Kidou Senshi Gundam: Senshitachi no Kiseki
Walkthrough and FAQ

by: Shiroi 0079

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any
other web site or as a part of any public display is strictly prohibited,
and a violation of copyright.

Updates/ News:

June 3, 2004

First installment up. The Game System section is almost complete, and the Unit
list is approximately 75-80% done. All Federation missions have the basic
information while the rest of the Zeon missions will have to wait until the
next update. The rest of the mission strategies will come with succesive
updates.

If there are any errors, clarifications or suggestions, send me a message at
[email protected] with the subject heading "FAQ". If possible, I'll
fix/add/check it and upload it in the next update.

June 4, 2004

Updated Mission section; most Zeon pilots have their information, except Ral.
Fixed some errors in weaponry and statistics. Added Char's Z'gok to the Unit
List. Added some Weapon Stats.

If there are any errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

June 5, 2004

Updated Mission section; more strategies and information. Added some unit
strategies in the Unit section. Revised commands in Map section. Minor
editting of typographical errors. Added Leveling Stages to the Others section.

If there are any errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

June 6, 2004

Updated Mission section; all pilots have their basic information. Hardcore
mission section up with basic information. Editting of typographical errors.
Added more unit descriptions.

If there are any errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

June 12, 2004

Updated Mission section; some errors have been corrected. Hardcore mission
section updated with unit compositions. Weapon section updated with ammo stats.
Some typographical and spelling errors fixed.

If there are any errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

June 13, 2004

Official FAQ Version: 1.0

FAQ officially completed. Updated Mission section; more errors have been
corrected. Hardcore mission section updated with strategies. Unit section
completed. Added more weapon stats. Other typographical and spelling errors
fixed.

If there are any more errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

June 14, 2004

Official FAQ Version 1.1

Updated Mission section; added minor information. NPC list added. Fixed Amuro
Hardcore mission statistics and Christina mission strategy. Unit section errors
fixed. Other minor errors fixed.

If there are any more errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

June 22, 2004

Official FAQ Version 1.2

Added few minor details; removed some unneeded information. Minor typographical
editing and restructuring.

If there are any more errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

June 30, 2004

Official FAQ Version 1.3

Added Kai's HC strategy. Fixed most mission names. Added minor information.
Fixed some typographical and gramatical errors.

If there are any more errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

July 30, 2004

Official FAQ Version 1.5

Major editing done. Fixed many minor errors and added mission information.
Fixed some typographical and gramatical errors. Added 3 HC mission rewards.
(Aina, Hayato, Ranba Ral)

If there are any more errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

September 7, 2004

Official FAQ Version 1.7

Been a while...

Did some editing and added NC Bazooka and RX-78 V.C. unlockable. Changed the
G3 unlockable, but I'm unsure since I finished it already. Added another Zeon
levelling stage, Texas Operation.

If there are any more errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

I'm looking for someone to help me maintain this FAQ since my workload has been
increasing recently. If there is any interested party, please note it in your
message.

September 13, 2004

Official FAQ Version 1.8

Did some more editing (I've been doing a lot of editing) and added Perfect
Gundam unlockable, I've clarified how to get the HC missions in the HC section
since there have been so many inquiries on that. Fixed some mission errata.

If there are any more errors, clarifications or suggestions, send me a message
at [email protected] with the subject heading "FAQ". If possible,
I'll fix/add/check it and upload it in the next update.

I'm still looking for someone to help me maintain this FAQ. If there is any
interested party, please note it in your message.


Table of Contents

1. Introduction

2. Game System

  2.1 Controls

  2.2 Main Map

  2.3 Player Abilities/ Skills

  2.4 Weapon Types/ Weapons

  2.5 Lock-on

  2.6 Pilot

  2.7 Miscellaneous

3. Unit List

  3.1 E.F.F.

  3.2 Principality of Zeon

4. Story Mode

 4.1 E.F.F

 4.2 Principality of Zeon

 4.3 Hardcore Missions

5. Others

6. Recognition


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1. Introduction
------------------------------------------------------------------------------

Kidou Senshi Gundam: Senshitachi no Kiseki is the first GCN Gundam game.
It revolves around various points in the One Year War, and the Ace Pilots
that played roles in it. It is set during the First Gundam period, UC 0079 and
end sat the battle of A Baoa Qu (or Luna II). The game combines the best
factors of many Gundam games from the PS2 to provide a very intense and
satisfiying gaming experience.


------------------------------------------------------------------------------
2. Game System
------------------------------------------------------------------------------

This game is a one-player only game. However, during some missions, you have
CPU allies that you may control ala-Zeonic Front to aid you in your victory.
It is a third-person action simulation game with RPG level-up elements
included.

------------------------------------------------------------------------------
2.1 Controls
------------------------------------------------------------------------------

Land Stages

Control Stick:

Up/ Down: Move Forward/Backward
Left/ Right: Move Left/Right

D-pad:

Up: Sniping Mode (If Aiming Skill is selected)
Left: Ability Screen
Right: Mission Map
Down: Exit Sniping Mode

C-pad:
360 Camera Movement

Buttons:

A: Fire Highlighted Weapon
B: Change Weapon between Infight and Long Range
X: Acquire Target/ Change Target
Y: Fire Sub-Weapon
Z: Switch Long Range Weapon (if available)
L: Guard (if equipped with shield)/ Lock Camera
R: Vernier Thrusters (Jump/ Dash)

Start/ Pause: Go to TIME STOP Screen

Leap/ Long Jump: Hold the R botton while moving the D-pad where you want to go.

Dash: Hold the R button lightly while moving the D-pad where you want to go.

Space Stages

Control Stick:

(Without holding the L button)
Up/ Down: Turn Up/Down
Left/ Right: Turn Left/Right

(Holding the L button)
Up/ Down: Move Up/Down
Left/ Right: Strafe Left/Right

D-pad:

Up: Sniping Mode (If Aiming Skill is selected)
Left: Ability Screen
Right: Mission Map
Down: Exit Sniping Mode

C-pad:
360 Camera Movement

Buttons:

A: Fire Highlighted Weapon
B: Change Weapon between Infight and Long Range
X: Acquire Target/ Change Target
Y: Fire Sub-Weapon
Z: Switch Long Range Weapon (if available)
L: Guard (if equipped with shield)/ Lock Camera
(in space, double press and hold to reverse direction)
R: Vernier Thrusters (Jump/Dash/Move)

Start/ Pause: Go to TIME STOP Screen

Note: Hold R + Control Stick, while holding L and it will boost you in that
direction. If you don't hold L, you'll just boost upwards.

Combinations:

Alternate Attack: Press the L and B buttons together.
(The SP:LB sign must be on)

Reposition Weapon: On some units, you may reposition the long range weapon.
(ie. Gundam puts the shield on its back and hold the Beam Rifle two-handed.)
Press L and Z buttons together. Press them again to revert to the original
position. Improves range of equipped weapon. Disallows use of shield.

------------------------------------------------------------------------------
2.2 Main Map
------------------------------------------------------------------------------

The Main Map/ Mission Map is your overview of the battlefield.
There are many things you can manipulate in this area to affect the outcome of
your battle. It also gives your a good perspective of your situation.

Controls:
X: Cycle through friendly units
Y: Reverse cycle through friendly units
L: Cycle through enemy units
R: Reverse cycle through enemy units
Z: Zoom Map in/out

Symbols:

Encircled White Triangle: Your Unit
Encircled Blue Triangle: Friendly MS/Tank/Plane
Encircled Red Triangle: Enemy MS/Tank/Plane
Boxed Blue Triangle: Friendly Ship
Boxed Red Triangle: Enemy Ship
Red X: Unknown Enemy Unit
Circle: Mine

Commands:

These are the 5 commands you can select to order a unit to do.

(From top to bottom)

For MS/Tank/Plane:

Move: Orders a unit to move to a selected location; does not engage
enemy till destination is reached. Can also be used to attack
specific units by making the destination an enemy triangle.

Wait: Orders a unit to hold position.

Defend: Orders a unit to hold a small area; attacks enemies that come
too close.

Help/ Support: Orders a unit to support another friendly unit.

Search: Orders a unit to search for enemies in its path.

For Ships:

Move: Orders the ship to move to a selected location; does not engage enemy
till destination is reached.

Wait: Orders the ship to hold position.

Bombardment: The ship fires its cannons at a small circular area, doing damage
to units there. (Damage depends on ship and pilots of the ship and the enemy)
(3x per ship) The target must be designated manually.

Repair: Repairs 20 AP to any friendly unit within its effect radius.
(3x per ship) The target must be designated manually.

Resupply: Restores all shield/ ammo to any friendly unit within its effect
radius. (3x per ship) The target must be designated manually.

Unit Stats:

Bring the cursor to a unit and press A. Its stats will be displayed on the
right hand side of the screen.

------------------------------------------------------------------------------
2.3 Player Abilities/ Skills
------------------------------------------------------------------------------

In this game, you can use various skills and abilities to help you fight.
Abilities are used during a mission and affect your damage, defense and other
factors. It can also affect enemies and friends as well. Skills are set before
the start of a mission, and affect the affinity of your suit to its weapon
type, terrain handling skills, defense/ resistance and special skill. These
skills and abilities increase in effectivity as you level up.

Skills:

(From Top to Bottom)

Group A

NONE
Long Range Fire - Long Cannon/ Beam Rifle Attack Speed/ Ammo UP
Cannon - Bazooka/ Missile/ Shoulder Cannon Attack Speed/ Ammo UP
Melee Combo - Infight attacks can be chained
Beam Proficiency - Beam damage UP
Shell Proficiency - Machine Gun/ Vulcan damage UP
Explosive Proficiency - Bazooka/ Cannon/ Missile Damage UP
Melee Proficiency - Infight damage UP

Group B

NONE
Anti-beam - reduced beam damage
Anti-shell - reduced shell damage (machine gun/ vulcan)
Anti-explosive - reduced explosive damage (cannon/ bazooka/ missile)
Anti-stun - reduced 'stun' time
Anti-speed down - reduced 'speed down' time
Anti-vernier down - reduced 'vernier down' time
Anti-power down - reduced 'overheat'/ 'power down'/ 'power short' time

Group C

NONE
Forward/Back Step - speeds up forward/rear dash
Left/Right Step - speeds up left/right dash
Water Combat - improves combat/mobility performance in water
Space Combat - improves combat/mobility performance in space
Land Combat - improves combat/mobility performance on land

Group D

NONE
Aiming - enables first person mode (press d-pad up)
Quick Draw - increases speed of weapon switching
Quick Reload - increases reload speed
Ship Killer - increases damage against ships
Interception - ability to destroy missiles/ shells with sub-weapon

Abilities:

These require "Concentration" points to use and last for a short period only.

Direct Hit: Increase critical hit occurence.

Awareness: Decrease enemy accuracy on you.

Predict: Decreases lock-on time.

Concentrate: Increases pressure recovery rate.

Stealth: Enemy units cannot detect you on radar.

"Awaken": Increases speed to "Bullet-time", increases critical hit and
         decreases enemy hit.

Speed Up: Increases MS speed.

Advise: Increases one friendly unit's defense.

Leadership: All friendly units in range of effect have their pressure decrease
           and detects all enemies as well.

Pressure: All enemies within range of effect have their pressure increase and
         are detected on map.


------------------------------------------------------------------------------
2.4 Weapon Types
------------------------------------------------------------------------------

There are many, many weapons in the game. However, they are divided into a
few categories, and have very differing ammo and reload capabilities. These
can be affected by certain skills, increasing their damage and ammo capacity.

Note: Weapon - Ammo:Reload

Beam Weapons:

Beam Rifle Gundam - 15:0
Beam Rifle Ground Gundam - 10:2
Beam Rifle Guncannon - 12:0
Beam Rifle Alex - 20:1
Beam Rifle Gelgoog - 20:0
Trial Beam Rifle - 12:0
Beam Spray Gun - 50:4
Double Beam Cannon - 10:4
Wire-guided Beam Cannons - 4: INFINITY
Dual Beam Cannons Elmeth - 2: INFINITY
Dual Beam Cannons Zeong - INFIGHT
Head Mega Particle Cannon - 6: INFINITY
Hand Mega Particle Cannon Z'gok - 3: INFINITY
Dual Mega Particle Cannon Z'gok - 8: INFINITY
Hand Mega Particle Cannon Acguy - 5: INFINITY
Mega Particle Cannon - 1: INFINITY
Spread Beam Cannon - 12: INFINITY
Beam Bazooka - 1:10 (*)
Bit - INFINITY

Exploding Weapons:
880mm Rakuten Bazooka - 7:3
360mm Giant Bazooka - 6:1
Nuclear Canister Bazooka - 4:1
280mm Zaku Bazooka - 5:1
270mm Hyper Bazooka - 5:1
Missile Launcher - 6:4
Missile Launcher Zaku II J-type - 3:4
Missile Launcher Core Fighter - 2:4
Rocket Launcher - 7:2
Shoulder Cannon Perfect Gundam - 1:19
Spray Missile Launcher - 24:4
Shield Missiles - 300:0
Bob Missiles - 120:0
Hand Grenade - 1:7
Cracker - 1:5
Missile Z'gok- 6:INFINITY
Missile Gogg- 6:INFINITY
Missile Acguy- 5:INFINITY
Hide Bomb - 200:2


Impact/ Shell Weapons:
106mm Zaku Machine Gun - 50:2
120mm Zaku Machine Gun - 60:4
90mm Machine Gun - 40:5
100mm Machine Gun - 60:4
MMP-80 Machine Gun - 40:2
60mm Vulcan Gundam- 100:0
60mm Vulcan GM - 200:0
120mm Cannons - 2:19
175mm Recoil-less Cannon - 7:5
240mm Cannons - 2:19
300mm Cannons - 2:19
180mm Cannon - 10:1
150mm Cannon - 2:22
20mm Vulcan - 100:0
35mm Vulcan - 200:0
Vulcan Acguy - 200:0
Hyper/Gundam Hammer - INFINITY

Infight Weapons:
All Melee Weapons - INFINITY

* - the Beam Bazooka is a Beam weapon, but to increase its Ammo and Attack
   speed, it is affected by the Cannon Skill

------------------------------------------------------------------------------
2.5 Lock-on
------------------------------------------------------------------------------

When you lock on, there are 3 symbols that represent your range and ability
to hit a target.

White Square: Unselected target
Circle with Concentric Circle: Targeted but not locked-on/out of range
Circle with Red Crosshairs: Targeted and locked-on

Keep in mind that the circle's lock-on speed depends on the weapon selected
and your suit. Also, the direction your suit is pointing is a big factor
even if you have a lock if you want to score a hit. One more thing, if there
is a small red triange on the target, it means that the MS sub-weapon or
missile weapons has locked on.

------------------------------------------------------------------------------
2.6 Pilot
------------------------------------------------------------------------------

Your pilot's abilities have a great effect on his/her MS piloting capabilities.
Your pilot can level up to improve his/her attributes, skills and abilities.
The level cap is 30, and the level cap for skills and abilities is 3.

Attributes:

Position/ English Equivalent

Attack  Defense  Reflex
Speed   Will     Mind

Attack - affects damage and chance of critical hits        (Max 100)
Defense - affects armor point amount and shield durability (Max 160)
Reflex - affects maneuverability and evasion               (Max 150)
Speed - affects mobility and vernier power                 (Max 150)
Will - affects susceptibility to pressure                  (Max 300)
Mind - dictates the amount of "Concentration" a pilot has  (Max 020)


------------------------------------------------------------------------------
2.7 Miscellaneous
------------------------------------------------------------------------------

There are other aspects of the game that can help you win or make you lose.
Here are some of them.

Pressure level: This is the bar that sets the kind of abilities you can use.
               However, if the bar is filled, you get confused.

Your pressure increases by either getting hit, getting pressured by a specific
character, or through stage events. To reduce your pressure level, retreat
and wait for the pressure bar to empty.

Status Effects:

Stun - Disallows action/movement for a short period of time
Speed Down - Lowers movement speed for a short period of time
Vernier Down - Lowers vernier output for a short period of time
Power Short - Increases power consumption for a short period of time
Power Down - Happens during overheat or usage of beam weapons unsparingly
            Disallows use of verniers, heat rods and beam weapons
Confusion - Happens when Pressure level is filled up. Scrambles controls for
           a short time. Returns Pressure level to 1 after.

NPC List:

Bright Noa [SCV-70 White Base]
Ryu Jose [FF-X7 Core Fighter]
Woody Malden [Fanfan]
General Revil [Magellan, Big Tray]
Sleggar Row [FF-X7[Bst] Core Booster]
Matilda Ajan [Medea]
Terry Sanders Jr. [RGM-79 GM, RX-79[G] Gundam, Type-79 Hover Car]
Miguel Ninorich [RX-79[G] Gundam]
Karen Joshua [RX-79[G] GM Head Gundam]
Eledore Massis [Hover Car]
Eigar [RX-78-6 Mudrock]
Kuraun [MS-06 Zaku II]
Acous [MS-06 Zaku II]
Gozun [MS-06 Zaku II]
Karius [MS-09R Rick Dom]
Kom [MS-06 Zaku II]
Gin [MS-06 Zaku II]
Stein [MS-06 Zaku II]
Ortega [MS-06S Zaku II S-type Black Trinary Custom, MS-09 Dom,
       MS-14B Gelgoog Black Trinary Custom]
Mash [MS-06S Zaku II S-type Black Trinary Custom, MS-09 Dom,
     MS-14B Gelgoog Black Trinary Custom]
Ivanov [MSM-04 Acguy]
Akahana [MSM-04 Acguy]
Kraft [MSM-04 Acguy]
Ramaji [MSM-04 Acguy]
Batacham [MS-09 Rick Dom]
Garma Zabi [Dopp]
Dozle Zabi [Big Zam, Falmel]
Kishiria Zabi [Gwazine]
Hamon Crowley [Gallop]
Ma'kube [Gyan]
Conscon [Chibe]
Masado [Attack Helicopter]
Aguille Delaz [Gwazine]
Nikki Roberto [MS-06J Zaku II, MS-07 Gouf, MS-09R Rick Dom]
Charlotte Hepner [MS-06J Zaku II, MS-07 Gouf, MS-09R Rick Dom]
Manning [MS-06J Zaku II, MS-07B-3 Gouf Custom, MS-09R Rick Dom]
Lensner [MS-07B Gouf, MS-07B-3 Gouf Custom, MS-09R Rick Dom]
etc.

------------------------------------------------------------------------------
3.  Unit List
------------------------------------------------------------------------------

This game has an extensive library of MS, including some MSVs. However, most
if not all of the suits are UC 0079-era, meaning no Alternate Universe suits
or UC 0079+ suits except the Alex. Some units cannot be used, like the Big Zam.

Note:

<Suit Name>

Armor Point: Amount of armor points the unit has relative to its pilot

Mobility: Movement speed relative to the pilot

Maneuverability: Quickness in changing direction/ response time relative
to the pilot

Vernier Power: Power of verniers in relation to pilot

Generator Output: Amount of power that can be used. The higher the amount,
                 the more time it takes to overheat.

Radar Range: Range of sensors to detect enemy units

Capacity: Weapon carrying capacity before the unit becomes overweight
(lose vernier power and mobility)

Land Handling: Ability to fight/move on land
Water Handling: Ability to fight/move in water
Space Handling: Ability to fight/move in space

Shield Capability: Ability to carry a shield
Sub-weapon: Equipped sub-weapon

Notes: History/ Observations

------------------------------------------------------------------------------
3.1   E.F.F
------------------------------------------------------------------------------

Mobile Suit/ Tank/ Plane:

RX-78-2 Gundam

Armor Point: 0000
Mobility: 00
Maneuverability: 00
Vernier Power: 000
Generator Output: 00
Radar Range: 000
Capacity: 0

Land Handling: 00
Water Handling: 00
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: 60mm Vulcan

Notes: The centerpiece of the "V Project", the RX-78-2 is the only Gundam pro-
totype to survive the Zeon attack on Side 7. Fielding new technology such as
the Beam Rifle and Beam Saber, as well as the Learning Computer System, the
Gundam is a high-performance mobile suit. It's entry into the One Year War
enabled the Earth Federation to turn the tide against the Principality of Zeon.

The Gundam is a good suit. Obviously. Good handling anywhere and is strong
enough to take a beating and give one out. The only disadvantage is that it
can't carry two heavy weapons at the same time without a significant drop in
mobility. With a good pilot behind it (like Amuro), it is pretty much
unstoppable.

RX-78-2 Gundam (Magnetic Coating)

Armor Point: 0000
Mobility: 000
Maneuverability: 000
Vernier Power: 000
Generator Output: 00
Radar Range: 000
Capacity: 0

Land Handling: 000
Water Handling: 00
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: 60mm Vulcan

Notes:The RX-78-2 was upgraded by Mosk Han to prevent the overheating of the
Gundam's joints thanks to its pilot's reflexes. The new Magnetic Coating
increased the response time and speed of the Gundam even further.

Same as the Gundam, only with more speed and maneuverablility. Makes it even
deadlier. It also handles better on land.

RX-77-2 Guncannon

Armor Point: 0000
Mobility: 0
Maneuverability: 00
Vernier Power: 00
Generator Output: 00
Radar Range: 0000
Capacity: 00

Land Handling: 000
Water Handling: 0
Space Handling: 00

Shield Capability: No
Sub-Weapon: 60mm Vulcan

Notes: Primary Weapon 1 can only be 240mm cannons OR spray missile launchers

The RX-77-2 is the only Guncannon prototype to survive the attack on Side 7.
It is a middle range support mobile suit and uses a Beam Rifle and 240mm
shoulder cannons. Its long range bombardment capability makes it dangerous to
all foes from afar, but a liability to itself at close range.

Good armor, good firepower, good range, bad speed, bad maneuverability. The
Guncannon is used for long range attacks, not melee ones. If you must use the
Guncannon, use the Cannon Skill and the X Terrain Up Mobility Skill to improve
your chances. Also, watch your ammo consumption. The spray missile launchers
are pretty good alternative weapons if you have them.

RX-75-4 Guntank

Armor Point: 000
Mobility: 0
Maneuverability:
Vernier Power: 000
Generator Output: 00
Radar Range: 000
Capacity: 0

Land Handling: 000
Water Handling:
Space Handling:

Shield Capability: No
Sub-Weapon: Bob Missile

Notes: The Primary Weapons are fixed as 120mm cannons

The RX-75-4 Guntank was the first "mobile suit" developed in the "V project".
A long-range support unit, the Guntank is equipped with dual 120mm cannons and
bob missile launchers. It is very effective at long range but sports no close
range protection. Built on the base of a giant tank, it's mobility is somewhat
impaired.

It's like the Guncannon, but worse. It's hell to drive too. Try to stick in
one position and blast the hell out of anything that comes your way. Use the
Cannon Skill and Land Terrain Up Mobility Skill to improve your chances.
The first alternate attack you do is a barrage of fire, so don't waste it.

RGM-79 GM

Armor Point: 0
Mobility: 00
Maneuverability: 00
Vernier Power: 00
Generator Output: 0
Radar Range: 0
Capacity: 0

Land Handling: 00
Water Handling: 0
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: 60mm Vulcan

Notes: The RGM-79 is the first multi-purpose mass produced mobile suit of the
Earth Federation. Based on the data collected by the RX-78-2 Gundam LCS, and
with an advanced computer interface, the GM has a performance exceeding the
Principality's Zaku II Mobile Suits.

The GM is for the times that you just want to be one of the 'grunts'. The GM
is not required to be used in any mission so it is really not an issue. If you
do want to use it well, equip weapons and skills that complement your tactics.

RB-79 Ball

Armor Point:
Mobility: 0
Maneuverability: 00
Vernier Power: 0
Generator Output:
Radar Range: 000
Capacity:

Land Handling:
Water Handling:
Space Handling: 000

Shield Capability: No
Sub-Weapon: None

Notes: Weapons fixed as 180mm cannon

The RB-79 Ball is the result of the development of mass production weapons by
the Earth Federation. Huge amounts of these units were used as support for the
GM pilots during Operation Star One.

The Ball is useless. That's it. Cannon Fodder. It's cannon is powerful, but
hard to aim.

RX-78-6 Mudrock

Armor Point: 0000
Mobility: 0
Maneuverability: 00
Vernier Power: 0000
Generator Output: 000
Radar Range: 0000
Capacity: 000

Land Handling: 00
Water Handling: 0
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: 60mm Vulcan

Notes: Primary Weapon 1 fixed as 300mm cannons

The RX-78-6 Mudrock was a mobile suit developed at Jaburo shortly after the
White Base departed. Although when it was unfinished when it was deployed,
it's heavy armor and Gundam-class weaponry made it very combat-capable.
Equipped with 300mm cannons and a hoverjet system like the MS-09 Dom, the
Mudrock is a very strong and agile suit.

A little worse then the Gundam, in my opinion. It's handles like a cross of the
Gundam with the Guncannon. If you decide to try this suit out, keep moving and
pay attention to your ammo. It seems to work better in space.

RX-78-2 Perfect Gundam

Armor Point: 00000
Mobility: 0
Maneuverability: 00
Vernier Power: 0000
Generator Output: 00
Radar Range: 000
Capacity: 000

Land Handling: 00
Water Handling: 0
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: 60mm Vulcan

Notes: Weapons fixed as Dual Beam Cannon/ Shoulder Cannon

This thing is GOD! The Dual Beam Cannons pulverize almost anything, and the
Shoulder Cannon is area-effect! It's a huge killing machine. Just try not to
get hit a lot; it's big and slow.

RX-78-3 G3 Gundam

Armor Point: 000
Mobility: 000
Maneuverability: 0000
Vernier Power: 000
Generator Output: 00000
Radar Range: 000
Capacity: 0

Land Handling: 00
Water Handling: 00
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: 60mm Vulcan

Notes: The RX-78-3 G3 Gundam was originally the RX-78-1 Gundam prototype at
Side 7. During the attack, the RX-78-1 was severely damaged. When the White
Base stopped at Jaburo, its remains were offloaded and rebuilt with new
technologies such as Magnetic Coating. As such, the RX-78-3 became known as
the testbed for new Gundam technologies, some of which went into the
construction of the RX-78-NT1 Gundam "Alex".

If you haven't got the Alex, this is just as good. With pretty much all the
stats of the Gundam, plus some, and the speed of the Alex, this unit is one
of the most powerful units in the game. The G3 can LITERALLY fly circles
around any unit and can do a 180 in less than .7 seconds. Add to that it can
use the Alex's Beam Rifle, and you got yourself made. If you hated it when
you had to fight it as the Black Trinary, you're gonna love it when you kick
*** with it!

RX-78-NT1 "Alex"

Armor Point: 0000
Mobility: 0000
Maneuverability: 00000
Vernier Power: 00000
Generator Output: 00
Radar Range: 00000
Capacity: 0

Land Handling: 00
Water Handling: 00
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: 60mm Vulcan

Notes: Primary Weapon 2 is fixed as the 90mm Gattling Gun

The RX-78-NT1 "Alex" was the next-generation Newtype Mobile Suit for use by
Amuro Ray. Developed in secret at the Federation's base in the Arctic and then
in the Side 6 Libot Colony, the Alex was a huge advance in MS technology. The
Linear Seat/ Panoramic Cockpit Display, increased vernier power and magnetic
coating technology gave the pilot of the Alex a huge advantage over other
Mobile Suits with greatly increased response time and maneuverability at the
time.

The Alex is the next-generation Gundam. I think the only problem with it
is it can't hold two weapons since the 90mm gattling is permanent. Aside
from that, this suit rocks. Its mobility and maneuverability are off the scale
and the beam rifle is kick-ass. When you unlock it, you'll never want to use
the old one again.

RX-79[G] Gundam

Armor Point: 0000
Mobility: 0
Maneuverability: 00
Vernier Power: 00
Generator Output: 00
Radar Range: 000
Capacity: 00

Land Handling: 000
Water Handling: 00
Space Handling:

Shield Capability: Yes
Sub-Weapon: 60mm Chest Vulcan

Notes: The RX-79[G] Gundam was created from the spare parts of "Project V" at
the Federation Jaburo HQ. 20 units were made, and 12 sent to the field in
South East Asia. Having the generator output to use a Beam Rifle, as well as
an extensive array of other weapons to choose from, the RX-79[G] Gundam is a
versatile and powerful machine.

The Ground Gundam is an average suit. However, its being a PURELY ground unit
makes it a good choice on land stages. This unit makes up for its lackluster
movement with great handling and weapons capabilities.

RX-79[G] EZ8 Gundam EZ8

Armor Point: 0000
Mobility: 00
Maneuverability: 00
Vernier Power: 00
Generator Output: 00
Radar Range: 000
Capacity: 00

Land Handling: 000
Water Handling: 00
Space Handling:

Shield Capability: Yes
Sub-Weapon: 35mm Vulcan

Notes: After heavy damage was sustained by Shiro Amada's original RX-79[G],
the RX-79[G] EZ8 Gundam EZ8 was "re-created" in the field by the Kojima
Battalions' engineers and mechanics from the damaged unit. The fact that the
RX-79[G]s were originally spare parts meant that the heavily damaged units
had to be rebuilt with whatever parts and tools the engineers had. The EZ8
still retained the original Gundam's power and weapon capabilities, but
also improved its mobility as a result of the modifications, making the suit
more combat-capable.

The EZ8 is better than the Ground Gundam by a good margin. With better
mobility, this unit is much better suited to combat and this reflects in its
better mobility along with its original great handling and weapons
capabilities.

RX-79[G] Gundam (GM Head)

Armor Point: 0000
Mobility: 0
Maneuverability: 00
Vernier Power: 00
Generator Output: 00
Radar Range: 0
Capacity: 00

Land Handling: 000
Water Handling: 00
Space Handling:

Shield Capability: Yes
Sub-Weapon: 60mm Chest Vulcan

Notes: As the Ground Gundam was built with spare parts, new parts to fix the
damaged Gundams were nonexistent. Parts needed to be scavenged from other
suits to repair them. One field mission resulted in the loss of Karen Joshua's
Gundam head. This was replaced with a normal RGM-79[G] head, with the result
of a less-powerful main camera and sensors, otherwise leaving the rest of the
Gundam fully operational.

Same as the RX-79[G], but with less sensor power, so it might be harder to
lock-on or spot enemy units. You don't have to use this unit, so it's not
that much of a problem.

RGM-79[G] GM

Armor Point: 000
Mobility: 0
Maneuverability: 00
Vernier Power: 0
Generator Output: 0
Radar Range: 0
Capacity: 00

Land Handling: 000
Water Handling: 00
Space Handling:

Shield Capability: Yes
Sub-Weapon: None

Notes: An early prototype meant for mass-production, the RGM-79[G] was created
from the concept, as well as the parts of the RX-79[G] Gundam. Sharing similar
characteristics with its stronger counterpart, the RGM-79[G] was a comparably
high-performance mass production model, using high-grade materials such as
luna titanium armor and high-power output generators. However, after 42 units
were made, production switched to the cheaper RGM-79s being rolled out for
Operation Cembalo and Star One.

Unremarkable unit, but fun to play around with. Pretty much a souped-up GM or
a stripped-down Gundam, but with the same weapon options. All in all, a good
enough unit, although for some reason, it can't equip a Beam Rifle...

RX-75 Guntank Mass Production Type

Armor Point: 00
Mobility: 0
Maneuverability:
Vernier Power: 0
Generator Output:
Radar Range: 00000
Capacity: 000

Land Handling: 000
Water Handling:
Space Handling:

Shield Capability: No
Sub-Weapon: Bob Missile

Notes: Primary Weapon fixed as 120mm cannons

Based on the "Project V" RX-75 Guntank, the Earth Federation put this long
range troop-buster in mass production. Sharing almost every similarity with
its prototype counterpart except the core block system, the Guntank MPT
provided field troops with fire support and a maintenance role option due
to its modular construction as a convertible dozer unit.

Just like the Guntank, but easier to kill. Still has the good 120mms so if you
decide to use this, stay away from anything with a better infight weapon than
you, which is everything. It can twist its torso to target enemies behind it.

FF-X7 Core Fighter

Armor Point:
Mobility: 00000
Maneuverability:
Vernier Power: 0
Generator Output: 0
Radar Range: 00000
Capacity:

Land Handling: 000
Water Handling:
Space Handling: 000

Shield Capability: No
Sub-Weapon: 60mm Vulcans

Notes: Primary Weapon is fixed as the Missile Launchers

The FF-X7 Core Fighter is the core of the "V Project" Mobile Suits. Designed
to be an armed and battle-worthy escape craft, the Core Fighter was armed
with machine guns and missile launchers. The Core Fighter contained the
generators, cockpit systems and learning computer, and as such, served as
an escape craft for the pilot and a preservation unit for the data gathered
in battle.

It can't stop, for one thing. Boosters just make it faster. However, for a
little thing, it does pack a punch, if you know what you're doing. Fly around
a lot and try not to get hit. Spare your missiles as they are powerful. The
trick is to pretend you're an ace fighter pilot and work off from there.

Type-61 Main Battle Tank

Armor Point:
Mobility: 0
Maneuverability:
Vernier Power:
Generator Output:
Radar Range:
Capacity:

Land Handling: 000
Water Handling:
Space Handling:

Shield Capability: No
Sub-Weapon: None

Notes: Weapons fixed as 150mm cannons

The Type-61 Main Battle Tank was designed before the One Year War and pressed
into service in the UC 0060s. Armed with 2 150mm cannons, the Type-61 was a
veritable attack unit. Legions of these tanks participated and were responsible
for the Federation's victory at Odessa.

You only find this unit in Shiro's hardcore mission. Equip the Cannon skill to
boost your ammo because this thing runs out of ammo very quickly. Keep moving;
the tank isn't the most durable unit, you know.

Unplayable Units:

Public
Core Booster
Saberfish
Fanfan
Type-79 Hover Truck

Ships:

Salamis Light Cruiser

HP: 165

Armaments: 6 x mega particle cannon, 6 x 2-barrel machinegun,
2 x 6-tube missile launcher, 8 x missile launcher


Magellan Heavy Cruiser

HP: 270

Armaments: 7 x 2-barrel mega particle cannon, 14 x 2-barrel machinegun,
4 x missile launcher


SCV-70 White Base

HP: 560

Armaments: 2-barrel 580mm main gun, 2 x 2-barrel mega particle gun,
8 x anti-aircraft 2-barrel machinegun, 8 x 3-tube missile launcher


Columbus-class Transport

HP: 90

Armaments: None


------------------------------------------------------------------------------
3.2 Principality of Zeon
------------------------------------------------------------------------------

MS-05B Zaku I

Armor Point:
Mobility:
Maneuverability: 0
Vernier Power:
Generator Output:
Radar Range:
Capacity: 0

Land Handling: 0
Water Handling:
Space Handling: 00

Shield Capability: Yes
Sub-Weapon: None

Notes: The original mobile suit developed by the Principality of Zeon, the Zaku
I is the first mass produced mobile suit. By the late UC 0070s, there were more
that 700 in operation. The entrance of the Zaku II model effectively cut off
its production, but some still remain in service.

Slow, weak, pathetic, armor flimsier than a sheet of paper... the list goes on.
However, you are forced to use this unit some times so the best strategy is to
be aware of what is attacking and dodge it. Evasion is the key to surviving as
a Zaku I.

MS-05B Zaku I - Ral Custom

Armor Point:
Mobility:
Maneuverability: 0
Vernier Power: 0
Generator Output:
Radar Range:
Capacity: 00

Land Handling: 000
Water Handling:
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: The original mobile suit developed by the Principality of Zeon, the Zaku
I is the first mass produced mobile suit. Some ace pilots have customized units
such as Ranba Ral and the Black Trinary which have better performance
capabilities.

Still slow, weak, pathetic, armor flimsier than a sheet of paper, but better!
I'd suggest mastering this particular unit since it is your suit in Ral's hard-
core mission. Again, the key is evasion. Ral's suit has better stats, so use
those to your advantage.

MS-05B Zaku I - Black Trinary Custom

Armor Point:
Mobility: 0
Maneuverability: 0
Vernier Power: 0
Generator Output:
Radar Range:
Capacity: 0

Land Handling: 00
Water Handling:
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: The original mobile suit developed by the Principality of Zeon, the Zaku
I was the first mass produced mobile suit. Some ace pilots have customized
units such as Ranba Ral and the Black Trinary which have better performance
capabilities.

Again: slow, weak, pathetic, armor flimsier than a sheet of paper, but better.
The Black Trinary Zaku I is more capable, but again, the key is evasion.
The armor still sucks on this baby, so watch it!

MS-06F Zaku II F-type

Armor Point:
Mobility: 0
Maneuverability: 0
Vernier Power: 0
Generator Output:
Radar Range: 0
Capacity: 00

Land Handling: 0
Water Handling: 0
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: The second-generation Zaku II Model, which sports improved verniers,
mobility and weapons capability. Primarily designed to replace the original
Zaku II C-type model. Due to its adaptability, many variants have been based
on this particular model.

Not much better that a Zaku I, but you can dish out some damage with this
baby. It best handles in space though so if you plan to use her, keep her in
the vacuum unless your confident that your skills and stats can keep you
alive on land. It's also a nostalgia trip.


MS-06RD-4 Zaku II Rick Dom Prototype

Armor Point:
Mobility: 00
Maneuverability: 00
Vernier Power: 000
Generator Output: 0
Radar Range: 00
Capacity: 0

Land Handling:
Water Handling:
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: A Zaku II used for testing the then-in development MS-09R Rick Dom
rocket boosters. Equipped with better verniers and control surfaces, the
Zaku II RD Prototype was tested by Aina Sahalin and data from it was then
incorporated into the MS-09R Rick Dom units.

Similar to the Zaku II-F, but its armor poses a problem of survivability.
It's best to treat this like a Zaku I, with evasion as your primary concern.
The weapons capability on this unit is good, though, so you have more options
in your arsenal in getting rid of some Federation scum.

MS-09R Rick Dom/ All Custom Units

Armor Point: 00
Mobility: 00
Maneuverability: 00
Vernier Power: 000
Generator Output: 0
Radar Range: 0
Capacity: 000

Land Handling:
Water Handling:
Space Handling: 00

Shield Capability: Yes
Sub-Weapon: Scattering Beam Gun

Notes: The MS-09R Rick Dom is the Zimmad Company's answer to the aging
Zaku II F-type. Developed based on the powerful, agile MS-09 Dom operating
on Earth, it was a simple matter to replace hover units with verniers, giving
the Rick Dom above average mobility and maneuverability, while maintaining
its capability as a heavy mobile suit.

Personally, it's too big a suit that its size is a liability. However, the
fact remains that it can carry good weaponry like a Rakuten or a Giant Bazooka
and still have the speed to dodge and blow stuff up quickly. The Scattering
Beam Gun is also helpful in surprise attacks or escape. This is a true
assault unit that has enough capabilities to stay alive in a hard situation.

MS-06S Zaku II S-type/ All Custom Units

Armor Point: 0
Mobility: 00
Maneuverability: 00
Vernier Power: 00
Generator Output: 0
Radar Range: 0
Capacity: 0

Land Handling: 00
Water Handling: 0
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: The Zaku II S-type is a Zaku II variant made for aces and officers that
have achieved status within the Zeon fleet. It's vernier performance is
30% higher than the Zaku II F-type and has an antenna to distinguish it from
other Zaku IIs. This particular model belongs to the Red Comet, Char Aznable.

The ultimate nostalgia trip. It's really fun to enjoy killing Amuro with the
Red Comet's personal suit. Show him who's the real pilot by hacking him up
with the heat hawk! Anyway, the suit is a big improvement over the F-type,
and is fairly responsive so it should be easier to pilot. Treat it like a
souped-up Zaku II (which it is).

MS-06FZ Zaku II FZ

Armor Point: 0
Mobility: 0
Maneuverability: 00
Vernier Power: 00
Generator Output: 0
Radar Range: 0
Capacity: 000

Land Handling: 00
Water Handling: 0
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: The Zaku II FZ model was a late-entry Zaku II refit to make the Zaku II
a better suit to compete with the Federation's new MS units. However, their
late deployment saw their limited action in the final days of the One Year War.

The Zaku II FZ is capability-wise equivalent to a GM. It can equip a variety
of heavy bazookas, but unfortunately no beam weapons. Maneuverability is the
main advantage of the suit as it handles well in most areas. Proper skill usage
and weapon selection can make this unit a hard to defeat enemy.

MS-06C Zaku-II C-type

Armor Point:
Mobility:
Maneuverability: 0
Vernier Power:
Generator Output:
Radar Range: 0
Capacity: 000

Land Handling:
Water Handling:
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: The first-generation Zaku II Model, which was primarily designed to
replace the original Zaku I models. Due to its adaptability, many variants
were designed for the Zaku II series, but the C-type was not a marked
improvement over the Zaku I suits. It was originally based on the even less
powerful Zaku II A-type, which was also an even less of an improvement of the
Zaku I.

Not much better than a Zaku I, but can handle heavier weaponry. Evasion again
should be your top priority in this suit as it is as weak as a Zaku I. Keep
moving and be aware of the enemy if you have to use this suit.

MS-14A Gelgoog/ Anavel Gato Custom

Armor Point: 000
Mobility: 00
Maneuverability: 000
Vernier Power: 000
Generator Output: 00
Radar Range: 000
Capacity: 00

Land Handling: 00
Water Handling: 0
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: The first beam-capable mass production Zeon mobile suit. Developed by
the Zeonic company, it incorporates advances in beam technology like a Beam
Rifle and Beam Naginata. It also is very mobile and maneuverable due to its
powerful vernier units. Its late introduction in the war kept it from turning
the tide against the Federation.

The Gelgoog has a performance rating similar, but a little lower than the
Gundam. It's capabilities though are very similar so you may treat the Gelgoog
like a Gundam. Well-rounded and generally high performance, a skilled pilot
could beat the Gundam any day using this suit.

MS-06R1A Zaku II High Mobility R1 Black Trinary Custom

Armor Point:
Mobility: 00
Maneuverability: 00
Vernier Power: 000
Generator Output: 00
Radar Range: 0
Capacity: 00

Land Handling: 0
Water Handling:
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: Another Zaku II variant, the Zaku II High Mobility R1 was a suit given
to ace pilots. With better verniers and engines, the R1 was a very quick and
maneuverable suit. Only very few units were created, and 3 were given to the
Black Trinary.

Very similar to the RD-4 prototype and handles like it as well. The same
strategy applies to the R1; keep moving and shoot when you have the chance.

MS-14B Gelgoog High Mobility Type/ All Custom Units

Armor Point: 000
Mobility: 00
Maneuverability: 000
Vernier Power: 0000
Generator Output: 00
Radar Range: 000
Capacity: 00

Land Handling: 0
Water Handling:
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: The Gelgoog High Mobility Type was another of Zeon's Ace Corp creations.
Sporting the same weapon capabilities as the mass-produced Gelgoog, but with
improved vernier thrusters, this variant was particularly deadly to its
enemies. Unfortunately, they were not able to turn the tide of the defeat at
A Baoa Qu, nor were they a big improvement over the MS-14A Gelgoog.

This Gelgoog is better than the Gundam, but only marginally. It is used best
in space and its handling is quick but jerky. Keep your eye on the power gauge
as this unit is particularly defenseless without any power to feed its high
output verniers.

MSN-02 Zeong

Armor Point: 00000
Mobility: 00
Maneuverability: 000
Vernier Power: 0000
Generator Output: 0000
Radar Range: 0000
Capacity: 00000

Land Handling:
Water Handling:
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: Head Mega Particle Cannon

Notes: Fixed Weapon is Wire Guided Mega Particle Cannons. Infight is Dual
      Mega Particle Cannons

The MSN-02 Zeong was the first Newtype use mobile suit. Armed with a plethora
of beam weapons and heavy armor, the Zeong was a truly powerful fighting
machine. It was launched on December 31, 0079 at A Baoa Qu at the order of
Kishiria Zabi 80% complete. However, the Zeong did not need it's cosmetic legs
for the space battle and under the piloting skills of the Red Comet, decimated
the Federation fleet.

A very powerful mobile weapon. However, its reliance on beam weapons makes it
susceptible to overheating. Use the alternate attack when possible. It launches
the hands of the Zeong, which lessens heat buildup. Also, set the space combat,
beam damage and anti-overheat skills to help you in the missions. It has no
melee attack so keep distance from any melee weapon wielding suits.

YMS-14 (MS-14S) Gelgoog Prototype (No. 30) Char Custom

Armor Point: 000
Mobility: 00
Maneuverability: 000
Vernier Power: 0000
Generator Output: 00
Radar Range: 000
Capacity: 00

Land Handling: 00
Water Handling: 0
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: None

Notes: Before the full-scale mass production of the MS-14A Gelgoog, Zeonic
created 30 prototype units to test the various systems of the new high-
performance suit. The 30th suit was given to Char Aznable, the Red Comet.
The prototype Gelgoog featured capabilities superior to the mass-production
model with high-output thrusters and improved handling capabilities.

Similar to a MS-14B, just that it's in Char colors. However, it has better
handling than the MS-14B so this is a better suit in the long run.

YMS-15 Gyan

Armor Point: 000
Mobility: 000
Maneuverability: 0000
Vernier Power: 000
Generator Output: 00
Radar Range: 000
Capacity: 00

Land Handling: 000
Water Handling: 00
Space Handling: 00

Shield Capability: Yes
Sub-Weapon: Shield Missile

Notes: Primary Weapons fixed as Beam Saber and Hide Bomb.
      Infight Weapon is Stab

Zimmad Company's MS design proposal for the new mass production contract of
the Principality, the YMS-15 Gyan was designed as a complementary melee unit
to the Zimmad Company's success suit, the MS-09R Rick Dom. The Gyan
was armed with a high-output Beam Saber and durable shield with missile
launchers and hide bombs. The only problem with the Gyan was that it lacked the
long range power that the Gelgoog supplied with its equally, if not more
contemporary and powerful design. Only one Gyan prototype was created, as
the Gelgoog was already chosen to succeed as the next mass production suit
of the Principality.

Absolutely lousy suit for all its abilities. The only good thing about it is
the Hide Bombs and the Shield Missiles. The Hide Bombs are great against
massed units and ships. It has a pretty durable shield for one thing though.
IF you use this suit, keep defending and don't try it's melee weapons.
Ironically, it sucks at melee combat.

YMS-07B Gouf Prototype

Armor Point: 00
Mobility: 00
Maneuverability: 00
Vernier Power: 00
Generator Output: 0
Radar Range: 0
Capacity: 0

Land Handling: 000
Water Handling: 00
Space Handling:

Shield Capability: Yes
Sub-Weapon: Finger Gattling

Notes: Primary weapon 1 fixed as heat rod

The YMS-07B Gouf was a new mobile suit developed to complement the Zaku II
on Earth. The Gouf was a primarily close combat suit, with a heat sword and
a heat rod which could entangle and disable mobile suits very quickly.
However, very few were built before the Zimmad Company's MS-09 Dom began
its own mass production line.

The Gouf's better than a Zaku II for sure, but it's lack of long range
weapons unless you equip it one is a liability. In missions, it's better to
set the melee skill to help take out enemy suits quicker. The heat rod is like
the one on the MS-07B-3 Gouf Custom, but its heat buildup is higher than its
more advanced counterpart.

MS-07B-3 Gouf Custom

Armor Point: 00
Mobility: 00
Maneuverability: 00
Vernier Power: 00
Generator Output: 0
Radar Range: 00
Capacity:

Land Handling: 000
Water Handling: 00
Space Handling:

Shield Capability: Yes
Sub-Weapon: Shield Gattling/ Finger Gattling

Notes: Primary weapon 1 fixed as heat-rod.

The MS-07B-3 Gouf Custom is an upgraded version of the MS-07B Gouf. It is more
heavily armed with its Shield Gattling, giving it medium range capability. It
also has an improved heat rod, that can damage enemy suits more heavily. One
unit was piloted by Norris Packard in Southeast Asia as part of the Apsalas
Development Project.

This Gouf is also primarily melee-based, so don't get into a long range
encounter. Also, it's armor can't stand that kind of damage. Use the heat rod
to your advantage as it can, if done properly, destroy suits in one shot as
long as you hold the A button and wait for the suit to go down. One-on-one
tactics are recommended as the Gouf Custom can't handle a lot of suits at
the same time.

MS-06J Zaku II J-type

Armor Point:
Mobility: 0
Maneuverability: 0
Vernier Power: 0
Generator Output:
Radar Range: 0
Capacity: 00

Land Handling: 000
Water Handling: 00
Space Handling:

Shield Capability: Yes
Sub-Weapon: Missile Launcher

Notes: The MS-06 Zaku II J-type was a successful variant of the equally
succesful Zaku II F-type. Modified for full ground combat, the J-type is
a pure land machine. Armed with leg-mounted rocket pods and a better reactor,
it is one of the most succesful Zaku II variants used in the One Year War.

Just your ordinary Zaku II on land, but with better handling. Also, those
leg missiles are pretty good for knocking down mobile suits and provide some
much-needed close-up punch.

MS-09 Dom/ Black Trinary Custom

Armor Point: 00
Mobility: 00000
Maneuverability: 00
Vernier Power: 0
Generator Output: 0
Radar Range: 00
Capacity: 0000

Land Handling: 000
Water Handling:
Space Handling:

Shield Capability: Yes
Sub-Weapon: Scattering Beam Gun

Notes: Developed by the Zimmad Company, the MS-09 Dom became the new primary
Zeon land-based frontline suit. Equipped with revolutionary hoverjet systems,
the Dom was practically uncumbered as it glided across the lands. With the
capability to equip heavy bazookas and rockets, the Dom was also a very good
armored assault unit. These factors led to the mass production of the Dom
over the Gouf. The first 3 units were delivered to the Black Trinary on their
arrival to Earth.

The Dom rocks. It's speed is great on ground. However, if it goes in water,
it becomes really slow. The trick with the Dom is to keep moving and firing
back. Use Bazookas with the Dom but try not to overload it as its mobility
will suffer.

MSM-04 Acguy

Armor Point: 0
Mobility: 0
Maneuverability: 00
Vernier Power:
Generator Output: 00
Radar Range: 0
Capacity: 00000

Land Handling: 000
Water Handling: 000
Space Handling:

Shield Capability: No
Sub-Weapon: Vulcan

Notes: Primary weapons fixed as Hand Mega Particle Cannon and
Hand Missile Launcher

The second design after the Gogg, the Acguy features a much more compact frame
and better mobility and handling in and out of water. Incorporating a mounted
Hand Mega Particle Cannon, Missile Launchers contained in its revolutionary
modular manipulator units, the Acguy is a big step above its big predecessor.

The Acguy has around the same capabilities as a Zaku II, but has more weapons
and a Mega Particle Gun. It has problems with its verniers though, so it's
better to keep distance while fighting.

MSM-07 Z'gok

Armor Point: 00
Mobility: 00
Maneuverability: 00
Vernier Power: 0
Generator Output: 00
Radar Range: 0
Capacity: 000

Land Handling: 000
Water Handling: 000
Space Handling:

Shield Capability: No
Sub-Weapon: Missile

Notes: Primary weapons fixed as Hand Mega Particle Cannon and
Dual Mega Particle Cannons

The MSM-07 Z'gok is the summit of the Amphibious Mobile Suit Development
Project. Employing a high-output reactor allowed the Z'gok to carry two
Mega Particle Cannons. Six missile tubes and retracting claws round out
the armament of this fantastic unit.

The Z'gok is a really good unit. The MPCs are powerful, and you got 3 of them!
It has handling issues as it cannot turn very quickly. However, it is small
and is pretty quick as well. Take your time with this unit; it will almost
always give victory.

MSM-07S Z'gok Char Custom

Armor Point: 00
Mobility: 00
Maneuverability: 00
Vernier Power: 0
Generator Output: 00
Radar Range: 0
Capacity: 000

Land Handling: 000
Water Handling: 000
Space Handling:

Shield Capability: No
Sub-Weapon: Missile

Notes: Primary weapons fixed as Hand Mega Particle Cannon and
Dual Mega Particle Cannons

The most advanced Marine Mobile Suit, this Z'gok was modified slightly for
Char Aznable. Boasting higher reactor output and improved vernier thrusters
this particular model is even deadlier than the normal MSM-07 Z'gok.

Like the normal Z'gok, just psychologically better. It's Char's after all.
Treat it like any other Z'gok; it's not much different.

MSM-03 Gogg

Armor Point: 000
Mobility:
Maneuverability: 0
Vernier Power: 0
Generator Output: 0
Radar Range:
Capacity: 0000

Land Handling: 00
Water Handling: 000
Space Handling:

Shield Capability: No
Sub-Weapon: Missile

Notes: Primary weapon fixed as Mega Particle Cannons

The first succesful Marine Mobile Suit developed by the Principality of Zeon.
With a thick body to protect it from the pressure of deep sea, and a powerful
reactor to operate beam weapons, the MSM-03 Gogg paved the way for the
contemporary Amphibious Mobile Suit.

The Gogg is fat, slow and its MPCs are like spread beam guns. Not worth trying
unless you want to die again and again.

RX-78 C.A. Gundam Casval Custom

Armor Point: 0000
Mobility: 00
Maneuverability: 00
Vernier Power: 000
Generator Output: 00
Radar Range: 000
Capacity: 0

Land Handling: 00
Water Handling: 00
Space Handling: 000

Shield Capability: Yes
Sub-Weapon: 60mm Vulcan

Notes: It's the Gundam in Char's colors! Exactly like the "White Devil".
Treat is as such.

Attack Helicopter

Armor Point:
Mobility: 000
Maneuverability:
Vernier Power: 00000
Generator Output:
Radar Range: 0
Capacity:

Land Handling: 00
Water Handling:
Space Handling:

Shield Capability: Yes
Sub-Weapon: Missile

Notes: Primary weapon fixed as vulcan gun

Not worth noting.

MAN-08 Elmeth

Armor Point: 00000
Mobility: 000
Maneuverability: 000
Vernier Power: 0000
Generator Output: 0000
Radar Range: 00000
Capacity: 00000

Land Handling:
Water Handling:
Space Handling: 000

Shield Capability: No
Sub-Weapon: Dual Mega Particle Cannons

Notes: Primary Weapon fixed as Bits

The pinaccle of Newtype weapon development at the Flangan Institute, the
MAN-08 Elmeth was equipped with a Psycommu system to let its Newtype pilot
control it with mere thoughts. Armed with Bits, miniature remotely operated
beam weapons, and with the power of the Newtype pilot at the controls,
the Elmeth was a very deadly and powerful unit.

Well, the subweapon and the bits aren't bad. The Elmeth is just TOO big.
Keep moving and jetting around so you can't be hit. Also, keep releasing bits
so they'll do the work for you.

Unplayable Units:

Gattle Bomber
Magella Attack
Big Zam
MS-14B Normal Type
MS-06S Normal Type
Dopp

Ships:

Musai Light Cruiser

HP: 131

Armaments: 3 x 2-barrel mega particle gun, 2 x large missile launcher,
10 x small missile launcher


Gwazine Heavy Cruiser

HP: 617

Armaments: 3 x 2-barrel main gun, 10 x 2-barrel secondary gun,
155mm machineguns


Chibe Cruiser

HP: 312

Armaments: 2 x 3-barrel mega particle cannon, 18 x 2-barrel machinegun,
12 x missile launcher


Gallop

HP: 152

Armaments: 2-barrel main cannon x 1, 2-barrel machinegun x 2


Zanzibar Cruiser

HP: 330

Armaments: 1 x 2-barrel main gun, 4 x mega particle gun,
5 x 2-barrel machinegun


------------------------------------------------------------------------------
4. Story Mode
------------------------------------------------------------------------------

There are two sides you may choose to play as, the EFF or the
Principality of Zeon. Both have their good and bad points, however.
The EFF Campaign is simpler, with less missions than the Principality,
but mission-wise, tough. The Principality has many more missions and pilots,
but most missions are only moderately difficult.

------------------------------------------------------------------------------
4.1  E.F.F Walkthrough
------------------------------------------------------------------------------

E.F.F Pilot List

Amuro Ray
Kai Shiden
Hayato Kobayashi
Shiro Amada
Sayla Mass
Christina MacKenzie

Pilot Paths:

Amuro Path


Mission 1: Enter the Atmosphere

Unit: RX-78-2 Gundam
Weapons: Gundam Hammer, Hyper Bazooka

Allies: White Base

Enemies: 3 MS-06F Zaku IIF, 1 MS-06S Zaku II S-type Char Custom

Victory Condition: Defeat Char's Zaku

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

The mission starts with Amuro launching out of the White Base and facing
two Zaku IIs. Hopefully, you played the tutorial to get a feel of things.
If you haven't, you should 'cause you will need the experience for the later,
harder missions. Blow the two Zaku IIs out of space with your Hyper Bazooka.
Remember to time the shots so that the Zaku can't evade them. If it is too
hard, go up close and beam saber them to death. After they're down, you'll
detect an enemy unit coming towards you. When it gets in range, you'll find
out it's the Red Comet, Char Aznable. To end the mission, kill him, but to
get the S you need to blast past him and take out his friend who's going for
the White Base.

Char's a nasty fellow, especially if you're new. Your best bet is to launch
a few missiles at him from afar, then go close range all the way. Be sure to
fly around and not to stay in one place for a long time. Sooner or later,
he'll retreat back into his Komusai and the mission is over.

Mission 2

Unit: RX-78-2 Gundam
Weapons: Beam Rifle, Hyper Bazooka

Allies: White Base, Guncannon, Guntank

Enemies: 7 MS-06 Zaku II, 28 Magella Attack, 18 Dopp
        4 MS-06 Zaku II, 1 MS-06S Char Custom, 2 Magella Attack, 2 Dopp


Victory Condition: Protect White Base until it escapes
                  Defeat Char's Zaku

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

This is the first big mission. This time, the mission starts with the Gunperry
crashing behind enemy lines and offloading the Gundam. When you have control,
make sure you order your allies to guard the White Base. Don't think of
making the White Base cut across the cliffs or it's Game Over. Okay, first
move towards the south end of the canyons, near the west end. Two Zaku IIs
along with 4 Magella Attacks are there, waiting for the White Base. Perfect.
Creep up until you're in range and pop the backs of the Zaku IIs with some
well placed beam shots. Beam saber the rest of the Magellas and move forward
towards the next junction. Move to the right and keep going, killing anything
that gets in your way. When you reach open ground again, there should be two
or three Zaku IIs and a bunch of Magellas. Take out the Zaku IIs, then the
Magellas; the Zakus aren't really paying attention to you. Mop up everything
along the outside area, then go in from the north. By now, only a few
Magellas and maybe a Zaku II may be on the map, but above you the air is
swarming with Dopps. Make sure you take out the stragglers before attacking
the Dopps, though. Once done, jump on the White Base and either shoot the
Dopps down, or Jump-beam saber them. Once all are gone and the White Base
reaches a certain point, a cutscene will show a huge bunch of Zeon forces
coming at you. The objectives change to "Kill Char", so if you are low on life
and ammo, resupply, repair and face Char.

As always, Char is back, and he's a bit better. To make your win easy, go to
the Abilities menu and select the one at the top, Chokugeki or Direct Hit.
When it activates, go head on, keeping your shield up at all times. Again,
close combat is your best bet here. If you do this right, he'll go down after
a few swipes.

If you want the S, however, you have to make sure that none of your
allies have been killed, and that you take down everything, even the bunch
Char shows up with. I'd suggest leveling up a bit before trying for the
S though. I did it at level 10.

Mission 3: First Contact

Unit: RX-78-2 Gundam
Weapons: Hyper Bazooka

Allies: White Base, Guncannon, Guntank

Enemies: 2 MS-06 Zaku II, 1 YMS-07B Gouf

Victory Condition: Defeat Ranba Ral

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

This is a pretty straightforward mission, but is very tricky. If you are at
a more or less high level, then it will be pretty easy for you. However, if
you went straight here after Mission 2, then listen closely.

Start out by moving to the left for around 10 seconds and then face right and
move towards the enemy signal. Once you get there, you will see the Zakus
and Gouf up on the cliff. Try to get in range, and shoot the Zaku. If you're
lucky, it will go down. In any case, there will be a cutscene where Ral
attacks you. After which you regain control, take down the other Zaku if the
first one is out already while avoiding the Gouf for the moment. When only
Ral is left, you can do two things. Fight him, or move back to the White Base.
If you choose to move back, let your allies hit him hard while you shoot the
Bazooka at him and reload when neccessary.

If you want to fight immediately,  then put your shield up and charge him.
Make sure to dash left, right and back a lot because of his heat rod.
The trick is to go in with the direct hit ability on, and slice him. Dart
out and in again until he loses and retreats. If he breaks your shield, it's
your choice to either run back to the White Base and resupply or take him out
without it.

If you want the S, try to get the least amount of damage possible, and no ally
deaths. Also, you have to KILL Ral, as he doesn't count as a kill if his life
is not brought down to 0.

Mission 4: Sayla Sorties

Unit: RX-77-2 Guncannon
Weapons: 240mm cannons

Allies: White Base, Gundam, Guntank

Enemies: 2 MS-06 Zaku II, 1 YMS-07B Gouf, Gallop

Victory Condition: Defeat Ranba Ral

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed
                  Gundam Destroyed

This is the first hard mission, in my opinion. The Guncannon in this mission is
slow, weak and can't shoot fast enough to hit anything unless you are really
good or really lucky. Also, the AI piloting the Gundam is so unpredictable
that passing this mission for the first time is a 25% skill and a 75% luck.

Start out by cutting through the dunes and get right behind the Gundam. When
the Gundam gets to the ADVANCE area on the map, Ral and his two buddies show
up. You can't order Sayla around so it's up to you and Hayato to save her.

Set Hayato to back up Sayla and try to pick off Ral from afar. This time,
close combat means almost certain death as you got no shield, a pathetic
grapple attack, and the speed of a tortoise. Boost around a lot and keep
Ral from you unless you are sure you can hit him before he hits you. If
you can, pick off his cronies to make the fight a lot more even. Make sure
to use the abilities as much as possible to maximum effect. Eventually, Ral
will cough up the victory and retreat.

To get the S, level up and then equip the Guncannon with a beam rifle.
When the time comes for Ral to show up, boost very quickly to the western
edge of the map. You should see a Gallop there with Hamon at the controls.
Make sure you make short work of it and return to kill Ral and his cronies.
Remember, everyone must die, and no ally deaths.

Mission 5

Unit: RX-78-2 Gundam
Weapons: Beam Rifle

Allies: White Base, Guncannon, Guntank, Core Fighter

Enemies: 2 MS-06 Zaku II, 1 YMS-07B Gouf, Gallop

Victory Condition: Defeat Ranba Ral

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

This mission is easier than the last two missions. The trick is to get to the
White Base as quickly as possible. The most common defeat reason, at least for
me, is the White Base getting blown up.

You start out in the north corner of the map so start moving in a south-
easternly direction. You should happen to chance upon the Gallop, firing
its cannons at you. Evade, and shoot/ slash it to death. If you choose to
slash, then watch out for it's close range guns. After blowing it to kingdom
come, quickly dash and boost up the cliff. You should be able to detect Ral
and his buddies wrecking everything down there.

The key to preventing the White Base going down is killing off Ral's teammates.
After they're down, you just need to activate direct hit and go close range
with Ral 'till he croaks. Avoid the heat rod, though, it can stun you for a
long time. If you fail, just be patient and work on it.

To get the S, level up your speed, and make sure no allies are lost.
Kill everything as usual.

Mission 6: Close Attack! Triple Dom

Unit: RX-78-2 Gundam
Weapons: Beam Rifle

Allies: White Base, Guncannon, Guntank, 3 Medea, Core Booster

Enemies: 9 Dopps
        3 MS-09 Dom (Black Trinary)


Victory Condition: Defeat Dopp Squadrons
                  Defeat New Units (Doms)

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

This is a pretty difficult mission, but not impossible. You start by the White
Base in the Gundam. Order all your allies to support you and then move out.
Go head on and take out the Dopps on the first run. The Dopps are really dumb
as they run into the mountains or fly into your shots. Right before the Dopps
all die, position yourself near the "mushroom mound" and look to the north.
Once the Doms appear, set your allies to target them and fire once to get their
attention. After the Jetstream cutscene, activate your abilities, and try to
nail them all together by firing beam after beam into the line. If they break
up, try to take them on one-on-one. Keep moving as the Doms are really
maneuverable on ground. The Medea take off and circle the battlefield, giving
you repair and resupply without the need to go back to the White Base.
Eventually, all three will go down with some patience.

Getting the S is simple, take down everything and don't lose anything. Try to
level up more and take them out earlier to increase your chances of getting
better odds.

Mission 7: Entry into Jaburo

Unit: RX-78-2 Gundam
Weapons: Beam Rifle

Allies: White Base, Guncannon, Guntank, Fanfan, 2 GM, 5 Type-61 MBT

Enemies: 8 MSM-04 Acguy
        MSM-07S Char Custom Z'gok

Victory Condition: Defend White Base
                  Defeat Char

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

Char's team has infiltrated the Jaburo HQ and is heading towards the White
Base. You start facing the south, with Woody's Fanfan in front of you. It
doesn't matter what you do at the moment, so you can go support Kai and Hayato
in defending the White Base. When the cutscene appears, the mission objectives
change.

Char's in his kick-ass Z'gok. Watch out for his beam cannons since they can do
around 50 to 60 damage to you if they critical. Also, keep him in your line of
sight as if you leave him alone for a short while, he'll blow up the White
Base. The easiest way to get rid of him is to beam saber him. Activate Direct
Hit and circle him while slashing him all the way. When his life is low
enough, he'll retreat and you'll win.

To get the S, you have to kill all Zeon troops, and then get Char's life to 0.
Don't forget to keep your own life up as well.


Mission 8: Conscon's Pride

Unit: RX-78-2 Gundam
Weapons: Beam Rifle

Allies: White Base, 2 Guncannon, 2 Core Booster

Enemies: 12 MS-09R Rick Dom
        Chibe, 2 Musai


Victory Condition: Protect White Base
                  Destroy Chibe

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Mission 9: Go Big Zam!

Unit: RX-78-2 Gundam
Weapons: Beam Rifle, Hyper Bazooka

Allies: White Base, 2 Guncannon, 2 Core Booster, 4 Salamis, Magellan, 2 GM
       4 Ball
       White Base, 2 Guncannon, 2 Core Booster, 3 Salamis, Magellan, 1 GM
       3 Ball

Enemies: MS-06 Zaku II, MS-09 Rick Dom, Musai
        MS-06 Zaku II, MS-09 Rick Dom, Musai
        5 MS-09 Rick Dom, MA-08 Big Zam


Victory Condition: Break through 3rd Defense Line
                  Break through 2nd Defense Line
                  Destroy Big Zam

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Mission 10: Texas Operation

Unit: RX-78-2 Gundam
Weapons: Beam Rifle

Allies: None

Enemies: YMS-15 Gyan
        YMS-14 Gelgoog Char Custom

Victory Condition: Defeat Ma'kube
                  Defeat Char

Defeat Conditions: Player Unit Destroyed


Mission 11: Shining Space

Unit: RX-78-2 Gundam M.C.
Weapons: Beam Rifle, Hyper Bazooka

Allies: White Base, 2 Guncannon, Core Booster, 3 Salamis

Enemies: MS-09R Rick Dom, MS-06II Zaku, Zanzibar, 4 Musai, Gwazine
        2 MS-09R Rick Dom, YMS-14 Gelgoog Char Custom, MAN-08 Elmeth

Victory Condition: Destroy Zanzibar
                  Defeat Char

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed
                  Elmeth Destroyed


Mission 12: Space Fortress A Baoa Qu

Unit: RX-78-2 Gundam M.C.
Weapons: Hyper Bazooka, Beam Rifle

Allies: White Base, 2 Guncannon, Core Booster, 4 Salamis, 4 GM, 4 Ball
       2 Salamis, 3 Ball


Enemies: MS-06 Zaku II, MS-09 Rick Dom, MS-14A Gelgoog, Musai
        MS-06 Zaku II, MS-09 Rick Dom, MS-14A Gelgoog, MSN-02 Zeong


Victory Condition: Enough Federation battle power reaches A Baoa Qu
                  Defeat Char


Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Kai Path


Mission 1

Unit: RX-77-2 Guncannon
Weapons: 240mm cannons, Beam Rifle

Allies: White Base, Gundam, Guntank

Enemies: 7 MS-06 Zaku II, 28 Magella Attack, 18 Dopp
        4 MS-06 Zaku II, 1 MS-06S Char Custom, 2 Magella Attack, 2 Dopp


Victory Condition: Protect White Base until it escapes
                  Defeat Char's Zaku

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

By the time you get Kai, you should be pretty experienced. This time,
you start by the White Base, and it is your job to protect it. When you
have control, make sure you order your allies to guard the White Base.
Remember the guidelines from Amuro's mission  and follow them, just from a
different direction. Take out everything infront of you as you make your way
to the end of the canyon. Make absolutely sure to take out any Zaku II you
see because it can do some serious damage to the White Base. Take the group out
at the end of the canyon with your 240mms. Move to the right and keep going,
killing anything that gets in your way. By this time, Amuro should have caught
up with you and made your job a lot easier. Once all the ground units are dead,
jump on the White Base and shoot the Dopps down. Once all are gone, a cutscene
will show a huge bunch of Zeon forces coming at you. The objectives change to
"Kill Char", so if you are low on life and ammo, resupply and repair and face
Char.

Char is back, and since you're in the Guncannon, it's a little harder. For the
easy win, sick Amuro on him and pop him off long range. However, watch out for
his cronies since they could shoot down the White Base if you don't kill Char
fast enough.

If you want the S, take down everything and don't lose anything. Try to be as
quick as possible, since those shoulder cannons can be deadly if you're fast
enough.

Mission 2: Close Attack! Triple Dom

Unit: RX-77-2 Guncannon
Weapons: 240mm cannons, Beam Rifle

Allies: White Base, Gundam, Guntank, 3 Medea, Core Booster

Enemies: 9 Dopps
        3 MS-09 Dom (Black Trinary)


Victory Condition: Defeat Dopp Squadrons
                  Defeat New Units (Doms)

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

This is a pretty difficult mission, but not impossible. This time, you start
by the White Base in the Guncannon. Order all your allies to support you or
Amuro, and get into position. As you are in the Guncannon, it is harder to
shoot down the Dopps. You can opt to take them out, or get ready for the Doms.
No matter the case, once the Doms appear, set your allies to target them and
get into the action. Use your abilities to lower your pressure and increase
defense. Pound the Doms with your shoulder cannons. If you have the Cannon
Skill, enable it in the beginning.

The Doms are not much of a problem if they're busy. Remember to sick your
allies on them ASAP and take them down from afar. Close-combat is not
recommended as the Doms can gang up on you and kill you quickly.

Getting the S is simple, take down everything and don't lose anything. Try to
level up more and get in more hits since the cannons do two hits, not just
one.

Mission 3: Entry into Jaburo

Unit: RX-77-2 Guncannon
Weapons: 240mm cannons, Beam Rifle

Allies: White Base, Gundam, Guntank, Fanfan, 2 GM, 6 Type-61 MBT

Enemies: 4 MSM-03 Gogg, 6 MSM-04 Acguy
        MSM-07S Char Custom Z'gok


Victory Condition: Protect White Base
                  Defeat Char's Z'gok

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


You've played it as Amuro, now it's Kai's turn. This time, you start off
defending the White Base with the Guncannon with Hayato. Immediately start by
opening fire at the Acguys and Goggs with your 240mms. Move around a bit to
avoid their beam shots at they do big damage if they connect. After they all
die, do a 180 and jump out of the pit and head west. You should detect two
Goggs coming up the hill, so take them out. By now you should have detected
Char coming and the victory conditions change. To win, head off Char and start
pounding him with cannon fire. If you need help, sick Amuro on him to keep
him busy. Once his life is low enough he'll retreat and you win.

Char has a pretty good suit this time so watch youself. He has beam cannons
that almost always do around 70 to 80 damage to you if he gets good hits in.
Don't forget the White Base can repair and resupply you if needed.

To get the S, you have to kill all the enemies and not lose an ally. In the
beginning, order all GMs to the White Base area. When the game starts, kill
all the enemies at your place quickly, then follow up with the Goggs. Go
around Char and take out his two friends. If you killed them all, Char should
say that all of his men are destroyed. You then now have to KILL him by
getting his life to 0. Once you do this, you get the S.


Mission 4: Conscon's Pride

Unit: RX-77-2 Guncannon
Weapons: 240mm cannons, Beam Rifle

Allies: White Base, Gundam, Guncannon, 2 Core Booster

Enemies: 12 MS-09R Rick Dom
        Chibe, 2 Musai


Victory Condition: Protect White Base
                  Destroy Chibe

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

Back in space, it's time for the Side 6 affair. In the anime, Amuro blew the
hell out of the 12 Rick Doms and the rest of the Conscon fleet. Now it's Kai's
turn. You start off around the White Base, with your allies around you. If your
level isn't high enough (10 below), then order Amuro to escort you. Let the
others escort the White Base. 3 Doms will appear and you will have to take
them out. The Guncannon isn't that space-worthy, so you have to keep up some
dodging while you blow them up. 4 more will come after you, so take them out
as well. At this point, a cutscene should appear, and you recieve new
objectives. The rest of the Rick Doms are waiting for you behind the dock,
so be ready when they show up. You can assign more back-up to yourself if
you feel you're not up to taking 5 Rick Doms by yourself. Try not to get
pincered by them as their bazookas stun and do good damage. When they're all
gone, head towards the ships and blow up the Chibe for the win. Watch out for
the Beam Cannons on the other ships though.

To get the S, you have to kill all the Rick Doms and ships by yourself. Level
yourself up more, and equip the proper skills for the battle to give yourself
a bigger advantage; killing 5 Rick Doms alone in a Guncannon is pretty hard
stuff.


Mission 5: Space Fortress A Baoa Qu

Unit: RX-77-2 Guncannon
Weapons: 240mm cannons, Beam Rifle

Allies: White Base, Gundam, Guncannon, Core Booster
       White Base, Guncannon, Core Booster

Enemies: MS-06 Zaku II, MS-09R Rick Dom, MS-14A Gelgoog, Musai, Chibe
        4 MS-14A Gelgoog


Victory Condition: Break through 2nd Defense Line
                  Break through 1st Defense Line

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

The last Kai mission isn't so hard, just tiring. You find yourself in the
midst of the battle at A Baoa Qu with a Guncannon guarding the White Base.
Set all allies to guard the White Base and start systematically taking down
any suit that flies too close to you. All you have to do is to make sure the
White Base survives until it breaches the Defense Line. Use the Salamis for
resupply and repairs, as they'll get killed quite quickly without protection.

The second part of the mission is the same, except the life of the White Base
is lowered after the cutscene. The Gundam would have disappeared so make sure
you guard the White Base even more. When you get near the last Defense Line,
a Musai will show up with 4 Gelgoogs. Those guys will be heading straight
for the White Base, so prepare yourself near the bow of the White Base. Keep
on them until they all go down as they do plenty damage to the White Base if
left unchecked. Take down the Musai in the White Base's way and when it passes
the line, you win.

The S is pretty hard to get, as you have to keep many ships alive, while
keeping the White Base alive. Make sure you don't let any allies die, and
kill as many Zeeks as you can to increase your chances of getting the S.


Hayato Path


Mission 1

Unit: RX-75-4 Guntank
Weapons: 120mm cannons

Allies: White Base, Gundam, Guncannon

Enemies: 7 MS-06 Zaku II, 28 Magella Attack, 18 Dopp
        4 MS-06 Zaku II, 1 MS-06S Char Custom, 2 Magella Attack, 2 Dopp


Victory Condition: Protect White Base until it escapes
                  Defeat Char's Zaku

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Mission 2: Close Attack! Triple Dom

Unit: RX-75-4 Guntank
Weapons: 120mm cannons

Allies: White Base, Gundam, Guntank, 3 Medea, Core Booster

Enemies: 9 Dopps
        3 MS-09 Dom (Black Trinary)


Victory Condition: Defeat Dopp Squadrons
                  Defeat New Units (Doms)

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Mission 3: Entry into Jaburo

Unit: RX-75-4 Guntank
Weapons: 120mm cannons

Allies: White Base, Gundam, Guntank, Fanfan, 2 GM, 6 Type-61 MBT

Enemies: 4 MSM-03 Gogg, 6 MSM-04 Acguy
        MSM-07S Char Custom Z'gok


Victory Condition: Protect White Base
                  Defeat Char's Z'gok

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Mission 4: Conscon's Pride

Unit: RX-77-2 Guncannon
Weapons: 240mm cannons, Beam Rifle

Allies: White Base, Gundam, Guncannon, 2 Core Booster

Enemies: 12 MS-09R Rick Dom
        Chibe, 2 Musai


Victory Condition: Protect White Base
                  Destroy Chibe

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Mission 5: Space Fortress A Baoa Qu

Unit: RX-77-2 Guncannon
Weapons: 240mm cannons, Beam Rifle

Allies: White Base, Gundam, Guncannon, Core Booster
       White Base, Guncannon, Core Booster

Enemies: MS-06 Zaku II, MS-09R Rick Dom, MS-14A Gelgoog, Musai
        4 MS-14A Gelgoog


Victory Condition: Break through 2nd Defense Line
                  Break through 1st Defense Line

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Shiro Path


Mission 1:

Unit: RX-79[G] Ground Gundam
Weapons: 100mm Machine Gun

Allies: 2 RX-79[G] Ground Gundam, Hover Car

Enemies: 6 MS-06J Zaku II J-type, Bunker, Attack Helicopter
        MS-06J Zaku II J-type


Victory Condition: Destroy Zeon Forces
                  Defeat Norris

Defeat Conditions: Player Unit Destroyed


Mission 2:

Unit: RX-79[G] Ground Gundam
Weapons: 100mm Machine Gun, 180mm Cannon

Allies: 2 RX-79[G] Ground Gundam, Hover Car

Enemies: MS-06J Zaku II J-type, Magella Attack


Victory Condition: Destroy Zeon Forces
                  Destroy New Unit

Defeat Conditions: Player Unit Destroyed
                  Any ally unit Destroyed


Mission 3:

Unit: RX-79[G] Ground Gundam
Weapons: Beam Rifle

Allies: 2 RX-79[G] Ground Gundam, Hover Car

Enemies: 5 Magella Attack, 3 Dopp, Apsalas II


Victory Condition: Destroy Apsalas II

Defeat Conditions: Player Unit Destroyed
                  Hover Car Destroyed
                  GM Head Gundam Destroyed


Mission 4:

Unit: RX-79[G] EZ8 Gundam EZ8
Weapons: Beam Rifle, 100mm Machine Gun

Allies: 2 RX-79[G] Ground Gundam, Hover Car

Enemies: MS-06J Zaku II J-type, Magella Attack


Victory Condition: Destroy Zeon Forces

Defeat Conditions: Player Unit Destroyed
                  Any ally unit Destroyed


Mission 5: Thundering Mountain

Unit: RX-79[G] EZ8 Gundam EZ8
Weapons: 100mm Machine Gun

Allies: 2 RX-79[G] Ground Gundam, Hover Car, 3 Guntank Mass Product Type

Enemies: 3 MS-06J Zaku II J-type, 3 MS-09 Dom
        MS-07B-3 Gouf Custom


Victory Condition: Destroy Zeon Forces
                  Protect Guntank MPT Units
                  Destroy Gouf Custom

Defeat Conditions: Player Unit Destroyed
                  All Guntank MPT Units Destroyed


Sayla Path


Mission 1: Sayla Sorties

Unit: RX-78-2 Gundam
Weapons: Beam Rifle

Allies: White Base, Guncannon, Guntank

Enemies: 2 MS-06 Zaku II, 1 YMS-07B Gouf, Gallop

Victory Condition: Defeat Ranba Ral

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed
                  Guncannon Destroyed?

This is the only Sayla mission there is. However, the makers decided to make
it one of the HARDEST missions in existence! The first thing to remember is to
attempt this mission at say... Level 15 at the lowest. Trust me, it may seem
like hard work, but the experience you get from training Sayla, and the
abilities is well worth your time. You'll see.

You start out near the ADVANCE area. You won't be able to fire, so just amble
over to that flashing green square. When Ral shows, IMMEDIATELY jet back all
the way, behind the Guncannon and Guntank to avoid getting triple teamed and
pressured. When Ral's distracted, put on the direct hit ability. Be careful not
to get pressured by Ral as no matter what level you are at, Sayla always gets
pressured very quickly by Ral.

Don't bother close-combatting Ral, Line up your shots and take him down. Once
he's gone, you win. You can also win by killing of one of his henchmen, but
that's no fun, isn't it? (It's Acous)

To get the S, take out the Gallop ASAP, and make sure to KILL Ral. You have to
manage to hit him to get his HP down to 0, not just low enought to get him to
retreat. If you can pull this off, its a guaranteed 900+ points and the S.


Christina Path


Mission 1: War in the Pocket

Unit: RX-78-NT1 "Alex"
Weapons: 90mm Gattling Gun (30x bullets)

Allies: None

Enemies: 1 MS-06FZ Zaku II FZ

Victory Condition: Defeat Bernie

Defeat Conditions: Player Unit Detroyed

This is the only Christina mission, and thank the Lord it isn't as hard as
Sayla's.  However, the makers still made it hard, so, the first thing to
remember is to LEVEL UP. I barely managed to win this at level 9 so I believe
level 15 is a safer bet. Trust me, again you'll need the levels.

You start out on the colony mirror blocks. Immediately jet out of the pit and
circle around the hill in the left direction. DO NOT go close to the hill, as
there are enough mines in there to blow you up 10 times over. Jump and fire a
few gattling shots at the first Santa figure you see; they're the mine
controllers. After that, dash left and circle, taking out the second Santa
from a distance. Once you do that get into range of Bernie and fill him with
whatever bullets you have left. If he still twitches, lure him away from the
mine field and chop him to bits. Remember to get the critical shots in, as it's
pretty hard to get him without them. Hope you're lucky.

To get the S, before the mission starts, equip the Alex with the shield and a
beam rifle. Pop all of the Santas around Bernie, before going in and
shooting/slashing him to death. Also, don't lose a lot of life, since it
counts for the S.



------------------------------------------------------------------------------
4.2 Principality of Zeon Walkthrough
------------------------------------------------------------------------------

Principality of Zeon Pilot List

Char Aznable
Ranba Ral
Gaia (Black Trinary)
Anavel Gato
Johnny Raiden
Bernard Wiseman
Aina Sahalin
Norris Packard
Lalah Sune

Pilot Paths:

Char Path


Mission 1: Battle of Roum

Unit: MS-06S Zaku II S-type Char Custom
Weapons: N.C. Bazooka, 120mm Zaku Machinegun

Allies: 3 Zaku II C-type , 3 Gattle Bomber, Falmel, 2 Musai

Enemies: 15+ FF-S3 Saberfish, 5+ Magellan Cruiser, 6+ Salamis Cruiser

Victory Condition: Defeat Federation Forces

Defeat Conditions: Falmel Destroyed
                  Player Unit Destroyed


Mission 2: Enter the Atmosphere

Unit: MS-06S Zaku II S-type Char Custom
Weapons: 120mm Zaku Machine Gun, 280mm Zaku Bazooka

Allies: 3 Zaku II F-type

Enemies: SCV-70 White Base
        RX-78-2 Gundam

Victory Condition: Destroy White Base

Defeat Conditions: Player Unit Destroyed
                  Time Over


Mission 3:

Unit: MS-06S Zaku II S-type Char Custom
Weapons: 120mm Zaku Machine Gun, 280mm Zaku Bazooka

Allies: Magella Attack, Zaku II F-type, Dopp

Enemies: SCV-70 White Base, RX-78-2 Gundam, RX-77-2 Guncannon, RX-75-4 Guntank


Victory Condition: Destroy White Base

Defeat Conditions: Player Unit Destroyed


Mission 4: Find the Underground Entrance

Unit: MSM-07S Z'gok Char Custom
Weapons: Mega Particle Cannon, Dual Mega Particle Cannon

Allies: 4 Acguy

Enemies: 10 RGM-79 GM, Type-61 MBT, AA Gun, AA Missile, Bunker


Victory Condition: Locate Jaburo Entrance

Defeat Conditions: Time Over
                  Player Unit Destroyed


Mission 5: Assault on the Underground Base

Unit: MSM-07S Z'gok Char Custom
Weapons: Mega Particle Cannon, Dual Mega Particle Cannon

Allies: 4 Acguy, 2 Gogg

Enemies: 6 RGM-79 GM, 6 Type-61 MBT, RX-78-2 Gundam, RX-77-2 Guncannon
        RX-75-4 Guntank, Fanfan, SCV-70 White Base


Victory Condition: Destroy White Base

Defeat Conditions: Player Unit Destroyed


Mission 6: Escape from Jaburo

Unit: MSM-07S Z'gok Char Custom
Weapons: Mega Particle Cannon, Dual Mega Particle Cannon

Allies: 4 Acguy

Enemies: RGM-79 GM, Type-61 MBT, RX-78-2 Gundam, RX-77-2 Guncannon
        RX-75-4 Guntank


Victory Condition: Escape from Jaburo OR Destroy Federation Forces

Defeat Conditions: Player Unit Destroyed
                  Time Over


Mission 7: Texas Operation

Unit: YMS-14 Gelgoog Char Custom
Weapons: Gelgoog Beam Rifle

Allies: None

Enemies: RX-78-2 Gundam


Victory Condition: Defeat Amuro

Defeat Conditions: Player Unit Destroyed


Mission 8: Lalah's Elmeth

Unit: YMS-14 Gelgoog Char Custom
Weapons: Gelgoog Beam Rifle

Allies: 2 Rick Dom, Elmeth

Enemies: RGM-79 GM, RB-79 Ball, Magellan Cruiser, Salamis Cruiser


Victory Condition: Destroy Federation Forces
                  Escape Battle Area

Defeat Conditions: Elmeth Destroyed
                  Player Unit Destroyed


Mission 9: Shining Space

Unit: YMS-14 Gelgoog Char Custom
Weapons: Gelgoog Beam Rifle

Allies: 2 Rick Dom, Elmeth, Gwazine, Zanzibar, 2 Musai

Enemies: RGM-79 GM, RB-79 Ball, Magellan Cruiser, Salamis Cruiser
        SCV-70 White Base, 2 RX-77-2 Guncannon, FF-X7[Bst] Core Booster
        RX-78-2 Gundam M.C.


Victory Condition: Destroy Federation Ships
                  Defeat Amuro

Defeat Conditions: Gwazine Destroyed
                  Elmeth Destroyed
                  Player Unit Destroyed


Mission 10: Space Fortress A Baoa Qu

Unit: MSN-02 Zeong
Weapons: Wire-guided Beam Cannons

Allies: 1 Gelgoog, 5 Rick Dom

Enemies: RGM-79 GM, RB-79 Ball, Magellan Cruiser, Salamis
        RGM-79 GM, RB-79 Ball, RX-78-2 Gundam M.C.


Victory Condition: Destroy Federation Forces
                  Destroy Gundam M.C

Defeat Conditions: Player Unit Destroyed


Mission 11: Repel Federation Forces

Unit: MSN-02 Zeong
Weapons: Wire-guided Beam Cannons

Allies: 2 Gelgoog, 2 Rick Dom

Enemies: RGM-79 GM, RB-79 Ball, 2 Magellan Cruiser, FF-X7[Bst] Core Booster
        2 RX-77-2 Guncannon, SCV-70 White Base


Victory Condition: Destroy Federation Forces

Defeat Conditions: Player Unit Destroyed
                  Core Booster Destroyed
                  Time Over


Mission 12: Luna II Attack Operation

Unit: MSN-02 Zeong
Weapons: Wire-guided Beam Cannons

Allies: Gelgoog, Rick Dom, Gwazine, 2 Musai

Enemies: RGM-79 GM, RB-79 Ball, 3 Salamis Cruiser, 3 Magellan Cruiser
        RX-78-6 Mudrock, 2 RGM-79 GM


Victory Condition: Destroy Federation Ships

Defeat Conditions: Gwazine Destroyed
                  Player Unit Destroyed


Ranba Path


Mission 1: Battle of Roum

Unit: MS-05B Zaku I Ral Custom
Weapons: N.C Bazooka, 106mm Zaku Machine Gun

Allies: 3 Zaku IIC, 3 Musai, 3 Gattle

Enemies: FF-S3 Saberfish, Magellan Cruiser, Salamis Cruiser


Victory Condition: Deplete Federation Attack Power

Defeat Conditions: 3 Federation Ships Escape Area
                  Player Unit Destroyed


Mission 2: First Contact

Unit: YMS-07B Gouf Prototype
Weapons: Heat Rod

Allies: 2 Zaku IIF

Enemies: SCV-70 White Base, RX-77-2 Guncannon, RX-75-4 Guntank, RX-78-2 Gundam


Victory Condition: Destroy White Base

Defeat Conditions: Player Unit Destroyed


Mission 3:

Unit: YMS-07B Gouf Prototype
Weapons: Heat Rod

Allies: 2 Zaku IIF, Gallop

Enemies: SCV-70 White Base, RX-77-2 Guncannon, RX-75-4 Guntank, RX-78-2 Gundam


Victory Condition: Destroy any Enemy MS

Defeat Conditions: Player Unit Destroyed


Mission 4: Ambush Mokuba Operation

Unit: YMS-07B Gouf Prototype
Weapons: Heat Rod

Allies: 2 Zaku IIF, Gallop

Enemies: SCV-70 White Base, RX-77-2 Guncannon, RX-75-4 Guntank
        RX-78-2 Gundam

Victory Condition: Destroy White Base

Defeat Conditions: Player Unit Destroyed


Mission 5

Unit: YMS-07B Gouf Prototype
Weapons: Heat Rod

Allies: 2 Zaku IIF

Enemies: SCV-70 White Base, RX-77-2 Guncannon, RX-75-4 Guntank, RX-78-2 Gundam
        FF-X7 Core Fighter


Victory Condition: Destroy White Base

Defeat Conditions: Player Unit Destroyed


Gaia (Black Trinary) Path


Mission 1: Battle of Roum

Unit: MS-06S Zaku II S-type Black Trinary Custom
Weapons: N.C Bazooka, 120mm Zaku Machine Gun

Allies: 2 Zaku II S-type Black Trinary Custom, 3 Musai, Zaku II C-type, Gattle

Enemies: FF-S3 Saberfish, Magellan Cruiser, Salamis Cruiser


Victory Condition: Destroy Revil's Magellan

Defeat Conditions: Mash, Ortega Zaku IIS Destroyed
                  Player Unit Destroyed


Mission 2: Mokuba Assault Operation

Unit: MS-09 Dom Black Trinary Custom
Weapons: 360mm Giant Bazooka, MMP-80 Machine Gun

Allies: 2 Dom Black Trinary Custom, 9 Dopp

Enemies: 3 Medea, SCV-70 White Base, RX-78-2 Gundam, RX-77-2 Guncannon
        RX-75-4 Guntank, FF-X7[Bst] Core Booster


Victory Condition: Destroy White Base

Defeat Conditions: Mash, Ortega Dom Destroyed
                  Player Unit Destroyed


Mission 3: Odessa Day

Unit: MS-09 Dom Black Trinary Custom
Weapons: 360mm Giant Bazooka, MMP-80 Machine Gun

Allies: 2 Dom Black Trinary Custom, 3 Zaku II J-type, Gouf, Dabde

Enemies: RGM-79[G] Ground GM, Type-61 MBT, FF-S3 Saberfish, 2 Big-Tray


Victory Condition: Destroy Revil's Big Tray

Defeat Conditions: Mash, Ortega Dom Destroyed
                  Player Unit Destroyed


Mission 4: Jaburo Assault Operation

Unit: MS-09 Dom Black Trinary Custom
Weapons: 360mm Giant Bazooka, MMP-80 Machine Gun

Allies: 2 Dom Black Trinary Custom, 2 Gouf, 2 Gouf Custom, Gaw

Enemies: RGM-79 GM, Type-61 MBT, AA Cannon, AA Missile, Bunker
        RX-78-6 Mudrock

Victory Condition: Destroy Jaburo Entrance
                  Destroy Mudrock

Defeat Conditions: Mash, Ortega Dom Destroyed
                  Player Unit Destroyed


Mission 5: Luna II Attack Operation

Unit: MS-14B Gelgoog High Mobility Black Trinary Custom
Weapons: Gelgoog Beam Rifle, 360mm Giant Bazooka

Allies: 4 Rick Dom, 2 Gelgoog High Mobility Black Trinary Custom,
       Gwazine, 3 Musai

Enemies: RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser
        RX-78-3 G3 Gundam, RGM-79 GM, RB-79 Ball


Victory Condition: Destroy Federation Forces
                  Destroy G3 Gundam

Defeat Conditions: Gwazine Destroyed
                  Player Unit Destroyed


Anavel Path

Mission 1: Solomon

Unit: MS-09R Rick Dom Anavel Gato Custom
Weapons: Beam Bazooka, MMP-80 Machine Gun

Allies: 2 Rick Dom, Musai

Enemies: RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser
        RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser
        RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser


Victory Condition: Search and Destroy enemies in Area 1
                  Search and Destroy enemies in Area 2
                  Search and Destroy enemies in Area 3

Defeat Conditions: Karius Rick Dom Destroyed
                  Player Unit Destroyed


Mission 2: Protect the Retreat

Unit: MS-14A Gelgoog Anavel Gato Custom
Weapons: Trial Beam Rifle, MMP-80 Machine Gun

Allies: 3 Rick Dom, 2 Musai, Zanzibar

Enemies: RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser


Victory Condition: At least 1 Zeon Ship escapes Battle Area

Defeat Conditions: Zanzibar Destroyed
                  Karius Rick Dom Destroyed
                  Player Unit Destroyed


Mission 3: Delaz Fleet

Unit: MS-14A Gelgoog Anavel Gato Custom
Weapons: Beam Rifle, MMP-80 Machine Gun

Allies: 2 Rick Dom, Gelgoog, 2 Musai, Gwazine

Enemies: RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser


Victory Condition: Gwazine escapes Battle Area

Defeat Conditions: Gwazine Destroyed
                  Karius Rick Dom Destroyed
                  Player Unit Destroyed


Johnny Path


Mission 1: Battle of Roum

Unit: MS-06C Zaku II C-type
Weapons: N.C. Bazooka, 120mm Machine Gun

Allies: 3 Zaku II C-type, 3 Gattle, 3 Musai

Enemies: 3 Magellan Cruiser, 3 Salamis Cruiser, FF-S3 Saberfish
        Columbus Transport


Victory Condition: Destroy All Federation Ships

Defeat Conditions: Musai Destroyed
                  Player Unit Destroyed


Mission 2: Luna II Intercept

Unit: MS-06R2 Zaku II High Mobility Johnny Raiden Custom
Weapons: 360mm Giant Bazooka, 120mm Zaku Machinegun

Allies: 2 Rick Dom, Musai

Enemies: RGM-79 GM, 5 RB-79 Ball, Columbus-class Transport, 3 Salamis Cruiser
        Magellan Cruiser
        5 RGM-79 GM, RX-77-2 Guncannon, 2 Salamis Cruiser, Magellan Cruiser

Victory Condition: Destroy all Columbus Transports

Defeat Conditions: 1 Columbus Escape Area
                  Musai Destroyed
                  Player Unit Destroyed

Mission 3: Battle of A Baoa Qu

Unit: MS-014B Gelgoog High Mobility Johnny Raiden Custom
Weapons: Beam Rifle, 360mm Giant Bazooka

Allies: 2 Gelgoog, 3 Rick Dom, 2 Musai, Zanzibar

Enemies: Magellan Cruiser, Salamis Cruiser, RGM-79 GM, RB-79 Ball


Victory Condition: Destroy All Federation Ships

Defeat Conditions: 3 Federation Ships Escape Area
                  Zanzibar Destroyed
                  Player Unit Destroyed


Bernard Path


Mission 1: War in the Pocket

Unit: MS-06FZ Zaku II FZ
Weapons: MMP-80 Machine Gun (Empty)

Allies: 4 Mine Controllers, Mines

Enemies: RX-78-NT1 "Alex"


Victory Condition: Destroy Alex Gundam

Defeat Conditions: Player Unit Destroyed

First, you must know that you have NO AMMO! This means you have to play cat and
mouse with the Alex. Start of by whipping out your heat hawk and moving back
for 2 to 3 seconds. Wait for the Alex to get blown up by the mines and check
its life by the indicator. However, the Alex will blow up the Mine Controllers
as it comes for you. At this point, its up to luck. It is your choice to
use the melee skill, but personally, I don't recommend it as you can be caught
with your pants down as the Alex critcial hits you into oblivion. I suggest
slashing then backing off until it is dead. However, luring it to more mines
is an option. Watch out for its gattling gun as it has around 300 bullets in
it. The Alex can kill you from a distance if you are not careful.

To get the S, just equip a bazooka, a shield and set the Cannon skill. As the
Alex comes up the hill, blast it till it dies.


Aina Path


Mission 1: Test Pilot

Unit: MS-06RD-4 Zaku II Rick Dom Prototype
Weapons: 120mm Zaku Machine Gun

Allies: Musai, 3 Zaku II F-type

Enemies: Target Saberfish
        RGM-79 GM, RB-79 Ball


Victory Condition: Test RD4 Unit
                  Defeat Sanders' Team

Defeat Conditions: Player Unit Destroyed



Mission 2: Test Flight

Unit: Apsalas I
Weapons: None (Minovsky Craft Overdrive as Infight)

Allies: 2 Dopp

Enemies: 3 RX-79[G] Gundam, Hover Car


Victory Condition: Escape Battle Area

Defeat Conditions: Player Unit Destroyed


Mission 3: Desert Ambush

Unit: Apsalas II
Weapons: Mega Particle Cannon

Allies: None

Enemies: 3 RX-79[G] Gundam, Hover Car, Aerial Mines


Victory Condition: Destroy Federation Forces

Defeat Conditions: Player Unit Destroyed


Mission 4: Apsalas

Unit: Apsalas II
Weapons: Mega Particle Cannon

Allies: None

Enemies: 6 RX-79[G] Ground Gundam, 3 Hover Car, 6 RGM-79[G] Ground GM


Victory Condition: Destroy Federation Forces

Defeat Conditions: Player Unit Destroyed


Mission 5: Underground Fortress Jaburo

Unit: Apsalas II
Weapons: Mega Particle Cannon

Allies: Gouf Custom

Enemies: RGM-79 GM, Type-61 MBT, AA Cannon, AA Missile, Bunker


Victory Condition: Find and destroy Jaburo entrance

Defeat Conditions: Gouf Custom Destroyed
                  Player Unit Destroyed


Norris Path


Mission 1: First Contact

Unit: MS-06J Zaku II J-type
Weapons: MMP-80 Machine Gun, Cracker

Allies: Bunkers, 4 Zaku II J-type, 2 Attack Helicopter

Enemies: 3 RX-79[G] Ground Gundam, Hover Car


Victory Condition: Defeat Shiro

Defeat Conditions: Player Unit Destroyed


Mission 2: Thundering Mountain

Unit: MS-07B-3 Gouf Custom
Weapons: Heat Rod

Allies: None

Enemies: RX-79[G] EZ8 Gundam EZ8, 2 RX-79[G] Ground Gundam, Hover Car
        3 RX-75 MPT Guntank Mass Product Type


Victory Condition: Destroy all Guntank MPT Units

Defeat Conditions: Player Unit Destroyed
                  Time Over


Mission 3: Underground Fortress Jaburo

Unit: MS-07B-3 Gouf Custom
Weapons: Heat Rod

Allies: Dom, Zaku II J-type, 2 Gaw

Enemies: RGM-79 GM, Type-61 MBT, AA Cannon, AA Missile, Bunker


Victory Condition: Find and destroy all AA Batteries
                  Find Jaburo entrance
                  Destroy Federation Forces

Defeat Conditions: Player Unit Destroyed
                  Time Over


Lalah Path

Mission 1: Shining Space

Unit: MAN-08 Elmeth
Weapons: Bits

Allies: 2 Rick Dom, Gelgoog Char Custom

Enemies: Magellan Cruiser, RGM-79 GM, RB-79 Ball, FF-X7[Bst] Core Booster,
        2 RX-77-2 Guncannon, RX-78-2 Gundam M.C.


Victory Condition: Destroy Gundam M.C.

Defeat Conditions: Gelgoog Char Custom Destroyed
                  Player Unit Destroyed


------------------------------------------------------------------------------
4.3 Hardcore Missions
------------------------------------------------------------------------------

After all missions have been completed (100% Game Completion), a Japanese
dialog will open and indicate that the Hardcore missions have been unlocked.
However, it also notes the conditions in unlocking and playing these missions.

1. The mission ranking must be an S to unlock
2. Only the original pilot of the mission can play it
3. Changing of weapons or MS is not allowed

There are 6 Federal Hardcore Missions and 6 Zeon Hardcore Missions


E.F.F. Side


Amuro Mission: Conscon's Pride

Unit: FF-X7 Core Fighter
Weapons: Missile

Allies: 2 Core Fighter, White Base

Enemies: 12 MS-06 Zaku II, 2 Musai, Chibe
        MS-06FZ Zaku II FZ


Victory Condition: Destroy Chibe
                  Destroy Aina's Zaku II FZ

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed


Shiro Mission: Destroy Apsalas

Unit: Type-61 Main Battle Tank
Weapons: 150mm Cannons

Allies: 32 Type-61 Main Battle Tank

Enemies: 33 Magella Attack


Victory Condition: Destroy Zeon Forces

Defeat Conditions: Player Unit Destroyed

Cool! Tank Fight! Set the Cannon, Anti-shell, Land Mobility and Quick Reload
skills and prepare for the fight of your life.

33 Type-61s VS 33 Magella Tanks. Those are the numbers. However, you can beat
those odds. Cut across the line and advance from the left. Stay out of the
range of the enemy's front line. When you reach their flank, activate
Direct Hit and pound them. Magellas cannot pivot on their axis, so they can
only fire forward. However, if they separate, you're in trouble. Be thorough
as Magellas will separate if damaged severely. Keep circling to the backs
of the tanks to destroy them. Most Magellas excluding the uber-aces will be
easy enough to destroy. When the entire back line is gone, enter the main
battle and take out the stragglers. If you just stay out of the way of any
Zeon cannon, you'll be fine.

I think losing less allies and killing more tanks will net you the S. Also
higher life will help.

Unlocks Perfect Gundam


Kai Mission: Entry into Jaburo

Unit: RX-77-2 Guncannon
Weapons: None

Allies: White Base

Enemies: MS-06C Zaku II C-type, MS-06FZ Zaku II FZ, MS-06J Zaku II J-type
        MS-05B Zaku I, MS-05B Zaku I Ral Custom, MS-06S Zaku II S-type
        MS-06S Zaku II S-type Char Custom, 3 MS-06S Zaku II S-type Black
        Trinary Custom


Victory Condition: Destroy Zeon Forces

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

This is the other Hard Hardcore Mission. Ok, set Melee Proficiency, Anti-shell,
Land Combat and Quick Reload skills and get ready for one of the hardest
missions ever.

Ok, you start out facing the Zaku II opposite you. The only problem is, you
are unarmed; no subweapon and no primary weapon. The Guncannon's melee attack
is severly weak, even with the Melee Proficiency skill it does 30 damage at
most. Immediately after the mission briefing goes away, switch to melee and
fly over to the Johnny's Zaku II. Punch it then circle around it, and punch
again and again till it goes down. Once it does, boost backwards from the new
Zaku II that appears. It's a good idea to lure your enemy away from the spawn
point as the suits always have the double hit ability when they spawn. The
next enemy is Bernie in his FZ, but just use the same tactic against him, and
he should go down pretty quick. Next is Aina, no problem there. Norris can
get a little damage in, but if you manage to stun or knock him down, he is
no problem.

Now, the first real problem shows; Ranba Ral. This old guy can literally kick
your ass to hell and back. On top of his annoying MG, he has his EVIL heat hawk
which will do 70+ damage to you. The tactic is to jump from afar and give him
a solid punch before dashing away. It takes Ral some time to switch weapons,
and this is what you need to give him the big 30 damage. Do not dash straight
at him as he can kick you down with around 30 damage. As long as you keep him
switching his weapons and taking the opportunities given, Ral will eventually
go down.

Gato shows up in a Zaku I, so just continue doing the strategy against the
earlier enemies. Lalah's next in a Zaku II S-type, so you should be wary
of her MG, as it does more damage. However, she sucks at piloting, so just
knock her down and punch her to death.

Now, the second problem shows up. Char is just like Ranba Ral, but harder to
kill since he has a better suit. Use the tactics you used on Ral, as they
also work on Char. Char has faster reaction time though, so you should be
more careful in attacking him. Char fights a lot like Ral, so watch it.

The final BIG problem comes in threes. Yup, the Black Tri-stars. They are in
3 Zaku II S-types, and all come for you. Mash and Ortega act like Lalah, so
if you get them separated, you can take them out without too much trouble.
Gaia, however, acts like Char and Ranba, but isn't much better. Just do
the tactics you used on Char and Ranba, and he'll go down. Remember to
separate them to make your life way easier.

Keep your life up to get the S rank.


Unlocks RX-78-3 G3 Gundam


Hayato Mission: Entry into Jaburo

Unit: RX-75-4 Guntank
Weapons: 120mm cannons

Allies: White Base

Enemies: MSM-03 Gogg, MSM-04 Acguy, 5 MSM-07 Z'gok, MSM-07 Z'gok Char Custom


Victory Condition: Destroy Zeon Forces

Defeat Conditions: White Base Destroyed
                  Player Unit Destroyed

Set the Cannon, Anti-beam, Land Combat and Quick Reload skills. Oh, and pray...

For the first waves, it's a simple matter to just shoot until they fall.
However, when the character units start coming, it's best to get a position.
Bring your Guntank up on the right platform right beside the White Base.
Use the natural ridge to bombard the enemy waves. The first real problem is
Norris. When he shows up, make him your main target as he can get up in
your face and claw you to death. The next ones are the Black Trinary, along
with Ranba and Char from behind. Don't panic, and focus on taking out the
Black Trinary before they get to melee range; if they do, you're dead.
Once they're gone, take out Ral and Char. They should be distracted by the
White Base so just empty your cannons into their backside. Activate the
Advise ability when they're attacking though, as the White Base goes down
pretty quickly without it.

S? Keep your life high.

Unlocks Missile Launcher (I think)

Christina Mission: War in the Pocket

Unit: RX-78-NT1 "Alex" Gundam
Weapons: Beam Rifle, 90mm Gattling Gun

Allies: Hover Car

Enemies: MS-14A Gelgoog, MS-06FZ Zaku II FZ, MS-06S Zaku II S-type
        MS-06C Zaku II C-type, MS-05B Zaku I


Victory Condition: Destroy Zeon Forces

Defeat Conditions: 1 Zeon Unit Escapes Battle Area
                  Player Unit Destroyed

I had such a hard time with this mission! Christina is the worst of all the
"Ace" pilots (Bernie has better level 9 stats than her level 28 ones!) but she
pilots the most powerful MS in the OYW. I leveled her to level 29 before I
finally finished and got an S in this mission.

Set the Long Range Fire, Anti-overheat, Land Combat and Quick Reload skills.
You may be tempted to use the Combo skill, but trust me, it's not worth it.
By the time the timer reaches 2:30:00, you're going to pull out your hair
trying to catch all the Ace and Veteran Zakus running past you. I will detail
the tasks to do in this 10 minute HC mission in sections.

10:00:00 - 8:00:00

This is the easy part; the enemies that show up are the Rookie Gelgoogs and
the Veteran Zaku II FZ. The waves here are very sporatic, and they all come
from the hill where Bernie used to stay so use this chance to kill using your
melee weapon. You'll need to save ammo for the later waves.

7:59:99 - 5:00:00

Here is where it starts getting hard. The waves up frequency, with Zaku IICs
appearing on the colony mirror blocks. Around 4 units (1 Gelgoog, 2 FZ and a
Zaku IIC) will be appearing on the ground, while 2 Zaku IICs will be on the
mirror blocks in one wave. Use your beam rifle properly by dashing VERY
quickly behind enemy units and popping 1 or 2 shots up their ass. Ace Zaku II
S-types also show up, around the time the C-types show up as well. Prioritize
the Ace suits, as they move very quickly and can dodge your shots.

4:59:99 - 2:30:00

This is where it becomes frantic. The waves are almost continuous, with all
types of Zakus and the Gelgoogs rushing past you. Prioritize according to
pilot skill (Ace-Veteran-Rookie) and continue backshooting them with the BR.
Also, note their position using the Map; if they get too far, mark them
priority one. If you overheat, use the gattling gun as it can do some serious
damage. You will have to do a very quick sweep of the mirror area up to the
hill area to stop any suit from getting past you. I estimate around 2 sweeps
a minute, plus combat time.

2:29:99 - 0:00:00

By now, you should be tired from killing literally hordes of MS. This is the
home stretch, and no character MS appear, so keep yourself busy by killing the
rest of the waves still alive. There is nothing to worry about unless you
become overwhelmed by the amount STILL coming. Remember to prioritize kills
and keep an eye on your mission map. You'll be very happy when you finally
succeed in this mission. I'm sure with the amount of MS you kill, you'll get
the S for sure.

Unlocks RX-78-NT1 Alex


Sayla Mission: Sayla Sorties

Unit: RX-79[G] Ground Gundam
Weapons: Beam Rifle, 180mm Cannon

Allies: Medea, 2 Ground Gundam GM Head

Enemies: MS-06S Zaku II S-type, MS-06J Zaku II F-type, 3 MS-09 Dom, 2 Dabde


Victory Condition: Destroy 2 Dabde

Defeat Conditions: Medea Destroyed
                  Player Unit Destroyed

This mission requires Sayla to have a high level. I believe a Level 25 Sayla
is perfect. Set the Melee Combo, Anti-overheat, Land Combat and Ship Killer
skills.

You start off with Karen and Christina in Ground Gundams. It's OK to leave
them be or set them to support the Medea. Your first enemies are a Zaku II
S-type and two J-types. These are mere annoyances. Just watch it as their
missiles can knock you down and leave you open. After you clear the immediate
area, make your way to the 2 Dabdes in the north. You should detect 3 Doms
and a bunch of Zaku IIs. To end the mission, go up to the Dabdes and snipe
their bridges until they die, while moving around to avoid the Doms.

To get the S, you have to kill all the Doms by the Dabdes. By the time you
reach them, you should at least have one Dom, wielding a Beam Bazooka,
shooting your behind off. Try to get it alone, and activate the Direct Hit
ability. With the Melee Combo skill, you should be able to take it without
much trouble. Quickly move back to the Medea as the remaining Doms will
follow. Set your allies to attack them and in the confusion, slash the 2 Doms
to death. Watch out as all of these girls are Level 30.


Principality of Zeon Side


Char Mission: Shining Space

Unit: MS-06S Zaku II Char Custom
Weapons: 120mm Zaku Machine Gun

Allies: None

Enemies: 50 RB-79 Ball


Victory Condition: Destroy as many Balls as possible

Defeat Conditions: Use Machine Gun
                  Player Unit Destroyed

This is actually a pretty easy mission, the only catch is you have to be
creative...

Set the Melee Proficiency and Quick Reload skills. When you start the mission,
kick as many Balls to death as fast as you can. If you reach the 48-50 mark,
you get the S.

Try not to use the Machine Gun as it takes away from your score and can make
you fail the mission. It is possible to kill 50, so no whining.

Unlocks RX-78 V.C.


Gaia Mission: Odessa Day

Unit: MS-09 Dom
Weapons: 360mm Giant Bazooka, MMP-80 Machine Gun

Allies: 2 Dom, Dabde

Enemies: RGM-79[G] GM, Big-tray, 3 Bunker


Victory Condition: Destroy Big Tray

Defeat Conditions: Dabde Destroyed
                  Player Unit Destroyed

Current RANK A: 795


Ral Mission: Operation Ambush Mokuba

Unit: MS-05B Zaku I Ral Custom
Weapons: 102mm Zaku Machine Gun

Allies: Gallop

Enemies: RGM-79 GM, RX-75 Guntank MPT, RX-77-2 Guncannon


Victory Condition: Destroy Federation Forces

Defeat Conditions: Gallop Destroyed
                  Player Unit Destroyed

This mission is one of those "kill everything while protecting something"
missions. You have some choice of what skills to equip but I find that using
this combination is effective: Melee Proficiency, Anti-overheat, Land Combat
and Quick Reload. I believe you need to be at least level 25 to adequetly deal
with this mission.

The main weapon you will be using in this mission is your heat hawk. With
the Melee Proficiency skill on, it should be doing around 105-130 damage per
critical hit. When you start off, pick off the Rookie GMs with your Zaku
Machine Gun from a distance; move around side to side to avoid their weapons.
After a few cheap shots, Veterans and an Ace will show up. Dodge their Bazooka
shots as they can kill you in one or two good hits. After they're gone, the
Guntank MPT shows up. Avoid its fire, and circle around to the back then hack
it to death. The rest of the GMs after it are piloted by characters; they are
very dangerous. Remember to apply hit and run tactics on these guys as one
lucky saber slash from them is enough to kill you. The last enemy is a
Guncannon with Spray Missile Launchers. This guy is hard to kill, but once
you get behind him, he's dead. Just cut him open. Enjoy your new weapon
after this.

To get the S, you need to keep your life as high as possible. Make sure to
keep your shield as it is your only defense from a fatal bazooka shot or
saber slash.

Unlocks Beam Bazooka


Aina Mission: Test Pilot

Unit: MS-06RD-4 Zaku II Rick Dom Prototype
Weapons: 120mm Zaku Machine Gun, Rakuten Bazooka

Allies: Zanzibar

Enemies: 4 RGM-79 GM, RX-77-2 Guncannon
        4 RGM-79 GM, RX-78-2 Gundam
        4 RGM-79 GM, RX-77-2 Guncannon
        4 RGM-79 GM, RX-78-3 Gundam G3
        RX-78-6 Mudrock


Victory Condition: Destroy Federation Forces

Defeat Conditions: Zanzibar Destroyed
                  Player Unit Destroyed

This one is similar to Ral's Hardcore mission, just in space. Set the
Cannon, Anti-overheat, Space Combat and Quick Reload skills.

The one thing to remember is to keep the Zanzibar alive. When the Gundam
types show up, make sure to activate the Advise ability to keep it alive.
The Zanzibar itself is a distraction, and it is what you need to win this
mission. The GMs are no problem, just avoid their missiles and shoot them
from behind with the Rakuten Bazooka. The Guncannons are also minor, just
avoid their long range attacks and hit them from the back with your bazooka.
The big problems are the Gundam types. The RX-78-2 is a pain because it is
fast. Wait for it to ignore you and as soon as it starts attacking the
Zanzibar, pump as many bazooka shells into its behind. It takes a few tries
since it gets stunned and attacks you, so just be patient. The RX-78-3 is even
faster, but is still susceptible to the same tactic. However, it does more
damage so watch it. The Mudrock is the hardest one as it has 300mm cannons
AND a Beam Rifle, so it is double dangerous. The tactic on the other Gundams
works, but it can be close, especially since the Zanzibar should be pretty
heavily damaged. Make sure to have sufficient ammo to take him out because
without the bazooka, it's near to hopeless. I think that the reward for this
mission isn't worth it, though.

Unlocks YMS-15 Gyan

The S? Keep your life high.


Bernard Mission: War in the Pocket

Unit: Attack Helicopter
Weapons: 20mm Vulcan

Allies: Attack Helicopter

Enemies: Type-61 MBT


Victory Condition: Destroy Amuro's Type-61

Defeat Conditions: Player Unit Destroyed

Set the skills to Explosive Proficiency, Anti-Explosive, Land Combat and
Quick Reload.

The objective is just to kill Amuro, so order your team to attack Amuro.
Follow behind them, and take out the tanks that are distracted by your
attacking allies. The helicopter handles like a space unit, so don't get
confused by the controls. Make sure to save your missiles as they are your
trump cards. With all your allies bearing down on Amuro, it will be an easy
matter to slip in the finishing blow.

As long as you kill around 8 other tanks, and not lose that many people,
you should get the S.

Unlocks NC Bazooka


Lalah Mission: Shining Space

Unit: MAN-08 Elmeth
Weapons: Bit

Allies: None

Enemies: RX-78-2 Gundam


Victory Condition: Destroy "True" Gundam

Defeat Conditions: Player Unit Destroyed

The "True" Gundam is the one using a Beam Rifle. What Lalah says after you kill
a Gundam tells you if you got the right one. Killing the "True" Gundam gives
you the S.

Shimatta! - C Rank

Yatta! Taii-san Yarimashita! - S Rank


------------------------------------------------------------------------------
5. Others
------------------------------------------------------------------------------

Good Leveling Stages:

E.F.F.

Amuro Mission 10: Texas Operation

Use the default Gundam, just equip it with a shield. Set the Combo skill and
the anti-power down defense skill. With the Combo Skill, it should be easy to
take out the Gyan. The Gelgoog is much harder, but if you get a good position
and knock him down, it will be an easy win. Also use the Beam Rifle as it is
a big advantage in this particular stage.

If you are at higher levels and want a bigger payoff, try using weaker units.

Amuro Mission 12: Space Fortress A Baoa Qu

This mission gives around 500+ experience in the level 20s, but is pretty long.
To make it easier, set the correct skills and equipment and just keep killing
units and preventing your ships from getting destroyed. After, just take out
the Zeong and the mission is over. Note that you only get the 500+ pts. if
you use the default unit.

Shiro Mission 5: Thundering Mountain

This mission is a good alternative to Amuro's Mission 10. Using the Gundam
here can net you around 300+ points in the early 20s and around 250 points
in the 25+ range. Suggested equipment are the bazookas as they knock Norris
down.

Principality of Zeon

Bernard Mission 1: War in the Pocket

Equip any Bazooka, preferrably a Giant/ Rakuten or better, N.C. Use the Zaku I
and equip it with a shield. When the mission starts, all you have to do is
get in range of the Alex and keep firing till it blows up. At early levels,
this mission gives up around 500+ exp. Even at the highest levels, you still
get around 220+ experience. Hey, it's the only decent leveling stage.

Char Mission 7: Texas Operation

Using the normal Gelgoog, it should give around 200+ experience in the mid-10s
to early 20s. However, using a Zaku I can net you at least around 600 points
in the upper 20s. Just be warned that it is Amuro you are fighting, not some
useless test pilot. <Hint, hint>

------------------------------------------------------------------------------
6. Recognition
------------------------------------------------------------------------------

Bandai Entertainment - for developing the one Gundam game that I still can't
                      complete, but love to death.

Gamefaqs.com - for inspiring me to create this FAQ, as well as giving me the
              guidance and place to make and post it.

My cousin Christopher - for helping me finish Shiro's hardcore mission.

MAHQ.net - for the information of the ships and model numbers of the MS.

Eric Saari  - for the additional source material from the GameFAQs boards and
             Japanese site links.

David Cheng, GPO3 and Githon - for the translations of some of the abilities
                              and mission strategies from the board topics.

mike luonggo - for the info on unlocking the Perfect Gundam.