of Shiro's,
Chris', Kai's in that order, since that's how you unlocked them.  Crazy, I know.
But if you have a better skill unlocked from some other level, I advise you to
take it.

Warning: Excessive amounts of verbosity contained herein may cause headaches,
nausea, loss of appetite, dry mouth, double vision, tremors, depression, and
cancer in lab rats.  Unless otherwise instructed by your practicing physician,
avoided prolonged contact with this document.  You don't wanna give the cute
little lab rats cancer, do you?

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[ 02 UPDATES ]
06/27/2004
Added Char.  Needs a bit of cleaning.  But still very functional.

Also added Abilities and Skills.  They still need commentary.

06/26/2004
Added Hayato.  Still needs some verification (Since some of the enemy MS data is
taken from Kai's walkthrough), but I'm confident enough to post it.  Also note
that the unlock information needs some tweaking (IE Skills are unlocked at level
2 with a B, and level 3 with an A.  S is irrelevant).

06/25/2004
Added Kai and Sayla walkthroughs.  All that's left is Hayato, and I'm done with
the Fed standard missions.

06/20/2004
D'oh.  The 14th was one of those days it seems.

I removed the Not Yet tags from Shiro and Chris in the table of contents.  I
also added the Unique Craft (Core Fighter, Type-61, etc) to the MS/MA listing,
which was completely and totally done, and I merely neglected to paste it in
during the last update.  Again: Oops :)

06/14/2004
Added Shiro and Chris.  They required a lot less editing than I thought to make
them suitable for upload.  So I could've put them up on the 9th.  Oops :)

Added MS/MA Stats.  Commentary and notes on special attacks to follow.

Added those little --- breaks between sections/missions to make it easier to
read.  Thanks for the suggestion LqdPanda!

06/09/2004
Strung together chunks of the guide that I had ready.  Please note that a lot of
the sections labeled In Progress/Not Yet are either a painfully simple matter
(Such as the HUD), or are available and just need some editing (MS/MA
Information, Walkthrough for Shiro & Chris).  I figured it's just high time I
get this thing online.

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[ 03 CONTROLS ]
Menu Controls:
   Control Stick - Scroll through options
   A - Select
   B - Cancel/Go Back

In-Game Controls:
   Start - Time Stop (Pause)
   DPad Up - Activate Aiming skill
   DPad Down - Deactivate Aiming skill
   DPad Right - Mission Map
   DPad Left - Ability Select
   Control Stick - Rotate (Space)
   Control Stick - Move relative to camera (Ground)
   Control Stick (While Guarding) - Move in direction held (Space)
   Control Stick (While Guarding) -
   C-Stick - Move Camera
   A - Fire selected main weapon
   B - Infight (Melee)
   X - Lock on/Change Target
   Hold X - Deactivate Lock
   Y - Fire sub weapon
   Z - Switch weapons
   L - Guard/Brake (Space)/Lock Camera behind Player Unit
   Double-Click L - Move backwards (Space)
   R - Move (Space)
   R - Ground boost/dash (Ground)
   Click R - Boost (Space)
   Click R - Jump (Ground)
   L+B - Special Attack
   L+Z - Toggle two-handed firing mode

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[ 04 ABILITIES ]
Direct Hit (3P): Improves pilot's aim and increases the chance of scoring a
direct hit.

Quick Sense (2P): Improves pilot's evasiveness, causing enemy's shots to
graze/miss you.

Predict (1P): Increases speed of locking on.

Strong Will (1P): Lowers Pressure Level faster.

Hide (3P): Hides you from enemy radar.

Awaken (3P): Game slows down dramatically, colors are inverted.  Player's MS is
invulnerable.

Speed Up (1P): MS moves more quickly.

Advise (2P): Increase the defense on any allied unit.

Leadership (1P): All allies within a certain radius will have their Pressure
Level lowered.  All enemies within same range will be Found.

Threaten (2P): Increases Pressure Level of all enemies in range.

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[ 05 SKILLS ]
Group A (Weapon):
Continuous Fire (3 Kanji): Increases fire rate/ammo of beams and machine guns.
Quick Fire (3 Kanji): Increases fire rate/ammo of bazookas, cannons, and
missiles
Combo (2 Kanji): Increases number of melee attacks you can do in a row.  Number
increases as skill levels up.
Beam Power Up (2 Kana, 2 Kanji): Increases damage done by (projectile) beams.
Shell Power Up (4 Kanji): Increases damage done by bullets.
HE Power Up (4 Kanji): Increases damage done by explosives.
Melee Power Up (4 Kanji): Increases damage done by hand-to-hand combat.

Group B (Defense):
Anti-Beam (1 Kanji, 2 Kana): Decreases damage taken by (projectile) beams.
Anti-Shell (2 Kanji): Decreases damage taken by bullets.
Anti-HE (2 Kanji): Decreases damage taken by explosives.
Anti-Stun (1 Kanji, 3 Kana): Decreases time unit is affected by stun.
Anti-Speed Down (6 Kanji): Decreases time unit is affected by speed-down.
Anti-Overheat (5 Kanji): Decreases time unit is overheated.
Anti-Power Down (1 Kanji, 4 Kana, 2 Kanji): Decreases time unit is affected by
power-down.

Group C (Movement):
Front/Back Dash (2 Kanji, 4 Kana): Faster/Further Front/Back dash.
Lateral Dash (2 Kanji, 4 Kana): Faster/Further Left/Right dash.
Improved Water Mobility (3 Kanji): Increases speed/agility of movements in
water.
Improved Space Mobility (3 Kanji): Increases speed/agility of movements in
space.
Improved Ground Mobility (4 Kanji): Increases speed/agility of movements on the
ground.

Group D (Systems):
Aiming (5 Kana): Most weapons can be used with the scope for pinpoint
first-person accuracy.
Quick Draw (6 Kana): Speeds up weapon switching
Quick Reload (7 Kana): Quick Reload, Speeds up reload time
Ship Killer (5 Kana): Does more damage to ships.  Level 3 allows targeting of
the bridge for an even faster kill.
Lock-On (1 Kanji, 1 Kana, 1 Kanji, 2 Kana): Allows sub-weapon lock on enemy
projectiles, so they can be shot down.

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[ 06 HUD ]
In Progress

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[ 07 MS/MA INFORMATION ]
[ FEDERATION SPACE & GROUND USE ]

Model: RX-78-2
Name: Gundam

Armor: 4
Move Speed: 2
Turn Speed: 2
Vernier: 3
Power: 2
Radar: 3
Weight Capacity: 1

Mobility;
Land: 2
Water: 2
Space: 3

Weapon I: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-77-2), 90mm
Machine Gun, Hyper Bazooka, Rocket Launcher, Missile Launcher, Gundam Hammer,
Hyper Hammer
Weapon II: Same, None
Sub Weapon: 60mm Vulcan
Melee: Beam Sabre
Shield: Federation Tower Style
------------------------------------
Model: RX-78-2 M.C.
Name: Gundam; Magnetic Coating

Armor: 4
Move Speed: 3
Turn Speed: 3
Vernier: 3
Power: 2
Radar: 3
Weight Capacity: 1

Mobility;
Land: 3
Water: 2
Space: 3

Weapon I: Same as Gundam
Weapon II: Same as Gundam
Sub Weapon: 60mm Vulcan
Melee: Beam Sabre
Shield: Federation Tower Style
------------------------------------
Model: RX-77-2
Name: Guncannon

Armor: 4
Move Speed: 1
Turn Speed: 2
Vernier: 2
Power: 2
Radar: 4
Weight Capacity: 2

Mobility;
Land: 3
Water: 1
Space: 2

Weapon I: 240mm Cannon, Spray Missile Launcher
Weapon II: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-77-2), Beam
Rifle (RX-79[G]), 90mm Machine Gun, 100mm Machine Gun, 180mm Cannon (RX-79[G]),
Hand Grenade (EFF), None
Sub Weapon: 60mm Vulcan
Melee: Grapple
Shield: N/A
------------------------------------
Model: RGM-79
Name: GM

Armor: 1
Move Speed: 2
Turn Speed: 2
Vernier: 2
Power: 1
Radar: 1
Weight Capacity: 1

Mobility;
Land: 2
Water: 1
Space: 3

Weapon I: Beam Spray Gun, 90mm Machine Gun, 100mm Machine Gun, Hyper Bazooka,
Rocket Launcher, Missile Launcher, Hand Grenade (EFF), Gundam Hammer
Weapon II: Same, None
Sub Weapon: 60mm Vulcan
Melee: Beam Sabre
Shield: Federation Tower Style
------------------------------------
Model: RX-78NT-1
Name: Gundam Alex

Armor: 4
Move Speed: 4
Turn Speed: 5
Vernier: 5
Power: 2
Radar: 5
Weight Capacity: 1

Mobility;
Land: 2
Water: 2
Space: 3

Weapon I: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-79[G]), Beam
Rifle (RX-78NT-1), 90mm Machine Gun, Hyper Bazooka, Gundam Hammer, Hyper Hammer,
None
Weapon II: Gatling Gun [Fixed]
Sub Weapon: 60mm Vulcan
Melee: Beam Sabre
Shield: Federation Tower Style (?)
------------------------------------
Model: RX-78-3
Name: G-3 Gundam

Armor: 3
Move Speed: 3
Turn Speed: 4
Vernier: 3
Power: 5
Radar: 3
Weight Capacity: 1

Mobility;
Land: 2
Water: 2
Space: 3

Weapon I: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-77-2), Beam Rifle
(RX-78NT-1), 90mm Machine Gun, 100mm Machine Gun, Hyper Bazooka, Rocket
Launcher, Missile Launcher, Hand Grenade (EFF), Gundam Hammer, Hyper Hammer
Weapon II: Same, None
Sub Weapon: 60mm Vulcan
Melee: Beam Sabre
Shield: Federation Tower Style
------------------------------------
Model: RX-78-6
Name: Mudrock Gundam

Armor: 4
Move Speed: 1
Turn Speed: 2
Vernier: 4
Power: 3
Radar: 4
Weight Capacity: 3

Mobility;
Land: 2
Water: 1
Space: 3

Weapon I: 300mm Cannon [Fixed]
Weapon II: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-77-2), 90mm
Machine Gun, 100mm Machine Gun, 180mm Cannon (RX-79[G]), Hand Grenade (EFF),
None
Sub Weapon: 60mm Vulcan
Melee: Beam Sabre
Shield: Gundam MK-II / Mudrock Style
------------------------------------
Model: PERFECT GUNDAM
Name: Perfect Gundam

Armor: 5
Move Speed: 1
Turn Speed: 2
Vernier: 4
Power: 2
Radar: 3
Weight Capacity: 3

Mobility;
Land: 2
Water: 1
Space: 3

Weapon I: Double Beam Gun [Fixed]
Weapon II: Shoulder Cannon [Fixed]
Sub Weapon: 60mm Vulcan
Melee: Beam Sabre
Shield: Federation Tower Style (?)

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[ FEDERATION SPACE-USE ONLY ]

Model: RB-79
Name: Ball

Armor: 0
Move Speed: 1
Turn Speed: 2
Vernier: 1
Power: 0
Radar: 3
Weight Capacity: 0

Mobility;
Land: N/A
Water: N/A
Space: 3

Weapon I: 180mm Cannon (Ball) [Fixed]
Weapon II: None [Fixed]
Sub Weapon: None
Melee: Claw Arm
Shield: N/A

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[ FEDERATION GROUND-USE ONLY ]

Model: RX-75
Name: Guntank

Armor: 3
Move Speed: 1
Turn Speed: 0
Vernier: 1
Power: 1
Radar: 4
Weight Capacity: 3

Mobility;
Land: 3
Water: 0
Space: N/A

Weapon I: 120mm Cannon (Guntank) [Fixed]
Weapon II: None [Fixed]
Sub Weapon: BOB Missiles
Melee: Rapid Turn
Shield: N/A
------------------------------------
Model: RX-79[G]
Name: Gundam [Ground Type]

Armor: 4
Move Speed: 1
Turn Speed: 2
Vernier: 2
Power: 2
Radar: 3
Weight Capacity: 2

Mobility;
Land: 3
Water: 2
Space: N/A

Weapon I: Beam Rifle (RX-79[G] type), "100mm Machine Gun, 180mm Cannon (RX-79[G]
type), Hyper Bazooka, Rocket Launcher, Missile Launcher [08th MS Team Set]",
Hand Grenade (EFF)
Weapon II: Same, None
Sub Weapon: Chest Vulcan
Melee: Beam Sabre
Shield: Tackle Style
------------------------------------
Model: RX-79[G]Ez-8
Name: Gundam Ez8 (Extra Zero 8)

Armor: 4
Move Speed: 2
Turn Speed: 2
Vernier: 2
Power: 2
Radar: 3
Weight Capacity: 2

Mobility;
Land: 3
Water: 2
Space: N/A

Weapon I: Beam Rifle (RX-79[G] type), [08th MS Team Set], Hand Grenade (EFF)
Weapon II: Same, None
Sub Weapon: 35mm Vulcan
Melee: Beam Sabre
Shield: Tackle Style
------------------------------------
Model: RX-79[G] (GM Type)
Name: GM Head Gundam [Ground Type]

Armor: 4
Move Speed: 1
Turn Speed: 2
Vernier: 2
Power: 2
Radar: 1
Weight Capacity: 2

Mobility;
Land: 3
Water: 2
Space: N/A

Weapon I: Beam Rifle (RX-79[G]), [08th MS Team Set]
Weapon II: Same, None
Sub Weapon: Chest Vulcan
Melee: Beam Sabre
Shield: Tackle Style
------------------------------------
Model: RGM-79[G]
Name: GM [Ground Type]

Armor: 3
Move Speed: 1
Turn Speed: 2
Vernier: 1
Power: 1
Radar: 1
Weight Capacity: 2

Mobility;
Land: 3
Water: 2
Space: N/A

Weapon I: 90mm Machine Gun, [08th MS Team Set], Hand Grenade (Federation)
Weapon II: Same, None
Sub Weapon: None
Melee: Beam Sabre
Shield: Tackle Style
------------------------------------
Model: RX-75 M.P.
Name: Mass Production Guntank

Armor: 2
Move Speed: 1
Turn Speed: 0
Vernier: 1
Power: 0
Radar: 5
Weight Capacity: 3

Mobility;
Land: 3
Water: 0
Space: N/A

Weapon I: 120mm Cannon (Guntank) [Fixed]
Weapon II: None [Fixed]
Sub Weapon: BOB Missiles
Melee: Rapid Turn
Shield: N/A

--------------------------------------------------------------------------------

[ ZEON SPACE & GROUND USE ]

Model: MS-06S (Char)
Name: Zaku II S Char Aznable Custom

Armor: 1
Move Speed: 2
Turn Speed: 2
Vernier: 2
Power: 1
Radar: 1
Weight Capacity: 1

Mobility;
Land: 2
Water: 1
Space: 3

Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175 Recoilless Gun, 280mm Zaku
Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon),
Cracker, N.C. Bazooka
Weapon II: Same minus 120mm Zaku M. Gun, None
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: YMS-14 (Char)
Name: Gelgoog S Char Aznable Custom

Armor: 3
Move Speed: 2
Turn Speed: 3
Vernier: 4
Power: 2
Radar: 3
Weight Capacity: 2

Mobility;
Land: 2
Water: 1
Space: 3

Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm
RB-T27 Bazooka, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R., None
Weapon II: Same
Sub Weapon: None
Melee: Beam Naginata
Shield: Zeon Tower Style
------------------------------------
Model: MS-05B (Ramba)
Name: Zaku I B Ramba Ral Custom

Armor: 0
Move Speed: 0
Turn Speed: 1
Vernier: 1
Power: 0
Radar: 0
Weight Capacity: 2

Mobility;
Land: 3
Water: 0
Space: 3

Weapon I: MMP-80 Machine Gun, 175 Recoilless Gun, 280mm Zaku Bazooka, 360mm
Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, 105mm Zaku M.
Gun, N.C. Bazooka, None
Weapon II: Same minus 105mm Zaku M. Gun
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-05B (Black Tri-Star)
Name: Zaku I B Black Tri-Star Custom

Armor: 0
Move Speed: 1
Turn Speed: 1
Vernier: 1
Power: 0
Radar: 0
Weight Capacity: 1

Mobility;
Land: 2
Water: 0
Space: 3

Weapon I: MMP-80 Machine Gun, 175 Recoilless Gun, 280mm Zaku Bazooka, 360mm
Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, 105mm Zaku M.
Gun, N.C. Bazooka, None
Weapon II: Same minus 105mm Zaku M. Gun
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: YMS-15
Name: Gyan

Armor: 3
Move Speed: 3
Turn Speed: 4
Vernier: 3
Power: 2
Radar: 3
Weight Capacity: 2

Mobility;
Land: 3
Water: 2
Space: 2

Weapon I: Beam Sabre (Gyan) [Fixed]
Weapon II: Hide Bomb [Fixed]
Sub Weapon: Needle Missile
Melee: Stab
Shield: Gyan Buckler Shield [Fixed]
------------------------------------
Model: MS-06FZ
Name: Zaku II FZ

Armor: 1
Move Speed: 1
Turn Speed: 2
Vernier: 2
Power: 1
Radar: 1
Weight Capacity: 2

Mobility;
Land: 2
Water: 1
Space: 3

Weapon I: MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm
Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, None
Weapon II: Same
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-14A (Gato)
Name: Gelgoog A Anavel Gato Custom

Armor: 3
Move Speed: 2
Turn Speed: 3
Vernier: 3
Power: 2
Radar: 3
Weight Capacity: 2

Mobility;
Land: 2
Water: 1
Space: 3

Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm
RB-T27 Bazooka, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R., None
Weapon II: Same
Sub Weapon: None
Melee: Beam Naginata
Shield: Puncher Style
------------------------------------
Model: MS-06R-2 (Raiden)
Name: Zaku II R-2 Jonny Raiden Custom

Armor: 1
Move Speed: 2
Turn Speed: 2
Vernier: 3
Power: 1
Radar: 1
Weight Capacity: 1

Mobility;
Land: 1
Water: 0
Space: 3

Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm
Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon),
Cracker
Weapon II: Same minus 120mm Zaku M. Gun, None
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-14B (Raiden)
Name: Gelgoog B Jonny Raiden Custom

Armor: 3
Move Speed: 2
Turn Speed: 3
Vernier: 4
Power: 2
Radar: 3
Weight Capacity: 2

Mobility;
Land: 1
Water: 0
Space: 3

Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm
RB-T27 Bazooka, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R., None
Weapon II: Same
Sub Weapon: None
Melee: Beam Naginata
Shield: Zeon Tower Style
------------------------------------
Model: MS-05B
Name: Zaku I B

Armor: 0
Move Speed: 0
Turn Speed: 1
Vernier: 0
Power: 0
Radar: 0
Weight Capacity: 1

Mobility;
Land: 1
Water: 0
Space: 2

Weapon I: MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm
Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, 105mm Zaku M.
Gun, N.C. Bazooka, None
Weapon II: Same minus 105mm Zaku M. Gun
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-06F
Name: Zaku II F

Armor: 0
Move Speed: 1
Turn Speed: 1
Vernier: 1
Power: 0
Radar: 1
Weight Capacity: 2

Mobility;
Land: 1
Water: 1
Space: 3

Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm
Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon),
Cracker, N.C. Bazooka
Weapon II: Same minus 120mm Zaku M. Gun, None
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-14A
Name: Gelgoog A

Armor: 3
Move Speed: 2
Turn Speed: 3
Vernier: 3
Power: 2
Radar: 3
Weight Capacity: 2

Mobility;
Land: 2
Water: 1
Space: 3

Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm
RB-T27 Bazooka, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R., None
Weapon II: Same
Sub Weapon: None
Melee: Beam Naginata
Shield: Zeon Tower Style
------------------------------------
Model: MS-06R-1A (Black Tri-Star)
Name: Zaku II R-1A Black Tri-Star Custom

Armor: 0
Move Speed: 2
Turn Speed: 2
Vernier: 3
Power: 2
Radar: 1
Weight Capacity: 2

Mobility;
Land: 1
Water: 0
Space: 3

Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm
Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon),
Cracker
Weapon II: Same minus 120mm Zaku M. Gun, None
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-14B (Black Tri-Star)
Name: Gelgoog B Black Tri-Star Custom

Armor: 3
Move Speed: 2
Turn Speed: 3
Vernier: 4
Power: 2
Radar: 3
Weight Capacity: 2

Mobility;
Land: 1
Water: 0
Space: 3

Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm
RB-T27 Bazooka, Beam RIfle (MS-14), Beam Bazooka, Trial Product B.R., None
Weapon II: Same
Sub Weapon: None
Melee: Beam Naginata
Shield: Zeon Tower Style
------------------------------------
Model: RX-78 Ver.CHAR
Name: Gundam Char Custom

Armor: 4
Move Speed: 2
Turn Speed: 2
Vernier: 3
Power: 2
Radar: 3
Weight Capacity: 1

Mobility;
Land: 2
Water: 2
Space: 3

Weapon I: Beam Rifle (RX-78-2), MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm
Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, Beam Rifle
(MS-14), Beam Bazooka, Trial Product B.R.
Weapon II: Same, None
Sub Weapon: 60mm Vulcan
Melee: Beam Sabre
Shield: Federation Tower Style

--------------------------------------------------------------------------------

[ ZEON SPACE-USE ONLY ]

Model: MS-09R (Gato)
Name: Rick Dom Anavel Gato Custom

Armor: 2
Move Speed: 2
Turn Speed: 2
Vernier: 3
Power: 1
Radar: 2
Weight Capacity: 3

Mobility;
Land: N/A
Water: N/A
Space: 2

Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm
RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, Beam Bazooka, None
Weapon II: Same
Sub Weapon: Spread Beam
Melee: Heat Sabre
Shield: Puncher Style
------------------------------------
Model: MS-06C
Name: Zaku II C

Armor: 0
Move Speed: 0
Turn Speed: 1
Vernier: 0
Power: 0
Radar: 1
Weight Capacity: 3

Mobility;
Land: N/A
Water: N/A
Space: 3

Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm
Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon),
Cracker, N.C. Bazooka
Weapon II: Same minus 120mm Zaku M. Gun, None
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-06RD-4
Name: Test-type Zaku

Armor: 0
Move Speed: 2
Turn Speed: 2
Vernier: 3
Power: 1
Radar: 2
Weight Capacity: 1

Mobility;
Land: N/A
Water: N/A
Space: 3

Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm
Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon),
Cracker
Weapon II: Same minus 120mm Zaku M. Gun, None
Sub Weapon: None
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-06R
Name: Rick Dom

Armor: 2
Move Speed: 2
Turn Speed: 2
Vernier: 3
Power: 1
Radar: 2
Weight Capacity: 3

Mobility;
Land: N/A
Water: N/A
Space: 2

Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm
RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, Beam Bazooka, None
Weapon II: Same
Sub Weapon: Spread Beam
Melee: Heat Sabre
Shield: Puncher Style
------------------------------------
Model: MS-09R (Black Tri-Star)
Name: Rick Dom Black Tri-Star Custom

Armor: 2
Move Speed: 2
Turn Speed: 2
Vernier: 3
Power: 1
Radar: 2
Weight Capacity: 3

Mobility;
Land: N/A
Water: N/A
Space: 2

Weapon I: Same as Rick Dom
Weapon II: Same as Rick Dom
Sub Weapon: Spread Beam
Melee: Heat Sabre
Shield: Puncher Style
------------------------------------
Model: MSN-02
Name: Zeong

Armor: 5
Move Speed: 2
Turn Speed: 3
Vernier: 4
Power: 4
Radar: 4
Weight Capacity: 5

Mobility;
Land: N/A
Water: N/A
Space: 3

Weapon I: Mega Particle Cannon (Zeong) [Fixed]
Weapon II: None [Fixed]
Sub Weapon: Head M.P.C.
Melee: Body M.P.C.
Shield: N/A

--------------------------------------------------------------------------------

[ ZEON GROUND-USE ONLY ]

Model: MSM-07S (Char)
Name: Z'Gok S Char Aznable Custom

Armor: 2
Move Speed: 2
Turn Speed: 2
Vernier: 1
Power: 2
Radar: 1
Weight Capacity: 3

Mobility;
Land: 3
Water: 3
Space: N/A

Weapon I: One Arm M.P.C. [Fixed]
Weapon II: Both Arms M.P.C. [Fixed]
Sub Weapon: Missile
Melee: Claw Arm
Shield: N/A
------------------------------------
Model: YMS-07B (Ramba)
Name: Gouf B Ramba Ral Custom

Armor: 2
Move Speed: 2
Turn Speed: 2
Vernier: 2
Power: 1
Radar: 1
Weight Capacity: 1

Mobility;
Land: 3
Water: 2
Space: N/A

Weapon I: Heat Rod (Gouf) [Fixed]
Weapon II: None, MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka,
880mm RB-T27 Bazooka, Cracker
Sub Weapon: Finger Vulcan
Melee: Heat Sword
Shield: Gouf Normal Style
------------------------------------
Model: MS-07B-3
Name: Gouf Custom

Armor: 2
Move Speed: 2
Turn Speed: 2
Vernier: 2
Power: 1
Radar: 2
Weight Capacity: 0

Mobility;
Land: 3
Water: 2
Space: N/A

Weapon I: Heat Rod (Gouf Custom) [Fixed]
Weapon II: Same as Gouf
Sub Weapon: Gatling Gun (Shield not required)
Melee: Heat Sword
Shield: Gouf Gatling Style
------------------------------------
Model: MS-06J
Name: Zaku II J

Armor: 0
Move Speed: 1
Turn Speed: 1
Vernier: 1
Power: 0
Radar: 1
Weight Capacity: 2

Mobility;
Land: 3
Water: 2
Space: N/A

Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm
Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon),
Cracker
Weapon II: Same minus 120mm Zaku M. Gun, None
Sub Weapon: Missile Launcher
Melee: Heat Hawk
Shield: Puncher Style
------------------------------------
Model: MS-09
Name: Dom

Armor: 2
Move Speed: 5
Turn Speed: 2
Vernier: 1
Power: 1
Radar: 2
Weight Capacity: 4

Mobility;
Land: 3
Water: 0
Space: N/A

Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm
RB-T27 Bazooka, Hand Grenade (Zeon), Cracker
Weapon II: Same, None
Sub Weapon: Spread Beam
Melee: Heat Sabre
Shield: Puncher Style
------------------------------------
Model: MS-09 (Black Tri-Star)
Name: Dom Black Tri-Star Custom

Armor: 2
Move Speed: 5
Turn Speed: 2
Vernier: 1
Power: 1
Radar: 2
Weight Capacity: 4

Mobility;
Land: 3
Water: 0
Space: N/A

Weapon I: Same as Dom
Weapon II: Same as Dom
Sub Weapon: Spread Beam
Melee: Heat Sabre
Shield: Puncher Style
------------------------------------
Model: MSM-04
Name: Acguy

Armor: 1
Move Speed: 1
Turn Speed: 2
Vernier: 0
Power: 2
Radar: 1
Weight Capacity: 5

Mobility;
Land: 3
Water: 3
Space: N/A

Weapon I: Mega Particle Cannon (Acguy) [Fixed]
Weapon II: Mini Missile [Fixed]
Sub Weapon: Vulcan
Melee: Claw Arm
Shield: N/A
------------------------------------
Model: MSM-07
Name: Z'Gok

Armor: 2
Move Speed: 2
Turn Speed: 2
Vernier: 1
Power: 2
Radar: 1
Weight Capacity: 3

Mobility;
Land: 3
Water: 3
Space: N/A

Weapon I: One Arm M.P.C. [Fixed]
Weapon II: Both Arms M.P.C. [Fixed]
Sub Weapon: Missile
Melee: Claw Arm
Shield: N/A
------------------------------------
Model: MSM-03
Name: Gogg

Armor: 3
Move Speed: 0
Turn Speed: 1
Vernier: 1
Power: 1
Radar: 0
Weight Capacity: 4

Mobility;
Land: 2
Water: 3
Space: N/A

Weapon I: Mega Particle Cannon (Gogg) [Fixed]
Weapon II: None [Fixed]
Sub Weapon: Missile
Melee: Claw Arm
Shield: N/A


--------------------------------------------------------------------------------

[ UNIQUE CRAFT ]

Model: ATTACK HELICOPTER
Name: Attack Heli

Armor: 0
Move Speed: 3
Turn Speed: 0
Vernier: 5
Power: 0
Radar: 1
Weight Capacity: 0

Mobility;
Land: 2
Water: N/A
Space: N/A

Weapon I: 20mm Vulcan [Fixed]
Weapon II: None [Fixed]
Sub Weapon: Missile
Melee: None
Shield: N/A

Location: Bernie Hardcore Mission
------------------------------------
Model: MAN-08
Name: Elmeth

Armor: 5
Move Speed: 3
Turn Speed: 3
Vernier: 4
Power: 4
Radar: 5
Weight Capacity: 5

Mobility;
Land: N/A
Water: N/A
Space: 3

Weapon I: Bit [Fixed]
Weapon II: None [Fixed]
Sub Weapon: M.P.C.
Melee: None
Shield: N/A

Location: Lalah Mission 01, Lalah Hardcore Mission
------------------------------------
Model: APSARAS
Name: Apsalus I (?)

Armor: 5
Move Speed: 5
Turn Speed: 2
Vernier: 5
Power: 4
Radar: 1
Weight Capacity: 5

Mobility;
Land: 3
Water: 3
Space: N/A

Weapon I: None [Fixed] ?
Weapon II: None [Fixed]
Sub Weapon: None ?
Melee: M.C. Over Drive
Shield: N/A

Location: Aina Mission 02
------------------------------------
Model: APSARAS
Name: Apsalus II

Armor: 5
Move Speed: 5
Turn Speed: 2
Vernier: 5
Power: 4
Radar: 1
Weight Capacity: 5

Mobility;
Land: 3
Water: 3
Space: N/A

Weapon I: Mega Particle Cannon (Apsalus) [Fixed]
Weapon II: None [Fixed]
Sub Weapon: Spread Beam (Apsalus)
Melee: M.C. Over Drive
Shield: N/A

Location: Aina Mission 03-05
------------------------------------
Model: COREFIGHTER
Name: Core Fighter

Armor: 0
Move Speed: 5
Turn Speed: 0
Vernier: 1
Power: 1
Radar: 5
Weight Capacity: 0

Mobility;
Land: 3
Water: N/A
Space: 3

Weapon I: Missile Launcher [Fixed]
Weapon II: None [Fixed]
Sub Weapon: 30mm Vulcan
Melee: None
Shield: N/A

Location: Amuro Hardcore Mission
------------------------------------
Model: TYPE-61
Name: Type-61 Tank

Armor: 0
Move Speed: 1
Turn Speed: 0
Vernier: 0
Power: 0
Radar: 0
Weight Capacity: 0

Mobility;
Land: 3
Water: 0
Space: N/A

Weapon I: 150mm Cannon [Fixed]
Weapon II: None [Fixed]
Sub Weapon: None
Melee: None
Shield: N/A

Location: Shiro Hardcore Mission

--------------------------------------------------------------------------------

[ WEAPON INFORMATION ]
In Progress

--------------------------------------------------------------------------------

[ 08 PILOT INFORMATION ]
In Progress

--------------------------------------------------------------------------------

[ 09 WALKTHROUGHS ]
[ TUTORIAL ]
Tutorial Mission 01
<Unknown>

Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield
Skills: None

Mission Briefing: Not Yet Available

Victory Condition:
   Complete all tasks
Defeat Condition:
   Destruction of Player Unit

Time Limit: <Unknown>
Normal Enemies:
   MS-06F
   MS-06B
   MS-06S
Special Enemies:
   None
Special Allies:
   None

First, just press A to scroll through the dialog, press Start to clear the
mission map, then press A to scroll through dialog until a blue square pops up
in the center of the screen.  It will have the number 20 in it.

Task 1: You have 20 seconds to use the control stick to move around.  You won't
go anywhere, just spin and whatnot.  I'm not sure if you have to move the entire
20 seconds, but it's not like it'll hurt you to play with it.  It may even give
you a passing grade even if you don't touch the thing.  So press A and go ahead.
You can use the C stick to look around if you want as well, but it's not
required.

Task 2: The next blue dialog (Which also says 20 in it, as well as L) is
instructing you to hold down the L trigger and move the control stick, causing
you to strafe in the direction you're pressing.  You don't have to click the L
stick, but you do have to push it down through all the levels of analog.  The
Gundam will raise it's shield if you've pressed it far enough.  Note that you
can still spin around like in Task #1, but that probably won't satisfy the
mission requirement.  You can, as before, use the C stick to rotate the camera.
Note that if you rotate the camera while holding L, you rotate your MS, and you
can use this to scoot along to Buoy #3 if you'd like.  Or you can double-click
(and hold) L to move in reverse.  Again, you may automatically pass this test.

Task 3: Please Read Task 3.5 first.  This blue dialog merely says R (Well, R,
several kanji, and some katakana), which will cause you to boost forward.  No
other buttons are functional, so you will simply coast along until you get to
where you're supposed to be.  Holding R will cause you to move forward, clicking
it will cause you to boost faster, using up thrust power.  There is no time
limit, so do what you wish.  Task 3 will end when you get to Buoy 2.  This test
won't automatically pass, but you can't fail it.

After you do this, it will give you 10 seconds of free boosting.  I don't know
why, but obviously you can't fail this.

Task 3.5: The mission automatically goes into Task 3.5 after completing Task 3's
10 second free boosting.  This is most likely to confuse you.  You'll have a
yellow arrow pointing behind you.  You'll have to click L twice (and hold) to
cause you to move in reverse.  Pressing R while in reverse will cause you to
thrust backwards.  You need to move back Buoy 3.  Failing this task may lose the
S rank, but the test will continue.

Task 4: You'll have to scroll through a few blocks of text, but eventually
you'll come to the familiar blue box which will slowly list X, L, and R.  It's
basically telling you you can use X to lock on, L to guard/strafe, R to boost,
and the control stick to generally move around.  Go boost up towards your
friend, Mr. Zaku Targetting Dummy, and crash in to him a few times.

Task 5: The box will list 1, X, L, R, A, and 10.  It wants you to go shoot at
the Zaku.  Specifically, it's telling you to boost closer so you're in range,
and then hit A to shoot him.  Don't get directly in his face and fire, as it's
possible your rifle barrel will be past him, and you'll be shooting right behind
him.

Task 5.5: This task will begin automatically.  The exercise is to lock on to and
fire at a Zaku.  You start in range, so it's no problem.  Wait for the red lock
on circle to appear, and tap A.  You win!

Task 6: The box lists 2, X, C, and A.  You need to rotate the camera around
until the Zaku is visible and is locked on to.  Then hit A to fire.
Unfortunately, since you cannot use the control stick to rotate the Gundam to
face, it's likely your first shot will be off and the Zaku will barely survive.
Shoot him again, and laugh at his feeble attempts to escape his inevitable fate.

Task 7?: Your beam rifle is out of ammo.  Tap Z (While not holding L) to switch
to the bazooka.  Move in closer if you'd like.  But shoot him.

Task 7.5?: Now your bazooka is out of ammo.  Apparently you had a busy day.  So
hit B to pull out your beam sabre.  Boost towards him, and when the red lock-on
appears, hit A to kill him.

Task 8: 1, R, 4, and 60 appear on this box.  It's instructing you to go to Buoy
#4.  Rotate due north (Facing the yellow arrow) and hold R.  You've got 60
seconds to get to buoy 4 (Which will appear shortly, along with Whitebase).

Task 9: This box will have a circled 1, and the number 2.  It wants you to
access the mission map.  Either hit Start and select Mission Map, or press Right
on the Dpad to jump directly to it.  A big text box with all sorts of scary
kanji will pop up.  Hit A to clear it, then hit Start to exit the pause/map
screen.

Task 10: This box has a circled 2, R, L, and A.  Essentially, it's telling you
to access the mission map so you can see where the enemy is, yanno, in case the
big arrows weren't enough of a clue.  It's a fair way away.  You'll eventually
come across your good friend the Zaku Targeting dummy, so cut him in half.

Task 10.5: Five enemy Zakus show up.  Kill the MS-06S Zaku (Who's likely
shooting at you) to clear the Mission.

Obtaining S Rank: I'm not sure if time is a factor, but if you complete all your
tasks and kill all the Zakus at the end (Killing the MS-06S last, as that ends
the mission), you'll easily S rank.  In fact, I believe I got a 1000 point S
rank even without completing task 3.5.

Rank A: <Unknown>
Rank S: Unlocks RB-79

--------------------------------------------------------------------------------

Tutorial Mission 02
<Unknown>

Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield
Skills: None

Mission Briefing: <Unknown>

Victory Condition:
   Complete all tasks
Defeat Condition:
   Destruction of Player Unit

Time Limit: <Unknown>
Normal Enemies:
   MS-06F
   MS-06J
Special Enemies:
   None
Special Allies:
   None

Again, just keep hitting A until you're at the game screen and the familiar
instruction box pops up.  You'll notice many of the tasks given to you are
nearly identical to the Tutorial Mission 01.

Task 1: A circled 1, as well as R, 2, 3, and 90 will be in this box.  You've got
90 seconds to go from Buoy 1, to Buoy 2, and then to Buoy 3.  A yellow objective
arrow will show you the way.  Use R to jump over obstacles, hop to go faster,
dash along the ground, and whatever.  It's easily done in 30 seconds.

Task 2: Circled 1, X, and A.  It wants you to shoot the tank.  Do so.

Task 2.5: Now you're given 3 tanks to choose from.  Shoot one of them.

Task 3: Use the C stick to rotate the camera around to lock on to the tank, and
shoot it.

Task 4: Beam rifle is out of ammo.  Tap Z to switch to the bazooka, close in,
and shoot a tank.

Task 5: Now the bazooka is out of ammo.  Hit B to switch to the beam saber, and
again, kill a tank.

Task 6: You have to get to Buoy 4 again.  Follow the yellow arrow to Whitebase.

Task 7: Access the mission map.  It tells you the same things it told you in
Tutorial Mission 01.

Task 8: Follow the red arrow to our friend Mr. Zaku.  Cut him in half.

Task 8.5: Identical to task 10.5 from Tutorial Mission 01, except this time
you're looking to kill the MS-06F to end the mission.

Obtaining S Rank: Complete all the tasks, and kill all the Zakus in task 8.5
(Saving the MS-06F for last)

Rank B: Unlocks nothing
Rank A: <Unknown>
Rank S: Unlocks RGM-79[G]

--------------------------------------------------------------------------------

[ AMURO RAY ]
Amuro Mission 01
<Unknown>

Equipment: RX-78-2 Gundam / Hyper Bazooka / Shield
After completing: The Gundam Hammer becomes equipped in Weapon Slot II, Char
will equip a 120mm Zaku M. Gun in his Weapon Slot II, and Whitebase will have
it's WB 0Clip weapon
Skills: None

Mission Briefing: While attempting atmospheric reentry, Whitebase is attacked by
Char's Musai.  Amuro launches in Gundam to fend him off.

Victory Condition:
   Defeat Char's MS-06S Zaku II
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 03:07
Special Enemies:
   MS-06F - Komu Lv 4 / 53 Armor / 120mm Zaku M. Gun
   MS-06F - Crown Lv 5 / 54 Armor / 120mm Zaku M. Gun
   MS-06S - Char Lv 8 / 98 Armor / 280mm Zaku Bazooka
Special Allies:
   Whitebase- Bright Lv 4 / 433 Armor / WB 50Clip

When the mission begins, you'll automatically lock on to the Veteran to your
left.  Raise your shield, and once he comes in range, fire.  Close in and
continue your assault on him and Komu.  It's really not hard.  Once you defeat
the both of them, head west towards Crown and Char.  When Char is in range, you
may want to activate Amuro's Direct Hit ability to help you dish out the
punishment.

Since all you have to do to complete the mission is defeat Char, you can
immediately head west and open fire on him.  However, you'll end up with a
terrible rank, and will have 4 Zakus breathing down your neck.  Incidentally, at
around 2:30 mission time remaining is when everything catches on fire.

Obtaining S Rank: Kill the Veteran, Komu, and Crown before you defeat Char.

Rank C-A: Unlocks Group B Skill: Anti-Shell

--------------------------------------------------------------------------------

Amuro Mission 02
<Unknown>

Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield
Skills: None

Mission Briefing: While moving through a canyon, Whitebase detects enemy units
closing in.  It needs to advance through the canyon to open air to escape.
Guncannon and Guntank are deployed in front of Whitebase, while the Gunparry
crashes with Gundam far off from the action, behind enemy lines.  The southern
two groups will quickly overtake Whitebase in a pincer attack if the Gundam does
not intervene.

Victory Condition:
   Whitebase escapes the area
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 10:00
Normal Enemies:
   Magella Attacks
   MS-06Fs
   Dopps
Special Enemies:
   MS-06S - Char Lv NUMBER/ 109 Armor / 120mm Zaku M. Gun / 280mm Zaku Bazooka
Special Allies:
   Whitebase - Bright Lv 5 / 451 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Kai Lv 1 / 227 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   RX-75 - Hayato Lv 1 / 127 Armor / 120mm Cannon (Guntank)

As soon as the mission starts, begin dashing towards the red arrow.  In short
order, you'll come across groups of Magella Attacks and a Zaku or two.  If you
think you can take them down in a hurry, do so.  It'll save you a hassle later.
I wouldn't waste your rifle or bazooka ammo on the tanks, though, so use
vulcans, the beam saber, and your shield tackle.  What's real fun is, if you
hack apart the groups as you come to them, you'll end up slightly north of
Whitebase and come up behind a Zaku that's completely oblivious to your
presence, and you can do to him what you will.

In VERY short order, Dopps will begin spawning from the north and making attack
runs on Whitebase.  This is problematic, because the only rapid-fire weapon you
are armed with are the Gundam's vulcans, which have terrible range.  My
recommendation is to jump up on top of Whitebase, so you'll be in a good
position to see the Dopps and shoot them down with your vulcans when they
approach.  You'll also be in an excellent position to whip out the beam saber,
take a flying leap at them, and cut them down, which delights me to no end.
Another option would be to climb on the western canyon wall and get the Dopps as
they turn to make another attack run.

The rifle and bazooka aren't terribly effective at shooting down the planes.
The bazooka seems to have a proximity fuse, and of course has an explosive
effect, but it locks on very slowly, and you only get 5 shots per clip.  The
rifle is just a little too inaccurate/slow, and better saved for enemy Zakus and
other ground targets that appear.

Once Whitebase is almost clear of the canyon, the mission status will update,
and the victory condition will change to defeating Char's MS-06S.  The place
Char appears seems to be dependent on a few factors I don't quite understand,
but it generally seems to be near your current location.  Char'll bring along a
few Magella Attacks and MS-06Fs.

Now, when Char shows up, you might think to just take a flying leap over
whatever mesa may be between you and him and cut him to pieces; Not a good idea.
It's quite likely the large number of Zakus and tanks will tear you apart from
every angle.  Instead, try to bait Char away from his wingmen.  You can then go
pick them off one by one using your bazooka/beam rifle/beam saber if you're
feeling daring.  But when you battle Char himself, the beam saber is the way to
go.  The beam rifle will likely only manage indirect hits, and will drain your
power, preventing the precious precious evasive dashes from saving you from
getting heat hawked by Char.  You can, of course, use the bazooka, but it will
likely have problems connecting as well, and Char will perpetually and
aggressively try to get into melee combat.  Just remember to hold Y whenever
you're facing him, and use your shield tackle at every opportunity to knock him
down and do that extra bit of damage.

Obtaining S Rank: Killing all the Zakus Char brings along with him when he
appears should do the trick.

Rank A: Unlocks Group A Skill: Shell Power Up

--------------------------------------------------------------------------------

Amuro Mission 03
<Unknown>

Equipment: RX-78-2 Gundam / Hyper Bazooka / Shield
Skills: Anti-shell

Mission Briefing: Whitebase has landed, and detected 3 enemy units nearby.
Gundam, Guncannon, and Guntank are sent to defend the ship.

Victory Condition:
   Defeat Ramba's YMS-07B
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 6:00
Normal Enemies:
   None
Special Enemies:
   YMS-07B - Ramba Lv 13 / 184 Armor / Heat Rod (YMS-07B) / Shield
   MS-06F - Akuus Lv 7 / 57 Armor / 120mm Zaku M. Gun / Cracker
   MS-06F - Kozun Lv 8 / 58 Armor / 120mm Zaku M. Gun / Cracker
Special Allies:
   Whitebase - Bright Lv 4 / 442 Armor / WB 50Clip / WB 0Clip
   RX-75 - Hayato Lv 1 / 127 Armor / 120mm Cannon (Guntank)
   RX-77-2 - Kai Lv 2 / 229 Armor / 240mm Cannon

Advance forward until you come across the 3 enemy MS.  Probably the best
strategy would be to lock on to the Zaku on your right and kill him with the
bazooka first.  If you're lucky, your first shot will just blow him up.  You can
then turn your attention to the 2nd Zaku and kill him in a similar, but likely
less expedient, fashion.  The advantage to this is, not only will you not have 3
enemies encircling you (Which is what they love to do), but it should give you
enough points for an S rank.  Then you can turn your full attention on Ramba
Ral.  One thing to look out for though.  You'll often get a cutscene showing the
Gouf kicking the Gundam, and this may cause you to become stunned/raise your
pressure gauge.  So be ready for that.

For a quicker/easier win, send your allies to keep Ral occupied while you
dispatch his cronies.  Or send your allies to dispatch his cronies while you
keep Ral occupied.  The former should earn you more points though.

Obtaining S Rank: The default loadout will do fine.  Target the Zaku to your
right first, and kill him in the most expedient way available (Which will likely
be the bazooka).  Then turn to your left and kill the second Zaku.  Then take
out Ramba Ral.  Make sure you get the credit for all 3 kills, and not your
allies.

Rank A: Unlocks Group D Skill: Lock On

--------------------------------------------------------------------------------

Amuro Mission 04
<Unknown>

Equipment: RX-77-2 Guncannon / 240mm Cannon
Skills: Anti-shell

Mission Briefing: Sayla has run off with the Gundam, unaware of the impending
ambush by Ramba Ral.  Guncannon and Guntank are deployed to fetch her, and once
again chase off Ramba and his gang.

Victory Condition:
   Sayla's Survival
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase
   Destruction of Gundam

Time Limit: 4:00 (After ambush)
Normal Enemies:
   None
Special Enemies:
   MS-06J - Akuus Lv 8 / 63 Armor / 120mm Zaku M. Gun / Cracker
   YMS-07B - Ramba Lv 14 / 185 Armor / Heat Rod (YMS-07B) / Shield
   MS-06J - Kozun Lv 10 / 65 Armor / 120mm Zaku M. Gun / Cracker
   Gallop - Hamon Lv 12 / 140 Armor / Gallop 600 / Gallop Infinity
Special Allies:
   Whitebase - Bright Lv 6 / 460 Armor / WB 50Clip / WB 0Clip
   RX-78-2 - Sayla Lv 1 / 135 Armor / Beam Rifle (RX-78-2) / Shield
   RX-75 - Hayato Lv 2 / 132 Armor / 120mm Cannon (Guntank)

This mission is going to be a little different.  Not only do you have to switch
to the Guncannon (Which is decidedly more sluggish than the Gundam you're
accustomed to), but you have to protect the ever-inept Sayla from dying, which
takes at least a little luck.

When the mission begins, Sayla has 1 minute to get to the Advance zone.  Once
she reaches it (and I think you have to be "in range"), she'll be ambushed by
Ramba Ral, and the objective will change to the destruction of the YMS-07B Gouf.
Unfortunately for you, Sayla won't take orders, so you can't have her run away.
ALSO unfortunate is the fact that the Gallop is charging Whitebase, and will
destroy it in short order.

As usual, make use of your vulcans when you're close up.  Also, you may want to
get up close and personal with the Guncannon, since you DO do more damage if you
hit with both cannon shells instead of just one.  It's likely that if both
shells connect, both Akuus and Kozun will go down in one volly each.  As usual,
for a quick and dirty win, just rush your objective (The Gouf) and open fire.

Obtaining S Rank: It might be possible that, if you take little enough  damage,
you can S rank from just killing the two zakus and then the Gouf.  However, if
that's true, you'd only barely get the S rank.  So instead, follow far behind
Sayla to the advance zone, and once she triggers the ambush, head west towards
the red X on your map.  That's Hamon's Gallop.  Quickly (Quickly quickly
quickly) get to it, destroy it, and head back for Sayla.

Hopefully, Sayla's not dead yet.  NOW destroy the two Zakus, and then the Gouf.
And that will net you an S Rank.

Rank A: Unlocks Group C Skill: Improved Side Dash

--------------------------------------------------------------------------------

Amuro Mission 05
<Unknown>

Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Shield
Skills: Anti-shell

Mission Briefing: Amuro, having gotten over his temper-tantrum, returns to find
Whitebase cornered and under attack by Ramba Ral (Yet Again!)

Victory Condition:
   Whitebase's Survival
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 2:00 / 4:00 (After reaching Whitebase)
Normal Enemies:
   MS-06J
Special Enemies:
   Gallop - Hamon Lv 15 / 148 Armor / Gallop 600 / Gallop Infinity
   YMS-07B - Ramba Lv 16 / 188 Armor / Heat Rod (YMS-07B) / Shield
   MS-06J - Stetch? Lv 11 / 66 Armor / 120mm Zaku M. Gun / Cracker
Special Allies:
   Whitebase - Bright Lv 8 / 479 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Kai Lv 4 / 232 Armor / 240mm Cannon
   RX-75 - Hayato Lv 3 / 137 Armor / 120mm Cannon (RX-75)
   Corefighter - Ryu Lv 5 / 30 Armor / Missile Launcher

When the mission begins, you'll be on the opposite side of the map from
Whitebase.  It's already under attack, so you'll want to get there in a hurry.
However, the Gallop is to your left.  Since it's a big, slow moving target, your
Beam Rifle will easily destroy it with little wasted time.  If you decide not to
bother, though, it shouldn't pose a problem.

Once you get to Whitebase, the victory condition will update to the destruction
of the Gouf.  It might say to destroy all the enemy MS, however, with the
Guncannon, Guntank, and Whitebase all laying down flak, the Zakus will likely be
taken out anyway.

Obtaining S Rank: Simply destroying the two Zakus and Ramba Ral without losing
any allies seems to do it.  Blowing up the Gallop on your way to Whitebase could
only help further.

Rank A: Unlocks Group B Skill: Anti-HE

--------------------------------------------------------------------------------

Amuro Mission 06
<Unknown>

Equipment: RX-78-2 / Beam Rifle (RX-78-2) / Shield
Skills: Anti-HE

Mission Briefing: Lt. Matilda and the Midia Supply Corps are rearming and
repairing Whitebase, when a large wave of Dopp fighters begin to attack.
Whitebase deploys its MS and the Core Booster to defend the ship and Midia
group.

Victory Condition:
   Destruction of Dopps
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 5:00 (After destroying Dopps)
Normal Enemies:
   Dopps
Special Enemies:
   MS-09 - Gaia Lv 13 / 141 Armor / 360mm Giant Bazooka
   MS-09 - Mash Lv 12 / 163 Armor / 360mm Giant Bazooka
   MS-09 - Ortega Lv 12 / 163 Armor / 360mm Giant Bazooka
Special Allies:
   Whitebase - Bright Lv 7 / 470 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Kai Lv 5 / 232 Armor / 240mm Cannon
   RX-75 - Hayato Lv 5 / 149 Armor / 120mm Cannon (RX-75)
   Core Booster - Sayla Lv 2 / 32 Armor / MPC (Core Booster) / Missiles
   Midia - Matilda Lv 12 / 40 Armor / WEAPON

At the beginning of the mission, a swarm of Dopps will just fly towards
Whitebase.  I'd say switch to your beam saber and use the vulcans/saber to shoot
down the fighters.  I'd also say the Lock-on skill (Which will target certain
projectiles with your vulcans) would be a hinderance in this case.  It's highly
unlikely the Dopps will destroy Whitebase before your allies destroy them all,
even if you don't do anything.  So save yourself the trouble of wasting vulcan
ammo on their crappy missiles and skip the Lock on skill.  If one of the Dopps
goes too high, hop up on the hill to the east to get a good jump at it.

Once all the Dopps have been defeated, the mission objective will change to the
destruction of the Black Tri-Stars.  The easiest and safest way to accomplish
this is to set Kai and Hayato to Help you, or Defend near Whitebase.  Then have
Sayla move up towards the red X on the mission map until she's in radar range to
detect the Tri-Stars.  Move to the edge of your safe little canyon, and one of
the Tri-Stars should pop up on the screen and say something.  Have Sayla return
to Whitebase, and fall back towards Whitebase (Specifically, in range of it's
guns).

Your trap is now set.

Once you make your first exchange of fire with any of the Tri-Stars, you'll get
a cutscene of Gaia calling for a Jet Stream Attack.  When the cutscene ends, the
enemy MS or your own may have moved, so be prepared.  Now, lure them close
enough to Whitebase, and command Whitebase to Bombard one of them.  If you want,
it may be a good idea to have all your allies set to Attack the same Tri-Star.
Remember to make use of Amuro's Direct Fire ability, as a direct hit with the
Beam Rifle when they're lined up for a Jet Stream Attack can actually hit all
three of them.

If they die before they're in range of Whitebase's Bombard command, that's okay
too.

Obtaining S Rank: Shooting down a few planes, then getting credit for all 3
Tri-Star kills should do the trick.

Rank C: Unlocks Pilot: Shiro Amada
Rank C-A: Unlocks D Group Skill: Aiming

--------------------------------------------------------------------------------

Amuro Mission 07
<Unknown>

Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Shield
Skills: Anti-HE

Mission Briefing: Jaburo (and Whitebase) are under assault from enemy MS.

Victory Condition:
   Defeat enemy MS
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 8:00
Normal Enemies:
   MSM-04
Special Enemies:
   MSM-04 - Ramuji Lv 12 / 118 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Kraft Lv 11 / 116 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-07S - Char Lv 16 / 199 Armor / One Arm M.P.C. / Both Arms M.P.C.
   MSM-04 - Iwanofu Lv 12 / 118 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Akahana Lv 12 / 118 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
Special Allies:
   Whitebase - Bright Lv 10 / 519 Armor
   RX-77-2 - Kai Lv 6 / 234 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   RX-75 - Hayato Lv 6 / 154 Armor / 120mm Cannon (RX-75)
   Fanfan - Woody Lv 12 / 6 Armor / Missile Launcher

When the mission begins, you'll have a GM and two enemy Acguys to the west, and
Whitebase/Guncannon/Guntank with 4 Acguys to the east.  The Whitebase gang can
handle themselves, however, the GM cannot.  So head west first and take down the
Acguys, then east to help Kai and Hayato finish mopping up.  Odds are they
haven't really killed anyone, which'll give you an opportunity to score extra
points off the weakened MS.  At a seemly random moment you'll get a cutscene of
Char, and your mission status will update with destroying Char's MS-07S as the
Victory Condition.

Char will almost certainly be closer to you than the associates he brought with
him.  If you've got some rifle ammo left, take a few pot-shots at Char, but
don't let him return the favor.  He's got beam weaponry now as well, and you've
probably seen how bad that can hurt.  Keep that shield up.  You'll probably be
unable to get a good shot on Char unless you use Direct Hit, and even then it
won't be for a whole lot.  Once you drain Char's armor, he'll run away, and the
mission will end.

Obtaining S Rank: If you got an A rank the first time you played through, you
now have the excellent Group A skill; Combo.  I suggest you make use of this
skill most of the time when playing Amuro.  Also, if you've simply completed the
mission, you can add the Hyper Bazooka.  It'll decrease Vernier power, but it'll
make quick work of the cannon-fodder enemies around Whitebase.  It's also a more
effective weapon against Char's Z'Gok, since it'll knock him down.  To get the S
rank, just make sure you kill off Iwanofu and Akahana before Char, after you've
dealt with the enemies in the north half of the stage.

Rank C-A: Unlocks A Group Skill: Combo
Rank S: Unlocks MS: RGM-79

--------------------------------------------------------------------------------

Amuro Mission 08
<Unknown>

Equipment: RX-78-2 / Beam Rifle (RX-78-2) / Shield
Skills: Combo, Anti-HE

Mission Briefing: Whitebase is approaching the spacedock of the neutral Side 6.
However, Zeon forces lie between the ship and safety, so Whitebase's full
compliment is deployed to cut their way through.

Victory Condition:
   Destroy 6 MS
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 3:00 / 3:00 (After Chibe appears)
Normal Enemies:
   MS-09R
   Musai
Special Enemies:
   Chibe - Konsukon Lv 11 / 391 Armor / Chibe 0Clip
Special Allies:
   Whitebase - Bright Lv 11 / 235 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Kai Lv 8 / 281 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   RX-77-2 - Hayato Lv 7 / 253 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Core Booster - Sayla Lv 4 / 33 Armor / MPC (Core Booster) / Missiles
   Core Booster - Sleggar Lv 13 / 57 Armor / MPC (Core Booster) / Missiles

Since Whitebase is damaged, it's probably best to set everyone to Help it.
However, you may want to set Kai to Help you, so he'll follow you around and
help to keep you getting surrounded and stuck in a "Shot by a bazooka, lose
control, shot by a bazooka, lose control" loop.  Which is generally not a bad
idea in any mission.

You're introduced to your new friends, the Rick Doms.  They carry large bazookas
which can hurt baaaad.  They also have more armor than a Zaku II, and can easily
take more than one direct hit from the RX-78-2 Beam Rifle, regardless of
circumstance.  In any case, move forward and shoot down the Dom in front of you.
Yes, this is the infamous "Counting" scene from Gundam.  If you've never seen
the show, you may remember it from the dreaded Mission 6 in Zeonic Front.  Now,
everyone say it with me:

"Hitotsu!"

Note that the destruction of an enemy MS won't count towards the mission goal
unless you personally deliver the final blow.  So if you chip them down to 1
armor point left and Sayla comes along and fires a machine gun round into them,
sucks for you.

Once you've moved far enough North, your mission status will update, and the
Victory Condition will change to the destruction of the Chibe.  The only have 12
Doms, so they'll stop coming after that, leaving you free to move northwest and
destroy the warships.  Given that MS are designed for anti-ship purposes, the
Musais and Chibe are mostly helpless to defend themselves.  Particularly if you
move behind them to their engines, where few (if any) of their guns reach.

Obtaining S Rank: Destroying all 12 Doms and all 3 Ships (Ending with the Chibe)
will get you the S.

Rank C-A: Unlocks A Group Skill: Beam Power Up

--------------------------------------------------------------------------------

Amuro Mission 09
<Unknown>

Equipment: RX-78-2 / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield
After Completion: The Hyper Bazooka becomes equipped in Weapon Slot II
Skills: Anti-HE

Mission Briefing: The Federation has launched it's attack against Solomon.
Whitebase has been placed into the 3rd Fleet.  The Public Units will move
forward and fire missiles that will spread an anti-beam field.  The 3rd fleet
will then close to attack, allowing the 1st Fleet to strike directly at Solomon.

Victory Condition:
   Public Units survive to launch their missiles.
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 10:00 (First Area) / 5:00 (Second Area) / 5:00 (Third Area)
Normal Enemies:
   MS-06F
   MS-09R
   Musai
Special Enemies:
   MA-08 - Dozul Lv 20 / 679 Armor / BZ 0Clip / Shield
Special Allies:
   Whitebase - Bright Lv 11 / 506 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Kai Lv 10 / 303 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   RX-77-2 - Hayato Lv 9 / 270 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Core Booster - Sayla Lv 8 / 37 Armor / MPC (Core Booster) / Missiles
   Core Booster - Sleggar Lv 13 / 57 Armor / MPC (Core Booster) / Missiles
   Magellan - Wakeen Lv 10 / 278 Armor / Magellan 0Clip

Part 1: This stage is looong, which should be readily apparent from the fact
that it says "Part 1".  You may want to set Kai or Hayato to Help you, and the
other to Help Whitebase.  Begin the mission, and move forward, using your Beam
Rifle liberally, since you have a whole LOT of resupplies available to you.  If
you want to be real mean to the poor rookies, switch to two-handed firing mode
and pick them off from a great distance.  Make sure to pick off the ships, as if
they close in, they can wreak destruction on your allied Salamis.  Of course,
your Salamis can do likewise, but it's a real hit-or-miss (Excuse the pun) kind
of thing.  As a general rule, if you see a ship about to die (We're talking
doomed to hell), use all the repairs/resupplies you could need, even if you can
get by without them.  It's not a waste if you were going to lose them anyway.

Once the Public units have deployed the anti-beam field, the mission status
changes the Victory Condition to Whitebase escaping to the Advance zone.  You'll
spend the rest of the first part of the mission chasing randomly spawning Rick
Doms and Zaku IIs away from your allies.

Part 2: Once Whitebase reaches the Advance zone, you'll get a loading screen,
and start the second part of the mission, which is identical to the first
(Except that there is no Public-related Victory Condition).  Everything will
reset.  Your allies will lose their orders, your ammo and armor will go back to
full, and resupplies/repairs/bombardments of warships will be refilled.  Rinse
and repeat your strategy for Part 1.  Note that you won't fight any more Zakus

Part 3: I told you it is a long stage.  Mercifully, you're almost done.  Once
Whitebase reaches the Advance zone (again), you'll get a brief loading screen,
followed by a movie, followed by another loading screen (obnoxiously enough).
You can set all the Balls and GMs up north to run (Set them to move almost due
north, then due east, that's usually their best bet), but unless you rush the
Big Zam, it will probably take most (if not all) of them out.  Otherwise, you'll
probably want to set at least Kai to Help you, and move north to take out the
Rick Doms.  Eventually (I'm not sure what triggers it, maybe destroying all the
Rick Doms), a cutscene will appear, and Sleggar will crash into the Big Zam,
taking it down to 90 Armor.  Move in and hack away.  Whatever you do, though,
don't let that massive MPC hit you.  I've seen it do !583! damage to an ally MS.
It won't do quite as much to you, but it'll still sting.

Upon destroying the Big Zam, the mission (finally) ends.

Obtaining S Rank: For REAL easy points, fly all the way north to the Advance
zone, where Musais will constantly spawn as you kill them.  Fly back and forth
shooting them all.  Note that Whitebase is finicky (Read: Probably won't) about
moving north when you're so far away, particularly if it's under attack.  So
make sure you leave enough time to go back to Whitebase and have it slowly coast
along to it's destination.

This is true of all Federation Battle of Solomon missions.

Rank C-A: Unlocks C Group Skill: Space Movement Up

--------------------------------------------------------------------------------

Amuro Mission 10
<Unknown>: Texas Colony

Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2)
Skills: Combo, Lock On

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of the Gyan
Defeat Condition:
   Destruction of Player Unit

Time Limit: 3:00 / 3:00 (After defeating Gyan)
Normal Enemies:
   None
Special Enemies:
   YMS-15 - M'Quve Lv 15 / 207 Armor / Beam Saber (Gyan) / Hide Bomb / Shield
   YMS-14 - Char Lv 19 / 262 Armor / Beam Rifle (MS-14) / Shield
Special Allies:
   None

It's just you versus M'Quve, then you versus Char.  And apart from the
occasional landmine (Which is bad, since they can stun you), there's no
interference at all.  To begin with, head north.  When you come to the big
rectangular mesa, jump up on top of it, rather than going around.  Right when
you reach the mesa, the Gyan will detect you, so he'll be at a disadvantage,
having to run up to the mesa and then jump, allowing you a couple free shots
from your perch.  In fact, he may just stupidly stand at the bottom of the mesa,
allowing you to hop and shoot him in the head (Which will likely be a direct
hit) until he dies.

After you kill M'Quve, the Victory Condition will change to defeating Char's
Gelgoog.  Move further north, and Char will begin charging you almost
immediately.  If you watch the red arrow, you can see when he, literally, tries
to get the jump on you.  If you get into ranged combat with him, it's important
to be careful.  Not only does he have a weapon comparable to yours, but it has
more ammo... and he didn't just leave a fight with the Gyan.  He also has a
shield, which is just further bad news for you.  In fact, my first playthrough
of it for this guide, I had full health, stepped on a mine, and Char promptly
blew me away.  And it's not like I don't have practice doing this.

One decent tactic is to lure him close enough so he switches to melee, then back
away and shoot him.  He won't be able to hit you.  He will, of course, either
lunge at you, or switch back to his rifle, the latter being when you want to
tackle him and then take your free shot.  You can also try to run him out of
ammo, but he's got a lot, and you don't have a whole lot of time.  You'll likely
have to just slug it out with him in melee combat.  Try to fight smart.  Knock
him down, take two swings at his back (Assuming you're using Combo, otherwise
take one), then back off.  If you take more, you'll be delayed long enough for
him to hit you, and Char will ultimately win that sort of fight.

Obtaining S Rank: Equip a shield.  Having a shield makes things so much easier.
Mines won't stun you, and you get an extra free 100 armor.  You may want to opt
for the beam spray gun and a heavy weapon (Beam rifle/Bazooka) rather than both
heavy weapons.  The beam spray gun and your vulcans will quickly tear M'Quve up,
and you won't lose vernier power from being overloaded.

Rank C-A: Unlocks D Group Skill: Ship Killer

--------------------------------------------------------------------------------

Amuro Mission 11
<Unknown>

Equipment: RX-78-2 M.C. Gundam / Beam Rifle (RX-78-2) / Shield
Skills: Combo, Anti-HE, Improved Space Mobility, Ship Killer

Mission Briefing: Not Yet Available

Victory Condition:
   CONDITION1
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 5:00 / 4:00 (After destruction of Zanzibar)
Normal Enemies:
   Musai
   MS-09R
Special Enemies:
   Zanzibar - Marigan Lv 10 / 346 Armor / Zanzibar 0Clip / Zanzibar 0Clip
   Gwazine - Kycillia Lv 18 / 665 Armor / Gwazine 0Clip
   MAN-08 - Lalah Lv 12 / 285 Armor / Bit
   MS-09R - Batashamu Lv 10 / 141 Armor / WEAPON
   YMS-14 - Char Lv 20 / 264 Armor / Beam Rifle (MS-14) / Beam Rifle (MS-14) /
Shield
Special Allies:
   Whitebase - Bright Lv 14 / 534 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Kai Lv 13 / 330 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   RX-77-2 - Hayato Lv 12 / 295 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Core Booster - Sayla Lv 8 / 37 Armor / MPC (Core Booster) / Missile

At this point, with the Ship Killer skill, you should hopefully be able to just
lock on to a Musai, fire, kill it in one shot, and move on to the next.  After
destroying 3 Musais, the Victory Condition will update to the destruction of the
Zanzibar, which is in the Southeast corner.  During this level, you should be
introduced to your first generic ace.  Multiple ones in fact, all piloting Rick
Doms.  Make sure you give him some attention, as ignoring enemy ace MS can have
some bad consequences.  Enemy MS will continue to spawn until you destroy the
Zanzibar.  If you're using Ship Killer, it will go down almost immediately.

After destroying the Zanzibar, you'll get a loading screen (Which means
everything resets), and your Victory Condition will change to the destruction of
Char's Gelgoog.  However, Char isn't around just yet.  Set Sayla to Help
Whitebase (To keep her out of trouble), then head north to encounter the Elmeth.
The background will change, and your allies and the other enemy radar signals
will disappear from the map, leaving just you, the Elmeth, and the Elmeth's
Bits.  Ignore the bits, and attack the Elmeth itself.  However, do NOT destroy
it.  Destroying the Elmeth will fail the mission.  Getting it down to under 170
armor seems to do the trick.

Lalah and Amuro will launch into a philosophical discussion about the free
market or something, and Char will show up, bringing back with him the two Rick
Doms you saw in the background before.  You may want to deal with them quickly
before Char, to keep the three of them from surrounding you.  Also, you need to
be wary of Char from now on, since he has reached level 20 and can now use Level
3 skills.  If he gives you too much trouble, you may want to retreat back
towards Whitebase to repair/resupply, and to get some cover fire from the
warship and Sayla.

Obtaining S Rank: Don't bother trying to fight the endless waves of MS that show
up for the S rank.  There's a trick to this level.  And the trick is that in the
first part of the mission, Kycillia is hiding out in the Northwest corner of the
map.  After you blow up the Musais, pay her a visit.  She's worth a whole lot of
points.

Rank C: Unlocks Pilot: Christina Mackenzie
Rank C-A: Unlocks A Group Skill: Continuous Fire

--------------------------------------------------------------------------------

Amuro Mission 12
<Unknown>: S Field

Equipment: RX-78-2 M.C. Gundam / Hyper Bazooka / Beam Rifle (RX-78-2) / Shield
Skills: Continuous Fire/Combo, Anti-HE, Ship Killer

Mission Briefing: Not Yet Available

Victory Condition:
   All Federation Ships leave the area
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 10:00 (Part 1) / 5:00 (Part 2)
Normal Enemies:
   MS-06F
   MS-14A
   MS-09R
Special Enemies:
   MSN-02 - Char Lv 21 / 399 Armor / Mega Particle Cannon (MSN-02)
Special Allies:
   Whitebase - Bright Lv 15 / 543 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Kai Lv 15 / 330 Armor / 240mm Cannon
   RX-77-2 - Hayato Lv 14 / 308 Armor / 240mm Cannon
   Core Booster - Sayla Lv 14 / 43 Armor / MPC (Core Booster) / Missiles

Part 1: This'll work much in the same way as Solomon, except there is now an
excess of rookie pilots, and instead of Doms, you have Gelgoogs.  What's worse,
most of the rookies have Gelgoogs.  Now you may be saying "Now Githon, if all
the Gelgoogs are flown by clueless newbies who blankly float right by you, isn't
that good?".  Pshaw I say!  Rookies scare me.  Yes, they'll idiotically and
blindly ignore you while you're breathing down they're neck.  Why is that bad?
Because they're all blindly heading towards (and firing at) Whitebase.  With
beam rifles.  Whitebase can't dodge.  Whitebase can't block.  Whitebase can't be
repaired.  Whitebase can't even really fire back.  The Veterans and Aces, if
they're about to blow up Whitebase and you show up, they'll turn and shoot at
them, and you can use your mad skillz and agile MS to brutalize them without
getting the crap shot out of you.  But the rookies?  They'll just float from
where they spawn till they've got the barrel of their gun pressed against
Whitebase's hull, and blindly fire.  Fortunately, they tend to be slow, so you
usually have some time to stop their mindless assault.  To you, personally, they
aren't a threat.  In fact, since they have their shield on their back, they'll
usually stop before firing, too.  This segment will end once all the Federation
ships have either crossed into the advance zone, or been destroyed.  Once
Whitebase leaves, however, so do Kai, Hayato, and Sayla.

Part 2: Everything resets, and your Victory Condition updates to defeating
Char's Zeong.  Fortunately for you, there's no Whitebase to babysit.  You may
want to order the Salamis to fall back, though, to give them more room to
breathe.

Char is supported by Zaku Veteran, Rick Dom Veteran and Gelgoog Rookies.  Not to
mention the Zeong's hands, which will spend most of the time flying around
making your life miserable.  If your health gets low, make a break for the
Salamis.  Keeping in mind that the Zeong is faster than the Gundam, but Char
will likely only attempt to keep up with you without using boost power.  Once
you get up close to the Zeong, Amuro will taunt Char with the fact that he's too
close for Char to effectively attack from multiple directions.  If you stay
close to Char, he'll likely try to launch his hands and run away.  Stay on him.
If you've got rifle ammo left, activate Direct Hit and blast the hell out of
him.  Rifle works better than the bazooka for this purpose.

Defeating Char ends the mission, as well as Amuro's Storyline.  Congratulations!

Obtaining S Rank: Rinse and Repeat Battle of Solomon S Rank info.  Fly to
Advance zone, blow up ships.  The main difference being, enemy MS will
obnoxiously spawn here (at least to a point), and that the Federation ships are
a lot happier about moving forward when you're not around.

This is true of all Federation Battle of A Baoa Qu missions.

Rank C: Unlocks Pilot: Kai Shiden / Unlocks Weapon: Gundam Hammer
Rank S: Unlocks MS: RX-78-2 Gundam

--------------------------------------------------------------------------------

[ SHIRO AMADA ]
Shiro Mission 01
<Unknown>

Equipment: RX-79[G] / 100mm Machine Gun / Shield
Skills: Combo, Anti-HE

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of Enemy Units
Defeat Condition:
   Destruction of Player Unit
   Destruction of Team Member

Time Limit: 5:00
Normal Enemies:
   Tochka (Pillbox)
   MS-06J
Special Enemies:
   MS-06J - Norris Lv 12 / 75 Armor / 120mm Zaku M. Gun / Cracker
Special Allies:
   RX-79[G] - Karen Lv 6 / 250 Armor / Missile Launcher / 100mm Machine Gun /
Shield
   RX-79[G] - Sanders Lv 5 / 245 Armor / Rocket Launcher / 100mm Machine Gun /
Shield
   Hover Truck - Eladore Lv 4 / 10 Armor

You'll want to move forward rapidly, since your allies are already engaged in a
(likely) pointless battle to the north.  Once you get to the hill, there will be
a LOT of enemy contacts.  Most of them are pillboxes, which, as far as I've ever
noticed, don't really shoot at you.  However, blending in with all those
targeting reticules are entrenched Zakus who will open fire on you, so try to
take them out.  Eventually (I'm not sure what triggers it), Norris and his Zaku
II J will come out of nowhere and try to make your life miserable.  He's gonna
try to shield tackle and melee you.  Don't let him.  However, you don't wanna
get in ranged combat, since he's got frikkin' missile launchers on his legs.
Once you've wailed on him sufficiently, the mission ends.

Obtaining S Rank: Blow up a lot of pillboxes and don't take a lot of damage.
It's an easy S Rank.

Rank A: <Unknown>
Rank S: Unlocks B Group Skill: Anti-Beam / Unlocks MS: RX-79[G]

--------------------------------------------------------------------------------

Shiro Mission 02
<Unknown>

Equipment: RX-79[G] / 100mm Machine Gun / Shield
Skills: Combo, Anti-HE

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of Enemy Units
Defeat Condition:
   Destruction of Player Unit
   Destruction of any of your team.

Time Limit: 7:00
Normal Enemies:
   MS-06J
Special Enemies:
   Apsalas - Aina Lv 10 / 233 Armor / Mega Particle Cannon (Apsalas)
Special Allies:
   RX-79[G] - Karen Lv 9 / 265 Armor / 100mm Machine Gun / Shield
   RX-79[G] - Sanders Lv 9 / 265 Armor / 180mm Cannon / 100mm Machine Gun /
Shield
   Hover Truck - Eladore Lv 7 / 11 Armor

You've got 7 minutes to rampage about and wipe everyone off the map.  Due to
Shiro's poor taste in weaponry, you might want to switch to the beam saber and
use that most of the time.  Now, what you want to be careful of is the fact that
you quite easily become surrounded, and your mobility is greatly decreased in
water.  Which translates into you, a half dozen Zakus, and a blur of Heat Hawks
pounding on your skull.  After you blow up enough enemies or specific enemies or
something, the Apsalas will make it's appearance.  It will make strafing runs at
you, and occasionally menace you with it's Minovsky Craft Overdrive system.  Use
your machine gun (and Vulcans when they're in range) to just tear her up.  The
occasional shield tackle when she comes close doesn't hurt, either.

Obtaining S Rank: This shouldn't be too hard of an S Rank either.  If you've
beaten it already, get a more effective weapon.  If not, well... without taking
much damage, I got 984 points for a mere 13 MS.

Rank A: <Unknown>
Rank S: Unlock C Group Skill: Land Speed Up / Unlock Weapon: Beam Rifle
(RX-79[G])

--------------------------------------------------------------------------------

Shiro Mission 03
<Unknown>

Equipment: RX-79[G] / Beam Rifle (RX-79[G]) / Shield
Skills: Continuous Fire, Anti-Beam

Mission Briefing: Not Yet Available

Victory Condition:
   Defeat enemy MA
Defeat Condition:
   Destruction of Player Unit
   Destruction of any team member

Time Limit: 4:00
Normal Enemies:
   Dopp
Special Enemies:
   Apsalas - Aina Lv 11 / 239 Armor / Mega Particle Cannon (Apsalas)
Special Allies:
   RX-79[G] - Karen Lv 10 / 270 Armor / Beam Rifle (RX-79[G]) / Shield
   RX-79[G] - Miguel Lv 10 / 270 Armor / Beam Rifle (RX-79[G]) / Shield
   Hover Truck - Sanders Lv 8 / 11 Armor

For anyone curious, Miguel is Eladore's sidekick in the Hover Truck.  However,
Eladore was wounded, and Miguel was spazzing out, so Sanders took the Truck on
the basis that in his state, he'd miss what was going on, and the team would end
up ambushed and killed.  How Sanders managed to lose a level, however, I don't
know.

Anyway, if you're feeling cautious, order the Hover Truck to move directly to
the middle of your mine field.  That way, the Apsalus won't be able to
accidentally vaporize him with the MC Overdrive.  Now, when the mission begins,
turn right and jump out of the canyon.  The Apsalus will likely follow you, fire
its spray cannon while moving towards you, then activate it's MC Overdrive.  You
don't wanna be there when that goes off, so move away.  Make use of your direct
fire ability, and you can make quick work of the Apsalus.  However, it can make
quick work of you if it manages to tag you.  Remember though, you can go to
Sanders for repairs/resupply, and get your shield replaced.

Obtaining S Rank: This is just annoying.  First off, give your allies a weak
weapon (Such as the Machine Gun) to make sure they can't steal the Apsalus kill
from you.  You should also have them hide in the minefield to keep them out of
the way/protect them.  Now, during the mission, you'll get an announcement that
Dopps have shown up.  You have to destroy them before you kill the Apsalus.  For
this purpose, you'll probably want to bring a Hyper Bazooka in addition to the
rifle.  But at low levels, it's probably still going to be a royal pain.  Good
luck with that.

Rank B: Unlocks D Group Skill: Quick Reload Lv 2
Rank A: Unlocks D Group Skill: Quick Reload Lv 3

Shiro Mission 04
<Unknown>

Equipment: RX-79[G]Ez-8 / Beam Rifle (RX-79[G]) / 100mm Machine Gun / Shield
Skills: Continuous Fire, Anti-HE, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of all enemy units
Defeat Condition:
   Destruction of Player Unit
   Destruction of Team Member

Time Limit: 7:00
Normal Enemies:
   MS-06J
   Magella Attack
Special Enemies:
   None
Special Allies:
   RX-79[G] - Karen Lv 11 / 275 Armor / Beam Rifle (RX-79[G]) / 100mm Machine
Gun / Shield
   RX-79[G] - Sanders Lv 11 / 275 Armor / Beam Rifle (RX-79[G]) / 100mm Machine
Gun / Shield
   Hover Truck - Eladore Lv 9 / 11 Armor

Yow.  Lots of enemies in this stage.  What's worse is they can quickly swamp any
one of your allies, and if they kill any of them; Game Over.  For starters,
you'll probably want to have everyone (Yourself included) move northwest.  The
distant position will likely protect the Hover Truck.  After that, set either
Karen or Sanders to help the other, and then set the other to help you (So
they'll follow).  Now you'll want to slowly work your way south from the west so
the entire enemy line won't rush you.  Note that, despite your caution, enemies
may randomly spawn, oh, say, right behind you.  So unless you want to be engaged
in an eternal (Well, less than 10 minute) battle, constantly work your way
through the enemy targets.

Once you've managed to clear the map (That seems to include randomly spawned
ones), the mission ends.

Obtaining S Rank: There doesn't seem to be any real trick to it.  Assuming
everyone survives relatively intact, the sheer number of enemies should get the
S Rank.

Rank A: <Unknown>
Rank S: Unlock A Group Skill: Melee Power Up / Unlock MS: RX-79[G] GM Head

--------------------------------------------------------------------------------

Shiro Mission 05
<Unknown>

Equipment: RX-79[G]Ez-8 / 100mm Machine Gun / Shield
Skills: Melee Power Up/Combo, Anti-Shell, Ground Speed Up, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Survival of a Guntank
Defeat Condition:
   Destruction of Player Unit
   Destruction of Team Member
   Destruction of Gutanks

Time Limit: 5:00 / 5:00 (After Gouf appears)
Normal Enemies:
   MS-06J
   MS-09
Special Enemies:
   MS-07B-3 - Norris Lv 24 / 168 Armor / Heat Rod (MS-07B-3) / Shield
Special Allies:
   RX-79[G] GM Head - Karen Lv 12 / 280 Armor / Beam Rifle (RX-79[G]) / 100mm
Machine Gun / Shield
   RX-79[G] - Sanders Lv 13 / 285 Armor / 180mm Cannon / 100mm Machine Gun /
Shield
   Hover Truck - Eladore Lv 10 / 11 Armor

If you're not a very high level, this is probably going to suck hard for you.
Particularly due to Shiro's usual poor choice of arms (And that's ripe for a pun
there).  To start off, set Karen and Sanders to guard their Guntank.  Then order
Sanders' Tank Northwest, your tank Northeast, and Karen's Southeast.  You might
want to send the Hover Truck Southeast as well for good measure.  Why are we
doing this?  Because the big nasty Gouf Custom is gonna pop out RIGHT where
Sanders is, and if the Guntank is there, Norris will instantly kill it.

When the mission begins, you'll have a Zaku to your right set to attack you.
Dispatch him quickly, then turn your attention to the Dom.  Once you've killed
them, your tank is safe.  Hustle south to Karen and her Guntank, because you're
gonna have to help her and Sanders.  Once those two are down, you'll, obviously,
want to run over to Sanders.  When you've destroyed all the fodder, a message
will pop up from Eladore.  He's telling you he hears something, but he's not
sure what it is.  He'll then figure out its an elevator, and Norris will make
his dramatic entrance.  Your Victory Condition will update to his destruction.

When Eladore starts talking, don't pause, since it'll continue the dialog.
Instead, use that time to get into position.  Norris will spawn right inside
that building with the corner blown out.  If you're feeling daring/sneaky/mean,
cram yourself right in that corner, so when he spawns, you'll be DIRECTLY behind
him.  Also note that, had you not ordered the Guntank to move, it'd be dead
already.  Norris will likely take off in his pursuit of the Guntanks (Generally
preferring to go after Sanders' first).  STAY ON HIM.  Be totally relentless.
While you're catching up to him, be firing your machine gun.  However, try not
to destroy buildings in front of him, since he'll frequently get stuck against
them for a moment, allowing you precious time to catch up.  When you start
getting close, pull out the beam saber and slash him in the back.  Tackle him
too.  Spray the vulcans.  Just don't let up, because he's hard to get a clean
hit on, and all he has to do is get close to each tank to win, because they'll
just spontaneously combust.

Sucks for you.  Don't be tricked into setting your wingmen to attack him,
though, because they'll just be playing catch-up forever.  As usual, make use of
the direct hit ability, as it'll help with your melee attacks.  And cross your
fingers.

Obtaining S Rank: Okay, this is gonna be easier for you the second time around.
Arm the Beam Rifle and Hyper Bazooka.  Now laugh maniacally.  I assume you see
where this is going.  Use Direct Hit on Norris and shoot him in the back.

Rank A: <Unknown>
Rank S: Unlocks Pilot: Sayla Mass / Unlocks MS: RX-75 M.P. / Unlocks MS:
RX-79[G]Ez-8

--------------------------------------------------------------------------------

[ CHRISTINA MACKENZIE ]
Chris Mission 01
<Unknown>: Libot Colony

Equipment: RX-78NT-1 / Gatling Gun
Skills: Melee Power Up, Ground Speed Up, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of Zaku FZ
Defeat Condition:
   Destruction of Player Unit

Time Limit: 5:00
Normal Enemies:
   None
Special Enemies:
   MS-06FZ - Bernie Lv 8 / 102 Armor
Special Allies:
   None

Welcome to Chris' first and only (Not counting the Hardcore) mission.  This is
gonna suck for you the first time through.  Bernie is hiding at the top of the
hill, in the middle of a minefield, and he's not coming out unless you come to
get him first.  You have 20 gatling shots (Which will do you no good), no
vulcans, and no shield.  And to top it all off, Chris is easily the worst pilot
in the game.  What do you have going for you?  Bernie has no ammo, and MS to MS,
the Alex is better than the FZ.  Unfortunately, the first time you play,
Bernie's got 6 levels on you and almost twice your health.

You may have trouble even getting in range of Bernie.  When the mission starts,
if you quickly hop onto the edge of the hill, then take a BIIIG leap right on
top of the first balloon (Yes, there's only one Zaku FZ.  Those two giant santa
balloons are not Zakus in disguise), you probably won't hit one, and you'll get
Bernie's attention.  Promptly jump all the way back out of the minefield, and
into the 'river' where you started.  Bernie will chase.  Get him to hop down
into the river with you, then jump back out and head for the base (The southern
half of the map).  This will help you by giving you some obstacles between you
and him for you to exploit.

Specifically, when he's run face-first into a building for long enough, he'll
either attack it (Destroying it and giving you an opportunity to attack), or
he'll jump over it and you, giving you a chance to melee him in the back and
jump away.  If he hits you, you'll want to attempt a vertical jump away from him
IMMEDIATELY.  It's likely that, not only will you not survive more than one even
decent hit, but you'll be slowed down by the blow and he'll immediately try to
hit you again.  It's a little unnerving, but rather than standing behind the
building, stand on the edge of it.  You'll be in a better position to hit him
back.  However, if he jumps, look out, because he will gladly hit you mid-jump
and ruin your day.

A good trick I've found is that, when the opportunity should arise,
shield-tackle him (Preferably from an angle where if it doesn't knock him down,
he can't immediately melee you), move around behind him, and melee once.  Behind
him, not only do you have a better chance of doing a decent amount of damage,
but he'll often get up and melee thin air, giving you a chance to jump away.

If you're having trouble killing him (Which you probably will), go to someone
else's stage, and level up Chris for a while.  If you can do it at level 2,
however, congratulations, that's quite a feat.  Unless he was just having a
stupid day or something.  Either way, once you've beaten it, you've finished
Chris' Plotline.  Congrats.

Obtaining S Rank: It's time for sweet, sweet revenge.  Having beaten the level,
you can now arm Alex with numerous weapons, and more importantly, a shield.
Take whichever weapon you want, it doesn't really matter, because the gatling
gun (Now fully loaded) will more than do the job against the unarmed FZ.  Maybe
it's just me, but the Alex seems a lot more sluggish.  It's possible, if not
likely, that the game mercifully gives you a stat boost until the mission has
been complete once.  Lure Bernie over to the river area.  If he just dumbly
stands at the edge, feel free to hop up and fire a few rounds into him until he
wises up and jumps in.  Then tear him up.  With your shield, you can take a LOT
more abuse from him, and you won't get stunned at the drop of a hat.  More
importantly, you now have a massive range advantage.  So tear him up.

Rank B: Unlocks Weapon: 90mm Machine Gun
Rank A: <Unknown>
Rank S: Unlocks Weapon: Missile Launcher

--------------------------------------------------------------------------------

[ KAI SHIDEN ]
Kai Mission 01
<Unknown>

Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2)
Skills: Improved Ground Mobility, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Whitebase escapes the area
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 10:00
Normal Enemies:
   MS-06F
   Magella Attack
   Dopp
Special Enemies:
   MS-06S - Char Lv 15 / 115 Armor / 120mm Zaku M. Gun / 280mm Zaku Bazooka
Special Allies:
   Whitebase - Bright Lv 4 / 442 Armor / WB 50Clip / WB 0Clip
   RX-78-2 - Amuro Lv 6 / 241 Armor / Beam Rifle (RX-78-2) / Hyper Bazooka /
Shield
   RX-75 - Hayato Lv 1 / 127 Armor / 120mm Cannon (RX-75)

Look familiar?  Yes, it's exactly the same setup as Amuro Mission 02, and things
are going to play out much in the same manner.  However, this time you take on
the role of Kai and the Guncannon,  so things are gonna work a little
differently for you.  For starters?  You're right next to Whitebase, no mad dash
required.  The bad part?  You're slow, and you've got no shield.

You've got another problem; the Dopps.  In the Gundam, you could easily jump up
to meet them.  But the Guncannon is much heavier, slower, and has weaker
thrusters.  Air-to-air combat isn't going to be so successful this time around.
However, there's a bright side.  Your 240mm Cannons, though slow to fire and a
little low on ammo, are very effective in taking down the fighters, since
they'll detonate when near and blow the Dopp out of the sky.

Amuro will likely keep all the tanks and Zakus that would normally be rushing
you from the east from advancing, so keep your focus on the Dopps and anything
directly in Whitebase's path... particularly the blockade at the end of the
canyon.  And once again, your Victory Condition will update to the destruction
of Char's Zaku.

Char will, as usual, rudely hunt you down without mercy... unless you get too
far from Whitebase, in which case he'll gladly blow it up for you.  Don't try to
get in a melee fight with him.  Your little Guncannon fists are no match for his
heat hawk and dreaded side-kick.  He will, of course, try to get in a melee
fight with you.  Which, really, isn't a good idea on his part, given the fact
that you've got two massive cannons mounted on your shoulders.  Back away from
him ever-so-slightly (Still within vulcan range even) and fire.  Both shells
should hit him.  Repeat until he's dead.  It shouldn't be a problem.  As an
aside, while writing this I came across a funny glitch.  I blew away one of
Char's little Zaku friends, and he just stood there.  Normally it would have
exploded a second later, but no, it just stood there paralyzed until the mission
ended.  It was kinda cool.

Obtaining S Rank: Like Amuro Mission 02, killing all the Zakus that appear with
Char should get the S-rank.  I didn't even get the kill on Char, and I still got
it.

Rank A: <unknown>
Rank S: Unlocks A Group Skill: HE Power Up Lv 3

--------------------------------------------------------------------------------

Kai Mission 02
<unknown>

Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2)
Skills: HE Power Up, Anti-HE, Improved Ground Mobility, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of incoming Dopps
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 5:00 (After destroying Dopps)
Normal Enemies:
   Dopp
Special Enemies:
   MS-09 - Gaia Lv 14 / 145 Armor / 360mm Giant Bazooka
   MS-09 - Ortega Lv 13 / 166 Armor / 360mm Giant Bazooka
   MS-09 - Mash Lv 13 / 166 Armor / 360mm Giant Bazooka
Special Allies:
   Whitebase - Bright Lv 7 / 490 Armor
   RX-75 - Hayato Lv 6 / 154 Armor / 120mm Cannon (RX-75)
   Core Booster - Sayla Lv 2 / 31 Armor / MPC (Core Booster) / Missiles
   RX-78-2 - Amuro Lv 10 / 250 Armor / Beam Rifle (RX-78-2) / Shield
   Midia - Matilda Lv 8 / 37 Armor / WEAPON

Detecting a pattern yet?  Another recap of an Amuro mission, 06 this time.  It's
not surprising, really, given the fact that you're playing a character that was
your ally on almost every mission.  The only difference I see is the levels of
allies and enemies.  When the mission starts, the Dopp swarm will attack.
Depending on your luck, this can go better or worse than the first time around
with Amuro.  Much like on Kai's first mission, though, substitute the jump and
melee strategy with simply firing the cannons.

When the Dopps have all been destroyed, you'll likely want to move back towards
Whitebase and resupply for your battle with the Tri-Stars.  The trap detailed in
Amuro Mission 06 won't work again, since Whitebase is unarmed this time around.
Additionally, Kai isn't quite as strong-willed as Amuro, and so Confusion mode
is something you'll have to watch out for.  You've also got no direct-hit
ability, so your shots will be less effective.

Wow, sucks for you.  You'll want to utilize your allies to help take down the
Tri-Stars armor for you.  Amuro will do an excellent job of hacking away at
them.  Hayato will do an excellent job of spontaneously combusting.  Set your
wingmen to Attack one of the Tri-Stars, and focus your fire on the same one.
The faster you reduce their numbers, the easier it'll be.  Remember, the Midias
can resupply and repair you, so make use of that.

Obtaining S Rank: Wow, this is going to be a lot peskier than when you did it
with Amuro.  You've got no shield to absorb hits on you, so what you'll want to
do instead is have your allies do the dirty work.  Get them involved in a brawl
with the Tri-Stars, while you stand back and fire away with your cannons.
Hopefully your allies won't take too much of a beating, and you'll be able to
repair your armor to full before the mission ends.

Rank A: Unlocks C Group Skill: The second Step skill Lv 3

--------------------------------------------------------------------------------

Kai Mission 03
<Unknown>: Jaburo A Block

Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2)
Skills: HE Power Up, Anti-Beam, Improved Ground Mobility, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Defeat enemy MS
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 8:00
Normal Enemies:
   MSM-03
Special Enemies:
   MSM-04 - Ramuji Lv 13 / 120 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Kraft Lv 13 / 120 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-07S - Char Lv 18 / 202 Armor / One Arm M.P.C. / Both Arms M.P.C.
   MSM-04 - Iwanofu Lv 14 / 122 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Akahana Lv 15 / 124 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
Special Allies:
   Whitebase - Bright Lv 10 / 519 Armor
   RX-75 - Hayato Lv 6 / 154 Armor / 120mm Cannon (RX-75)
   RX-78-2 - Amuro Lv 13 / 257 Armor / Beam Rifle (RX-78-2) / Shield
   Fanfan - Woody Lv 12 / 6 Armor / Missile Launcher

Surprise, again we're back to an Amuro Mission.  When the mission starts, you'll
immediately be confronted by a wave of 2 Acguys and 2 Goggs.  You'll likely want
to set the Gundam to come Help you.  Target the middle of the group (Preferably
a Gogg) first, and open fire with your cannons.  Focus your fire on the Goggs
first, since they'll fall easier (Being no-name pilots), and thinning out the
number of enemies you're against is almost always the best strategy.  By the
time you've done that, the cavalry (Amuro) will probably have arrived and begun
wailing on the pesky Acguys.  Once they've all been dispatched with, head west
to pick off the remaining Goggs.  Bring Amuro along, but leave Hayato to defend
Whitebase (In case Char slips by you and decides he feels like blowing it up).

Head south, and you'll run into Char.  The mission status will update.  Lay into
him with your cannons.  Hopefully, he'll occupy himself with Amuro (Or at the
very least, Amuro will occupy him with a few beam saber slashes), leaving you
free to blow him away in the usual manner.

Obtaining S Rank: The death of every enemy on the map, as well as keeping your
armor up, should be enough to guarantee the S Rank.

Rank A: Unlocks B Group Skill: Anti-Stun Lv 3
Rank S: Unlocks Unit: RX-77-2

--------------------------------------------------------------------------------

Kai Mission 04
<Unknown>

Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2)
Skills: Continuous Fire, Anti-HE, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of 6 enemy MS
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: TIME
Normal Enemies:
   MS-09R
   Musai
Special Enemies:
   None
Special Allies:
   Whitebase - Bright Lv 11 / 235 Armor / WB 50Clip / WB 0Clip
   RX-78-2 - Amuro Lv 15 / 261 Armor / Beam Rifle (RX-78-2) / Shield
   RX-77-2 - Hayato Lv 7 / 253 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Core Booster - Sayla Lv 4 / 33 Armor / MPC (Core Booster) / Missiles
   Core Booster - Sleggar Lv 13 / 57 Armor / MPC (Core Booster) / Missiles

*sniff sniff* Do I smell something?  Oh, that's it, it's another Amuro level!
Amuro Mission 08 this time.  Same deal as before.  Blow away some MS, and
mission status updates to destruction of the Chibe.  However, since you're in
the inferior MS using an inferior pilot, and quite possibly an inferior level,
you might want to play things a little smarter.  Switch to your beam rifle, and
switch it to two-handed mode.  Take things slow, and pick the Doms off from far
away.  They'll generally just float towards you until they start getting close
to their 360mm's max range.  However, your rifle has superior range anyway, and
switching it to 2-hands only increases it.  Just watch your ammo, since it won't
last you long, and Whitebase is a little far from the action for frequent
resupply.

Obtaining S Rank: A good MS kill count, as well as blowing away the two Musais,
should be plenty.

Rank A: <unknown>
Rank S: Unlocks A Group Skill: Quick Fire Lv 3 / Unlocks Weapon: Spray Missile
Launcher

--------------------------------------------------------------------------------

Kai Mission 05
<Unknown>: S Field

Equipment: RX-77-2 / 240mm Cannon / Beam Rifle (RX-77-2)
Skills: Quick Fire, Anti-HE, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   CONDITION1
Defeat Condition:
   CONDITION1
   CONDITION2

Time Limit: TIME
Normal Enemies:
   MS-06F
   MS-09R
   MS-14A
   Musai
   Chibe
Special Enemies:
   None
Special Allies:
   Whitebase - Bright Lv 14 / 534 Armor / WB 50Clip / WB 0Clip
   RX-78-2 - Amuro Lv 18 / 270 Armor / Beam Rifle (RX-78-2) / Shield
   RX-77-2 - Hayato Lv 13 / 303 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Core Booster - Sayla Lv 12 / 41 Armor / MPC (Core Booster) / Missiles

Assuming you unlocked it in Kai's Mission 04, you now have the beloved Quick
Fire skill, which should do a lot to satisfy all your shell-firing needs.

Anyway, shockingly, this is just a liiittle different than Amuro's ABQ mission.
Terrifying, I know.  It's two parts again, however the second part is nearly
identical to the first.  The only difference is that Amuro will be MIA, and
you'll be ambushed by an enemy MS team hell-bent on wasting Whitebase.

Part 1: Identical to Amuro's ABQ Part 1, excluding the fact that you leave with
Whitebase (And thus, less Musai-hunting opportunity)  Since Amuro won't be
around for Part 2, make use of him while you can.  I suggest having him Help
whichever is the forward-most Salamis, since it will be the one directly in the
Line of Fire of the constantly-spawning Musais.  Set Hayato to Help another
Salamis.  Set the RB-79 Balls to Help their respective GM, and set each GM to
Help a Salamis.  Set Sayla to Help the remaining Salamis, unless you really feel
you need something guarding Whitebase, in which case, send her there, and just
keep an eye out on the less-guarded one yourself.

Part 2: Everything resets due to the load.  Whitebase now has 267 armor
remaining, and it's VERY important you keep that as high as you can.  Set
everyone to Help Whitebase.  Screw the Salamis, they can go to hell for all I
care.  Whitebase is gonna want as much armor as it can get.

When Whitebase closes in on the Advance zone (I'm not sure of the exact trigger,
though they usually seem to show up around the 2 minutes remaining mark), you'll
get a cutscene.  This is the bad part.  Six Gelgoog Rookies, along with a Musai,
will appear out of nowhere and zergrush Whitebase.

Yeah.  That's bad.  Four of them will spawn to the North of Whitebase (Two of
which have 360mm Bazookas rather than the standard Beam Rifle), so if you manage
to be right in front of/behind them, you can lay into them with the cannons and
the Quickfire skill to knock them away to prevent the popular rookie tactic of
"1. Put gun against Whitebase  2. Pull Trigger", but there's a degree of luck to
it.  Once the Gelgoog RDS (Rookie Death Squad) is eliminated, Whitebase is
mostly out of danger.  Enemies will still spawn, but they'll be the usual
non-Zergrushing kind.

If the Gelgoogs gave you a run for your money, you aren't gonna like Hayato's
Mission 05.  It's twice as bad.  Either way, congrats, you're done with Kai...
until the epic Guncannon melee dual.  Have fun.

Obtaining S Rank: Rinse and Repeat Battle of Solomon S Rank info.  Fly to
Advance zone, blow up ships.  The main difference being, enemy MS will
obnoxiously spawn here (at least to a point), and that the Federation ships are
a lot happier about moving forward when you're not around.

This is true of all Federation Battle of A Baoa Qu missions.

Rank A: Unlocks Weapon: Hand Grenade (EFF)
Rank S: Unlocks Weapon: Beam Rifle (RX-78-2)

--------------------------------------------------------------------------------

[ SAYLA MASS ]
Sayla Mission 01
<Unknown>

Equipment: RX-78-2 / Beam Rifle (RX-78-2) / Shield
Skills: Combo, Anti-Shell, Improved Ground Mobility, Ship-Killer

Mission Briefing: Not Yet Available

Victory Condition:
   <Unknown>
Defeat Condition:
   <Unknown>

Time Limit: 5:00
Normal Enemies:
   None
Special Enemies:
   YMS-07B - Ramba Lv 15 / 186 Armor / Heat Rod (YMS-07B) / Shield
   MS-06J - Akous Lv 8 / 63 Armor / 120mm Zaku M. Gun / Cracker
   MS-06J - Kozun Lv 10 / 65 Armor / 120mm Zaku M. Gun / Cracker
   Gallop - Hamon Lv 12 / 140 Armor / Gallop 0Clip / Gallop Infinity Clip
Special Allies:
   Whitebase - Bright Lv 6 / 460 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Amuro Lv 6 / 279 Armor / 240mm Cannon
   RX-75 - Hayato Lv 2 / 132 Armor / 120mm Cannon (RX-75)

Welcome to Sayla's only normal mission.  This is going to sting.  How much?
Well, lets compare the starting Sayla to the starting Chris.  Chris has more
than twice the aiming and will, plus a much better MS, against a far inferior
enemy force.  Sayla has better defense and slightly better reflex and
acceleration, but she's gonna be busy being smacked around by Ral's gang while
in Confusion mode.  And lucky you, you get a lovely ammo problem just like
Chris, with only 5 shots left in the rifle.  "You should level up a little" is
the understatement of the century.  This is probably my most hated level.

Move to the Advance zone (Or alternatively, towards the Gallop to the west,
that's heading for Whitebase... but don't directly intercept it using the
closest intercept point, since Ral will spawn behind you and promptly send you
into Confusion mode then cut you in half from behind in one slice.  Also note
you can't fire on it till Ral shows), and the Ramba ambush will occur.  Victory
Condition will update to the more usual "Destroy Gouf, failure on destruction of
player or Whitebase".  Unfortunately, you can't give your allies commands in
this mission, so you can't have them occupy Ral for you while you go about your
business.  The worst part of this mission is the fact that Ral will cause your
Pressure Gauge to absolutely SKYROCKET, sending you into Confusion mode
constantly.  I don't know much you can do to combat this, except try to stay as
far away from him as possible.

Your best bet for simply clearly the level is to take a big jump towards the
Advance zone and land on the hill there.  Ral and co will spawn at the bottom of
the hill, and your overheat gauge will reset.  Then take a backwards leap back
to Amuro and Hayato, pretty much where you started.  Then jump away again and
head for the Gallop.  Amuro and Hayato will quite possibly chase off Ramba Ral
before you even get there.  At least, if you're lucky.

Obtaining S Rank: First of all, level up (Raise your hand if you saw THAT
coming).  This is also one of my most hated S-Ranks.  To get it, you're going to
have to destroy the Gallop and Kozun, and then Ramba Ral.  Yes, that's Kozun,
not, NOT Akous.  Killing Akous will cause Ramba Ral to run away, and Ral not
being destroyed will NOT get enough points for the S.

Switch Combo for Continuous Fire.  You'll want to move to the Gallop in order to
have Ral attack (Rather than going to the Advance zone).  Destroy the Gallop
(Hopefully while moving away from Ral & Co), then turn your attention to Kozun.
This is the pesky part, since your allies (Whom you can't command) may destroy
Akous, causing Ral to run and losing your S-Rank.  If Ral starts chasing you
after you've taken down Kozun, start hopping away.  You should be able to outrun
him enough to get your pressure all the way down and then turn, activate direct
fire, and pump some BR shots into him.  Your allies should (Hopefully) follow
you and try to kill Ral rather than loitering around with Akous.

Rank B: Unlocks Pilot: Hayato Kobayashi / Unlocks D Group Skill: Quick Draw Lv 2
Rank A: UNLOCKABLE
Rank S: Unlocks D Group Skill: Quick Draw Lv 3 / Unlocks MS: RX-78-6

--------------------------------------------------------------------------------

[ HAYATO KOBAYASHI ]
Hayato Mission 01
<Unknown>

Equipment: RX-75 / 120mm Cannon (RX-75)
Skills: Quick Fire, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Whitebase escapes the area
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 10:00
Normal Enemies:
   MS-06F
   Magella Attack
   Dopp
Special Enemies:
   MS-06S - Char Lv 15 / 115 Armor / 120mm Zaku M. Gun / 280mm Zaku Bazooka
Special Allies:
   Whitebase - Bright Lv 4 / 442 Armor / WB 50Clip / WB 0Clip
   RX-78-2 - Amuro Lv 6 / 241 Armor / Beam Rifle (RX-78-2) / Hyper Bazooka /
Shield
   RX-77-2 - Kai Lv 1 / 227 Armor / 240mm Cannon / Beam Rifle (RX-77-2)

Hayato's missions are identical to Kai's in every way, except for the fact that
you start 3 inches east of Whitebase instead of 3 inches west, and the fact that
your ground missions have the awesome Guntank.  You'll play this mission much in
the same way as you did with the Guncannon.  However, the Guntank's main weapon
has a better range, better damage (Well, maybe), and a MUCH bigger blast radius.
Your Sub weapon is also excellent for taking Dopps out of the air, should they
come in range of it.  But you'll be dropping enemies left and right.  However,
don't run off and help Amuro (Even though you can shoot over cliffs and blow
away 3 Magella Attack Tanks at once), since Whitebase will encounter enemies and
take an awful beating.  Amuro may be able to afford the luxury of running around
like a psychotic adolescent, but you aren't.  Moving off to Amuro to get his
attention is fine though, just don't stay too long.

The Guntank's main failing is that, unlike the MP version, it's torso cannot
rotate independent of it's base.  So if something gets you in close-range
combat, you're in pretty big trouble.  Turn whichever way is quicker to get them
aligned with your treads (IE, if its faster to turn directly AWAY from them, do
THAT, then hit B without L to do a quick turn), fire your guns, and jump up and
back.

I believe a serviceable strategy to use against Char is to hop on the western
canyon wall to cause him to spawn somewhere he can't just hack into you.  After
he appears, you'll be able to move down and teach him to do the Guntank Hop.
When you get a lock on anyone (Preferably with your cannons aiming at an angle,
behind a rock), fire at them and watch them bounce.  Then get Char reasonably
close, knock him down with your cannon fire, then hit L+B to unleash Guntank-y
fury upon him, blasting the crap out of his Zaku.

Obtaining S Rank: Again, blowing away all the Zakus that come with Char should
do it fine.

Rank A: <Unknown>
Rank S: Unlocks C Group Skill: Improved Water Mobility Lv 3

--------------------------------------------------------------------------------

Hayato Mission 02
<Unknown>

Equipment: RX-75 / 120mm Cannon (RX-75)
Skills: Quick Fire, Anti-HE, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of incoming Dopps
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 5:00 (After destroying Dopps)
Normal Enemies:
   Dopp
Special Enemies:
   MS-09 - Gaia Lv 14 / 145 Armor / 360mm Giant Bazooka
   MS-09 - Ortega Lv 13 / 166 Armor / 360mm Giant Bazooka
   MS-09 - Mash Lv 13 / 166 Armor / 360mm Giant Bazooka
Special Allies:
   Whitebase - Bright Lv 7 / 490 Armor
   RX-77-2 - Kai Lv 8 / 266 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Core Booster - Sayla Lv 2 / 31 Armor / MPC (Core Booster) / Missiles
   RX-78-2 - Amuro Lv 10 / 250 Armor / Beam Rifle (RX-78-2) / Shield
   Midia - Matilda Lv 8 / 37 Armor / WEAPON

One again, identical to Kai's Mission 02.  Since you're in the Guntank, you'll
likely be responsible for the majority of the Dopps' destruction.  The range and
blast radius of your weapons will be knocking them out of the skies left and
right.  Then the mission status will update to the destruction of the Tri-Stars.
Play it similar to how you did with Amuro, though you're gonna want to make sure
you have support to prevent you from getting caught in an all-out melee-fest,
since that's something you CAN NOT win.  I suggest hopping up on the hill east
of Whitebase as a sniping location.

If you get real, REAL lucky like I (just now) did, only one of the Tri-Stars
will come out, leaving you to absolutely massacre him with your L+B barrage
(Just like you did Char) and resupply, so you can do it yet again.  But even if
they don't do something that tremendously stupid, it doesn't matter.  L+B will
still slaughter.

Obtaining S Rank: Press L+B.  You win!  Seriously though, assuming you can beat
the level, you can likely S-Rank easy as hell.  Just take out a few Dopps and
the Tri-Stars without getting the snot kicked out of you.

Rank A: <Unknown>
Rank S: Unlocks B Group Skill: Anti-Energy Down

--------------------------------------------------------------------------------

Hayato Mission 03
<Unknown>: Jaburo A Block

Equipment: RX-75 / 120mm Cannon (RX-75)
Skills: Quick Fire, Anti-Beam, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Defeat enemy MS
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: 8:00
Normal Enemies:
   MSM-03
Special Enemies:
   MSM-04 - Ramuji Lv 13 / 120 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Kraft Lv 13 / 120 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-07S - Char Lv 18 / 202 Armor / One Arm M.P.C. / Both Arms M.P.C.
   MSM-04 - Iwanofu Lv 14 / 122 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Akahana Lv 15 / 124 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
Special Allies:
   Whitebase - Bright Lv 5 / 471 Armor
   RX-77-2 - Kai Lv 6 / 234 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   RX-78-2 - Amuro Lv 13 / 257 Armor / Beam Rifle (RX-78-2) / Shield
   Fanfan - Woody Lv 12 / 6 Armor / Missile Launcher

Well, you're immediately confronted by the same wave of enemies as you were with
Kai.  Nuke at will, and use your L+B Barrage wherever it suits you most.  I
believe my record for annihilating them is something on the order of 2.3 seconds
(Yeah, that's a little exaggerated, but not much.  I did it in under 20 at level
5 just now, no damage).  Head west, and have the 2 Goggs do the Guntank Hop.
It's likely one will be destroyed before the other can even fire.  If you're up
for some real fun, fire at one, then fire at the other, then fire at the first.
They'll both do the Guntank Hop and neither will be able to get anywhere.  After
this, head back towards Whitebase to Resupply, so you'll regain your L+B Barrage
(Assuming you used it against the first wave of MS coming in to Jaburo).

Now turn your attention to Char and his lackeys.  Teach them a new dance step;
The Guntank Hop (Before anyone asks, no, I NEVER get tired of saying that.
Guntank Hop Guntank Hop Guntank Hop.  Never fear though, for, alas, this is the
last terrestrial mission, and thus, the end of the Guntank Hop.  We've had good
times together though, Guntank Hop, ye shall be missed).

Obtaining S Rank: You may want to equip the Anti-Overheat skill you gain for
clearing this mission, since it'll help you with boosting around.  You shouldn't
have a problem S-Ranking until you get to the part where you blow away Char and
his pals.  The two Acguys will likely try to gang up on you, and Amuro will
possibly kill Char before you get a chance to fight anything.  You may want to
swing wide to the west, and hopefully catch one Acguy off in the back by
himself.  Leave Amuro set to Help Whitebase, in case Char decides to go blow it
up.  It may also be a good idea to have the GM that starts to the west set to
Help you, as he'll provide a decent distraction.

Rank B: Unlocks B Group Skill: Anti-Overheat Lv 2
Rank A: <Unknown>
Rank S: Unlocks B Group Skill: Anti-Overheat Lv 3 / Unlocks Weapon: 180mm Cannon
(RX-79[G])

--------------------------------------------------------------------------------

Hayato Mission 04
<Unknown>

Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2)
Skills: Continuous Fire, Anti-HE, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of 6 enemy MS
Defeat Condition:
   Destruction of Player Unit
   Destruction of Whitebase

Time Limit: TIME
Normal Enemies:
   MS-09R
   Musai
Special Enemies:
   None
Special Allies:
   Whitebase - Bright Lv 8 / 235 Armor / WB 50Clip / WB 0Clip
   RX-78-2 - Amuro Lv 15 / 261 Armor / Beam Rifle (RX-78-2) / Shield
   RX-77-2 - Kai Lv 8 / 281 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Core Booster - Sayla Lv 4 / 33 Armor / MPC (Core Booster) / Missiles
   Core Booster - Sleggar Lv 13 / 57 Armor / MPC (Core Booster) / Missiles

Alas, we head to space, and thus leave the precious Guntank and it's mighty
Guntank Hop behind, as well as anything that differentiated Hayato's missions
thus far from Kai's, save the fact that Bright's levels jump around crazy-like.
Except Bright's level difference doesn't matter on this mission, since his HP
are pre-set to 235 anyway.

You can play this EXACTLY like you did with Kai.  However, since you hopefully
have the Quick Fire skill, you could instead opt to equip that, have Kai Help
you, have everyone else Help Whitebase, and do things yourself.  Just watch out
for the delay on your cannons, so that the Rick Doms don't tag you back.

Obtaining S Rank: Same as before.  Blow up a decent number of MS, and the ships.

Rank A: <Unknown>
Rank S: Unlocks B Group Skill: Anti-Speed Down / Unlocks Weapon: Rocket Launcher

--------------------------------------------------------------------------------

Hayato Mission 05
<Unknown>: S Field

Equipment: RX-77-2 / 240mm Cannon / Beam Rifle (RX-77-2)
Skills: Continuous Fire, Anti-HE, Quick Reload

Mission Briefing: Not Yet Available

Victory Condition:
   CONDITION1
Defeat Condition:
   CONDITION1
   CONDITION2

Time Limit: TIME
Normal Enemies:
   MS-06F
   MS-09R
   MS-14A
   Musai
   Chibe
Special Enemies:
   None
Special Allies:
   Whitebase - Bright Lv 14 / 534 Armor / WB 50Clip / WB 0Clip
   RX-78-2 - Amuro Lv 18 / 270 Armor / Beam Rifle (RX-78-2) / Shield
   RX-77-2 - Kai Lv 16 / 336 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Core Booster - Sayla Lv 12 / 41 Armor / MPC (Core Booster) / Missiles

Yeah, this is the same as Kai's mission.  The only difference being that Hayato
isn't quite as good as Kai, and the vile VDS (Veteran Death Squad.  Yeah, no
rookies for you!) is piloting Zaku Kais armed with all sorts of nasty things.
But we'll cross that bridge when we reach it.

Part 1: Set things up as you did before.  Have 1 named ally Help each Salamis,
then have the RB-79s cover the GMs, and the GMs cover a Salamis or two.  It may
be easiest to just have most of the MS set to Help Whitebase, then rush north
and pick off Musai for a while.

Part 2: It's even more vital to keep Whitebase's health up here than it was in
Kai's mission.  NOTHING but Whitebase matters here.  Once you've fought for a
while, the evil RDS will appear in their Zaku Kais.  They can hack Whitebase's
health down almost INSTANTLY.  If you're not there, Whitebase is DEAD.  STAY
WITH WHITEBASE!  Preferably in front of Whitebase, facing north, ready to
release all your pent-up rage on the incoming FZs.  Try to get them to attack
you, rather than Whitebase, because you're FAR more likely to survive the
assault.  If you see one attacking Whitebase in the Rookie 2-step tactic (Which
I described in Kai's Mission 05), KILL HIM IMMEDIATELY.

Once the Veteran Death Squad has been dispatched with, enemies will keep
spawning like mad, because they know Hayato is the man and they can't let up.
So don't let your guard down, since Whitebase will likely be low on health from
the VDS assault.  And it really, REALLY sucks to survive that onslaught just to
lose afterwards.

Congratulations.  Not only did you fend off the dreaded Zaku FZ assault, and
complete Hayato's storyline, but if you followed my guide, you're now done with
the Federation side of things.  Way to go.

Obtaining S Rank: Rinse and Repeat Battle of Solomon S Rank info.  Fly to
Advance zone, blow up ships.  The main difference being, enemy MS will
obnoxiously spawn here (at least to a point), and that the Federation ships are
a lot happier about moving forward when you're not around.

This is true of all Federation Battle of A Baoa Qu missions.

Rank A: <Unknown>
Rank S: Unlocks MS: RX-75 / Unlock Weapon: Beam Rifle (RX-77-2)

--------------------------------------------------------------------------------

[ CHAR AZNABLE ]
Char Mission 01
<Unknown>

Equipment: MS-06S (Char, Loum Version) / N.C. Bazooka / 120mm Zaku M. Gun
Skills: None

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of all enemies (?)
Defeat Condition:
   Destruction of Player Unit
   Death of Dozul Zabi

Time Limit: 5:00
Normal Enemies:
   Saberfish
   Salamis
   Magellan
Special Enemies:
   None
Special Allies:
   Falmel - Dozul Lv 13 / 223 Armor / Falmel 50Clip

And now we come to the Zeon side of things.  Personally, I think the Zeon
missions are usually more interesting.  Rather than rushing around slaughtering
everything indiscriminately.  in the same ultra-MS the whole time, you
frequently change MS and are usually against 3 enemies that will crush you
unless you use tact.

So here's your first Zeon mission, where you rush around slaughtering everything
indiscriminately ^_^.  Just as an aside, Char's Zaku in this mission doesn't
sport the usual command antenna.  Anyway, this mission introduces you to my
favorite weapon, and I hope it'll be one of yours, the NC Bazooka.  It fires
nukes.  Yes.  Nukes.  Things explode big.  Much fun.  Now, before any of you
0083 fanboys out there get disappointed, remember that nuclear weapons don't all
deliver blasts of biblical proportions.  But this think will whack just about
any run-of-the-mill enemy in, at most, two direct hits.  You'll be able to use
this to level up like mad by killing the Whitebase crew in just one clip.

Anyway, to the task at hand: You've gotta blow up some warships.  Since you've
only got 8 nukes (I can't believe I just said that), don't waste any on the
fighters.  Either switch to the machine gun to shoot them down, or use the more
handy and infinitely cooler L+B attack to use Char's infamous sidekick to blow
them up.  As for the warships; Salamis get 1 nuke, Magellans get 2.  If they
don't die after that, DON'T use up an extra nuke.  Switch to the MG, shield
tackle, and fire into it.  As a general rule, you'll want to attack Salamis and
Magellans from behind where their thrusters are, since their guns can't hit you
there.  This mission shouldn't be a problem, as long as you've got a grasp of
the controls and gameplay mechanics.  And if you've beaten the entire Federation
side, I'd hope you should be able to slaughter this easily.

Obtaining S Rank: Set your allies to stay back Helping the ships so they can't
swipe your kills.  Then go blow everything up.

Rank A: <Unknown>
Rank S: Unlocks D Group Skill: Aiming Lv 3

--------------------------------------------------------------------------------

Char Mission 02
<Unknown>

Equipment: MS-06S (Char) / 280mm Zaku Bazooka / 120mm Zaku M. Gun
Skills: None

Mission Briefing: Not Yet Available

Victory Condition:
   Defeat Whitebase
Defeat Condition:
   Destruction of Player Unit

Time Limit: 2:00
Normal Enemies:
   None
Special Enemies:
   RX-78-2 - Amuro Lv 6 / 241 Armor / Hyper Bazooka / Shield
   Whitebase - Bright Lv 4 / 433 Armor / WB 50Clip / WB 0Clip
Special Allies:
   MS-06F - Crowne Lv 5 / 54 Armor / 280mm Zaku Bazooka
   MS-06F - Komu Lv 6 / 55 Armor / 120mm Zaku M. Gun / 280mm Zaku Bazooka

Probably the biggest problem with Char is that the man doesn't seem to like
shields.  Maybe it's just some programmer weirdness and they said "Well, Zakus
look dumb without the shoulder shield, so we won't count that.  And since Char
didn't ever have a puncher shield, we'll just have his Zaku shieldless".  Good
for you when you fight him, not so good when you ARE him.

Well, since the battle of Loum, the Antarctic Treaty has been signed, which
means no more nukes for you.  To commemorate the occasion, the game pits you
against the Gundam.  Yay.  However, all you have to do to clear the mission is
wail on Whitebase a little bit.  You won't get a good rank, but you'll pass.

Obtaining S Rank: Blow up the Gundam.  If you went and beat the mission the easy
way, just equip everyone with shields (and maybe the other machine gun, since
it's lighter).  A good technique, since he's using the bazooka, is to head at
him straight on (but don't get close) and fire at the same time as him.  You can
move out of the way, but he'll just float there like a moron and get knocked
around.  Move in closer, and he'll recover and begin heading towards you, at
which point you fire again.  Rinse and repeat.  If he's dumb enough to try to
melee you, move backwards and fire.  Use L+B when applicable.  Once he's dead,
pump some lead into Whitebase.  It's an easy 1000 point S Rank.

Rank C-A: Unlocks D Group Skill: Lock-On
Rank S: Unlocks Unit: MS-06F

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Char Mission 03
<Unknown>

Equipment: MS-06S (Char) / 120mm Zaku M. Gun / 280mm Zaku Bazooka
Skills: None

Mission Briefing: Not Yet Available

Victory Condition:
   Defeat Whitebase
Defeat Condition:
   Destruction of Player Unit
   Death of Garma
   Escape of Whitebase

Time Limit: Unlimited
Normal Enemies:
   None
Special Enemies:
   Whitebase - Bright Lv 8 / 479 Armor / WB 50Clip / WB 0Clip
   RX-75 - Hayato Lv 5 / 149 Armor / 120mm Cannon (RX-75)
   RX-78-2 - Amuro Lv 8 / 246 Armor / Beam Rifle (RX-78-2) / Shield
   RX-77-2 - Kai Lv 6 / 234 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
Special Allies:
   Dopp - Garma Lv 8 / 37 Armor / Missiles (Dopp)

As a general rule of thumb, any Zeon pilot up against Whitebase will complete
the mission quickly by just jumping on Whitebase and firing like mad.  This
works exceedingly well on this mission.  When you begin, Whitebase will be in
the middle of the canyon, with the Guntrio standing under it.  All of your
allies will be zergrushing from the North, East, and South.  If you chose the
assassinate Whitebase plan, note that the Gundam may, in fact, hop up to join
you, which can be a scary thing.

Obtaining S Rank: For an S Rank, you're gonna have to do a little more than
spending a mere 30 seconds blowing up a ship from the top of a mesa.  That's
right, you're gonna have to hop down and join the Gunboys in the canyon.  The
only help your allies are going to provide here is that when you're too far to
see the enemy, you can follow the tell-tale "78 dmg... 36 dmg... 104 DMG...
BOOM!" off in the distance to know where they are.

Use the terrain to your advantage.  If you engage multiple Gun* (Yes, that's a
wildcard) units at once, you're doomed.  Oh, and bring a shield, 'cause those
beam sabers sting.  Utilize the direct hit ability and the bazooka against the
Gundam.  You should be able to knock off most of his health, then finish the job
with the MG or the heat hawk.  Once you've done enough damage, Amuro will run
away.  Turn your attention to the Guntank, since he should be very easy prey for
you now that the Gundam isn't around to harass you.  Specifically, land behind
him and pump machine gun rounds into his back.  He'll run away, leaving you with
only Kai left.  An MS with no melee weapons?  Get in his face.  Or better yet,
behind him, and kick away.  If you're firing machine gun rounds as you close in,
you might not even get a chance to swap to heat hawk before he runs away.  Then
all that's left is Whitebase, which is a simple matter of jumping up to it and
blowing it up using your preferred methods.

Rank C: Unlocks Pilot: Ramba Ral
Rank C-A: Unlocks B Group Skill: Anti-Beam

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Char Mission 04
<Unknown>

Equipment: MSM-07S (Char) / One Arm M.P.C. / Both Arms M.P.C.
Skills: Anti-Beam

Mission Briefing: Not Yet Available

Victory Condition:
   Locate Jaburo Gates
Defeat Condition:
   Destruction of Player Unit

Time Limit: 7:00
Normal Enemies:
   Tochka (Pillbox)
   Type-61
   AA Cannon
   Watch D.
   RGM-79
Special Enemies:
  None
Special Allies:
   MSM-04 - Akahana Lv 8 / 110 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Iwanofu Lv 6 / 105 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Ramuji Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Kraft Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile

Well, you've finally gotten a useful skill: Anti-Beam.  Now what nasty MS do you
know that that could be useful against?  You also switch to your new MS, the
Z'Gok, which doesn't have a shield (Yeah, that's new for Char), but has some
nasty MPCs to use.  Also note that, in the Z'Gok, you'll have a major mobility
advantage over the enemy GMs in the water.

Anyway, you'll have 7 minutes to find and destroy the two Gates that are
located, unsurprisingly, at the two Advance zones marked on your radar.  You'll
probably want to have all 4 of your allies set to Help you.  Move to an advance
zone, and you'll see a target marked Gate.  Move up to it, and you'll get a
little cutscene.  Now blow it up (One of the reasons you'll want to have your
allies around... it can take a lot of punishment), and you'll get another
cutscene, and a hoard of GMs will spawn around it (The other reason you'll want
them around).  You'll want to run around like a headless chicken while
periodically turning to fire into one.  But don't get too close or hang around
in one spot too long, because if they knock you down you'll be in biiiiig
trouble.  To make things even more obnoxious, enemies will constantly spawn at
the northwest gate, wether you've blown it open or not.

Also note, an enemy called "Watch D." (I assume the D is for Dog) will start
screaming "Enemy Confirmed!" when you get in range and the time limit will drop
to 10 seconds.  If you don't blow it up before that time runs out... uh... I'm
not sure what happens.  I think either some GMs spawn, or they all just come
running.  But the mission continues, so don't sweat it too much.  Regardless, go
blow open both gates, and the mission completes upon the destruction of the
second.

Obtaining S Rank: Blow up a lot of GMs, and don't take a ton of damage.  There's
no special trick you can do here.  Sorry.

Rank C: Unlocks Pilot: Norris Packard
Rank C-A: Unlocks C Group Skill: Improved Ground Mobility

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Char Mission 05
<Unknown>: Jaburo A Block

Equipment: MSM-07S (Char) / One Arm M.P.C. / Both Arms M.P.C.
Skills: Anti-Beam

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of Whitebase
   <Unknown> (Something about the Dock and 80%)
Defeat Condition:
   Destruction of Player Unit

Time Limit: 7:00
Normal Enemies:
   RGM-79
   Type-61
Special Enemies:
   RX-77-2 - Kai Lv 11 / 292 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   RX-75 - Hayato Lv 9 / 172 Armor / 120mm Cannon (RX-75)
   Whitebase - Bright Lv 12 / 538 Armor
   RX-78-2 - Amuro Lv 12 / 255 Armor / Beam Rifle (RX-78-2) / Shield
   Fanfan - Woody Lv 13 / 6 Armor / Missile Launcher
Special Allies:
   MSM-04 - Akahana Lv 8 / 110 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Iwanofu Lv 6 / 105 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Ramuji Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Kraft Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile

This will likely be one of the most vicious slaughters you'll ever dish out with
Char.  The Z'Gok will absolutely eat the GMs on this level.  Your L+B attack
will often (and quite satisfyingly) one hit kill them.  So there's not much to
say about them except don't let them knock you down.

Amuro is conspicuously missing at first.  Kai and Hayato will be guarding
Whitebase, the latter of which should be taken down quickly by Ramuji and Kraft.
So take your time and gut Jaburo.  Once you get up onto that northwest platform
though, Amuro, a GM, and Lt. Woody (In the awe-inspiring 6 armor point Fanfan)
will spawn nearby.  Take advantage of the slow-motion from the dialog to rotate
your camera to target the GM, and take him out first so he can't make you
miserable.

If you feel like making Amuro whine, knock out the Fanfan should the opportunity
arise.  Just be careful with Amuro, making your L+B attacks where you'll be able
to do some damage, stun him, then get behind him and tear into him with the Both
Arms MPC attack.  He'll blow up.

It's entirely possible Kai, Ramuji, and Kraft are all still alive loitering east
of Whitebase.  Go blow Kai up.  Whitebase doesn't have any weapons, so unless
you're worried he'll be able to get you, there's no reason not to kill him.

Obtaining S Rank: Just follow the above instructions.  Killing everything should
give you more than an adequate amount of points for an S Rank, even if you have
next-to-nothing left in the armor department.  For NOT getting an S Rank,
though, I'd suggest just running straight to Whitebase and firing all 8 Both Arm
MPC shots into it, followed by all 3 of the One Arm MPC shots, some L+Bs, and a
light sprinkling of missiles.  Cook 2:30, serves 4.

Rank C-A: Unlocks A Group Skill: Combo

--------------------------------------------------------------------------------

Char Mission 06
<Unknown>

Equipment: MSM-07S (Char) / One Arm M.P.C. / Both Arms M.P.C.
Skills: Any skill you can get your grubby little mitts on.

Mission Briefing: Not Yet Available

Victory Condition:
   Escape to the Advance zone
Defeat Condition:
   Destruction of Player Unit

Time Limit: 7:00
Normal Enemies:
   RGM-79
   Type-61
Special Enemies:
   RX-78-2 - Amuro Lv 13 / 257 Armor / Beam Rifle (RX-78-2)
   RX-75 - Hayato Lv 10 / 177 Armor / 120mm Cannon (RX-75)
   RX-77-2 - Kai Lv 12 / 297 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
Special Allies:
   MSM-04 - Akahana Lv 8 / 110 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Iwanofu Lv 6 / 105 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Ramuji Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile
   MSM-04 - Kraft Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini
Missile

Well, this is the last mission in your Pedophile Pink Z'Gok, and oh boy is it
gonna be fun.  Amuro will spawn roughly .03 inches behind you to the southeast
and immediately annihilate all your allies.  Probably the best way to simply
clear the level is to RUN LIKE HELL.  Immediately take off North, and don't even
bother slowing down.  You'll probably make it with ease.  My record low score
for this level is an astonishing 0 points.  Incidentally, the mission also ends
if you kill absolutely everything.  But the running like hell, that's probably
easier.

Obtaining S Rank: W - O - W this one sucks.  Order all your allies to move
southwest, then due west, then north up into that corner there.  You'll want to
whack the two GMs to your northwest VERY quickly (Possibly even leaving the
second one) and turn your attention to Amuro to prevent him from butchering your
allies.  Get a good angle lined up on the Gundam, activate direct fire, then
tear into him.  Odds are pretty decent that, after this confrontation, you'll be
really low on armor.  Probably the fastest, safest way to do it is to fire 1
shot into the first GM, L+B him to death, turn to the Gundam, fire the other 2
shots into him, L+B to stun him, activate direct hit, move behind him, and fire
into his back.  Works real nice if you come back with Beam Power Up after the
next mission.  Afterwards, take things slow, since one little cannon volley can
ruin your day.

Rank C-A: Unlocks C Group Skill: Improved Space Mobility

--------------------------------------------------------------------------------

Char Mission 07
<Unknown>: Texas Colony

Equipment: YMS-14 (Char) / Beam Rifle (MS-14) / Shield
Skills: Anti-Beam

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of the Gundam
Defeat Condition:
   Destruction of Player Unit

Time Limit: 2:00
Normal Enemies:
   None
Special Enemies:
   RX-78-2 - Amuro Lv 16 / 264 Armor / Beam Rifle (RX-78-2)
Special Allies:
   None

You've finally got a shield!  Hurrah!  Better yet, for once, Amuro doesn't!
Despite what's shown in the mission briefing, Whitebase is not, in fact, hiding
off in the corner, so don't bother looking for it.  Also, interesting note: If
you jump really high, you'll go through the cloud cover, and can see above
you... ground, from the opposite side of the colony.  Anywho, if you're a
sufficient level, this mission shouldn't be any trouble at all.  Use your
shield, activate direct hit, and shoot him.  Easy.

Obtaining S Rank: There's not much to it.  Blow up the Gundam, don't let him
smack the crap outta you.  If you're desperate, you can try to lure him west
towards the mine field, but he's a little difficult to coax.

Rank C-A: Unlocks A Group Skill: Beam Power Up

--------------------------------------------------------------------------------

Char Mission 08
Elmeth's Lalah: <Unknown>

Equipment: YMS-14 (Char) / Beam Rifle (MS-14) / Shield
Skills: Beam Power Up, Improved Space Mobility

Mission Briefing: Not Yet Available

Victory Condition:
   Lalah destroys 6 ships (?)
Defeat Condition:
   Destruction of Player Unit
   Destruction of Lalah's Elmeth

Time Limit: 7:00
Normal Enemies:
   RGM-79
   Salamis
   Magellan
Special Enemies:
   None
Special Allies:
   MAN-08 - Lalah Lv 3 / 234 Armor / Bit
   MS-09R - Batashamu Lv 6 / 130 Armor / WEAPON / WEAPON

Not much to say about the first part.  Blow stuff up.  After Lalah's got her 6th
kill, the Victory Condition will update to Escaping the Area.  Note that Lalah
doesn't have to get to the escape area, she just has to live.  Given that both
Char and his Gelgoog are pretty speedy, you can probably get there without
incident.

Obtaining S Rank: Enemies will constantly spawn in the northwest.  Wail on them
until you've had enough.

Rank C: Unlocks Pilot: Anavel Gato
Rank C-A: Unlocks D Group Skill: Ship Killer

--------------------------------------------------------------------------------

Char Mission 09
<Unknown>

Equipment: YMS-14 (Char) / Beam Rifle (MS-14) / Shield
Skills: Beam Power Up, Anti-Beam, Ship Killer

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of enemy ships (?)
Defeat Condition:
   Destruction of Player Unit
   Destruction of Lalah's Elmeth
   Destruction of Kycilla's Gwazine

Time Limit: 3:00 / 5:00 (After Whitebase appears)
Normal Enemies:
   Salamis
   RGM-79
   RB-79
   Magellan
Special Enemies:
   RX-78-2 - Amuro Lv 18 / 270 Armor / Beam Rifle (RX-78-2) / Shield
   Core Booster - Sayla Lv 11 / 40 Armor / MPC (Core Booster) / Missiles
   RX-77-2 - Hayato Lv 12 / 295 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   RX-77-2 - Kai Lv 15 / 330 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Whitebase - Bright Lv 15 / 543 Armor / WB 50Clip / WB 0Clip
Special Allies:
   MAN-08 - Lalah Lv 10 / 272 Armor / Bit
   MS-09R - Batashamu Lv 13 / 149 Armor / WEAPON
   Gwazine - Kycilla Lv 18 / 665 Armor / Gwazine 0Clip

I'd suggest moving both Lalah and Kycilla to the Northwest corner, else they
might be in a world of hurt in a big hurry.  After you destroy everything (Or at
least all the ships, I'm not sure.  I'd suggest saving a ship or two for last
anyway), Whitebase will show up over in the southwest area, and the victory
condition will update to the destruction of the Gundam.  Note that destroying
the Core Booster will fail the mission.  So you, yanno, might not wanna do that.
As for dealing with the Gundam, you'll probably want to move backwards and fire
at him when he's in range, using the Direct Hit ability.  You should also try to
isolate him from the rest of the Guntrio.

Obtaining S Rank: Hoo-boy, lovely.  What you'll probably want to do is send
Kycilla and Lalah northwest (And then have Lalah go due east, just in case),
have your 3 Warships move to a liiiittle more spread out, leave one enemy ship
barely alive, and head to Kycilla to get a resupply.  Head back, and melee the
remaining ship to death.  Whitebase'll spawn.  Now, target Hayato and kill him.
The easiest way to do that is to get in a straight line with him from a
distance.  If he's not facing you in an attempt to fire, you're gonna miss (That
is, unless you're point-blank at his back).  You'll want to stay nearby your 3
ships so you can get resupplies (For ammo and the shield) and repairs (LOTS of
repairs... if you run out and need one, flee northwest to Kycillia... yeah,
that's why you don't want Lalah there).  After you finish off Hayato, take out
Kai.  You may want to spare him a use of Direct Hit, since he can be a MAJOR
pest.  After that, killing Amuro should earn the S Rank.  If you've got the
armor and ammo for it though, swing by Whitebase to blow it up first.

Rank C: Unlocks Pilot: Bernard Wiseman
Rank C-A: Unlocks B Group Skill: Anti-HE
Rank S: Unlocks Unit: MS-09R

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Char Mission 10
<Unknown>: S-Field

Equipment: MSN-02 / Mega Particle Cannon (MSN-02)
Skills: Beam Power Up, Anti-HE/Anti-Beam, Improved Space Mobility, Ship Killer

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of enemy ships
Defeat Condition:
   Destruction of Player Unit

Time Limit: 7:00 (Part 1) / 7:00 (Part 2)
Normal Enemies:
   RGM-79
   RB-79
   Salamis
   Magellan
Special Enemies:
   RX-78-2 M.C. - Amuro Lv 19 / 273 Armor / Hyper Bazooka / Beam Rifle
(RX-78-2) / Shield
Special Allies:
   None

And now, your third MS change, this time to the good ol' Rosie the Robot MS, the
Zeong.  Part 1 is rather unremarkable, and seems more like a training area for
your newfound remote weapons.  Using the Zeong, there are two important things
to whore: Your speed, and the fact that you can just send your hands off to kill
things for you.  To a lesser extent, there's also the fact that even when your
hands are off completing the "Four-way attack", you're still quite heavily
armed.  Have fun.

Part 2: Victory condition changes to the destruction of the Gundam.  Shocking.
And Amuro STILL isn't level 20, so no level 3 skills for him.  Ha!  Send your
arms after Amuro, and try to stay back.  Whenever he enters your built-in MPC's
range, let him have it.  You'll tear him up.

Obtaining S Rank: Blowing up Amuro having taking minimal damage should do the
trick nicely.

Rank C-A: Unlocks A Group Skill: Continuous Fire

--------------------------------------------------------------------------------

Char Mission 11
<Unknown>: S-Field

Equipment: MSN-02 / Mega Particle Cannon (MSN-02)
Skills: Beam Power Up, Anti-HE, Improved Space Mobility

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of enemy units
Defeat Condition:
   Destruction of Player Unit

Time Limit: 6:00
Normal Enemies:
   RGM-79
   Magellan
   RB-79
Special Enemies:
   Core Booster - Sayla Lv 15 / 43 Armor / MPC (Core Booster) / Missiles
   RX-77-2 - Kai Lv 18 / 344 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
   Whitebase - Bright Lv 19 / 580 Armor / WB 50Clip / WB 0Clip
   RX-77-2 - Hayato Lv 17 / 325 Armor / 240mm Cannon / Beam Rifle (RX-77-2)
Special Allies:
   None

Ah, and now for a special what-if mission.  After blowing Amuro up so many
times, it seems to have finally stuck, for he is nowhere to be found.  The Zeong
now gets the opportunity to square off with the remainder of the Whitebase gang,
which is hiding out around the middle of the map.  As usual, the death of Sayla
will fail the mission.  However, blowing up Whitebase will NOT end it, so feel
free to take out that big obvious target first.  Now, send your hands off after
one of the Guncannons, and set every single one of your allies to Attack him.
Then, you can go about vaporizing the random enemies that show up.  Between your
hands and allies, you'll get some good chipping damage in on them.  Now, get in
a straight line with the Guncannon-in-question, and activate direct hit.  Now,
just BEFORE you get into range, fire the head and body MPCs.  Then boost
backwards.  The MPCs should connect and do decent damage.  Do the same to the
other Guncannon.

Obtaining S Rank: Since you're blowing up a bunch of ships, GMs, and most of the
Whitebase Gang, hopefully simply beating the level will be enough.

Rank C-A: Unlocks C Group Skill: The Second Step Skill

--------------------------------------------------------------------------------

Char Mission 12
<Unknown>: Luna Two

Equipment: MSN-02 / Mega Particle Cannon (MSN-02)
Skills: Beam Power Up, Anti-Beam, Improved Space Mobility

Mission Briefing: Not Yet Available

Victory Condition:
   Destruction of enemy ships
Defeat Condition:
   Destruction of Player Unit

Time Limit: 7:00
Normal Enemies:
   RB-79
   RGM-79
   Magellan
   Salamis
Special Enemies:
   RX-78-6 - Edgar Lv 18 / 329 Armor / WEAPON / WEAPON / Shield
Special Allies:
   None

It's a SECOND What-if mission.  Now you attack Luna Two.  Which seems like a
perfectly fun happy bloodbath, until... wait, could it be?  ANOTHER Gundam come
to ruin your day.  And you thought you were finally rid of them, didn't you?
Mudrock will show up (I'm not sure of the exact trigger), and you'll have to
take him out.  Odds are he'll obsessively chase you, so make use of that.  A
good idea would be to send your hands after his friends, circle, and then just
spray your body and head MPC around at them... even if the lock isn't complete
yet.  In fact, having a little inaccuracy to it can help make a bigger wall of
death for the poor GMs.

Pretty much the best strategy to use against the Mudrock (Or anyone like him) is
to get him somewhere that, if he would hold still for just a second, you could
blow him away, and then use the Threaten ability to push his Pressure level into
the top bar.  He'll freeze.  Activate direct hit and tear into him.  Point blank
Zeong arm MPCs to the face and the head MPC with the Beam Power Up skill should
nearly vaporize him.  Now that he's out of your way, you just have to mop up the
rest of the cannon fodder.  Congratulations.  You just took over Luna Two.

Obtaining S Rank: You may have not needed it during the fight (Assuming you
vaporized the poor guy with your massive arsenal of MPCs), but when you're down
to a Magellan or so, go back to your allied ships and have them repair you.  You
can beat the mission with full armor, and that REALLY impresses the S Rank
machine.

Rank C: Unlocks Pilot: Jonny Raiden
Rank A (?): Unlocks Unit: MS-06S (Char)
Rank S: Unlocks Unit: MSM-07S (Char)

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[ 10 UNLOCKABLES ]
In Progress

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respective trademark and copyright holders.

Copyright 2004 Daniel McCready