==============================================================================
MOBILE SUIT GUNDAM: ZEONIC FRONT (Playstation 2)
==============================================================================
Mobile Suit Gundam:  Zeonic Front FAQ/Walkthrough

Version 1.51

February 27, 2002-February 09, 2003

Unpublished work Copyright 2002 gundamtotoro

E-Mail:  gundamtotoro(at)hotmail(dot)com
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TABLE OF CONTENTS:
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I.      Introduction/Version Notes
II.     E-mail Guidelines
III.    Lexicon
IV.     Mobile Suit Controls
V.      Pilot, Mobile Suit, and Equipment List
VI.     Primary Weapons
VII.    Supplies
VIII.   Mission Strategies/Walkthrough
IX.     Frequently Asked Questions
X.      Special Thanks
XI.     Copyright Info
==============================================================================
I.  INTRODUCTION AND VERSION NOTES
==============================================================================

    This FAQ is for the U.S. version of 'Mobile Suit Gundam: Zeonic Front'
for the Playstation 2 console.  I am a fan of most of the Gundam series and I
really enjoyed this game.  I first started the FAQ just to show what mobile
suits and weapons were available in the game, and eventually added more
information and strategies as they proved to be needed.

Version 1.51 Notes:
1/01/03-1/09/03
Alright, I went through and clarified some information and included unlock
notes for all of the Simulator Programs.  Some extra mission strategies were
also included.  The Campaign Mission 06 Strategy was changed to something that
is guaranteed to work as long as the player is able to place one of their
units behind a certain rock and set his/her units to not move.  A FAQ question
was added concerning Renchef and Manning's relationship.  I also listed when
each person gains supplies for the Round 1 Missions.  I'd put Final on this,
but I can't really imagine being truly done.  o_o;

Version 1.5 Notes
01/28/03
Okay, I reformatted the entire thing.  I updated the Frequently Asked Question
section.  I updated some info on Schmitzer than Zanetsuken provided.  I also
updated the e-mail guidelines.

Version 1.41 Notes

08/16/02  Fixed a few typoes.  Did some updates to the formatting.  Added some
additional info to a few sections.

Version 1.4 Notes

06/11/02  Fixed some more spacing errors (but probably created some more in
the process).  I added some more information to the Frequently Asked
Questions.  A few mission strategies and notes received some extra
clarification.  Updated the copyright information to better resemble that on
other FAQ projects.

Version 1.3 Notes

04/24/02  Fixed some spacing errors and typos.  Updated the Frequently Asked
Questions to further include items not in the game and explain some continuity
and other appearance questions.  Added extra comments to Beam Gun in the
Primary Weapons section.  Added some notes on Round 2.  Added the 'weak spot'
on Big Tray for Campaign Mission 1.  Included some more information on
Swaggard's Dom.  Added a section on Mobile Suit Controls, mostly to explain
how blocking works.  Added some more people to the Special Thanks list.

Version 1.2 Notes

04/19/02 Added E-mail guidelines.  Mission Strategies/Walkthrough added.  Team
Setup’s title was changed to Pilot, Mobile Suit, and Equipment List so it
would make more sense.  Added Unlock notes onto the Pilot, Mobile Suit, and
Equipment List for some of harder to find unlockable characters and suits.

Version 1.1 Notes

03/13/02  Added information for primary and proximal weapons.  Added
information on supplies.  Added a small lexicon to go over a few terms.  Added
more to the frequently asked questions list.  Fixed a few spacing errors.  I
am considering a game script and/or character information in the next update,
as well as any other questions I believe should be addressed.

Version 1.0 Notes

02/27/02  The FAQ in its current form only addresses the "Team Setup" menu and
a few frequently asked questions.  The primary purpose  is to give a near-
complete list of all the characters, mobile suits, weapons, and supplies
available at the end of the game.  Future updates are planned for this FAQ,
and if you have any additional information to the list or any suggestions,
please email me at gundamtotoro(at)hotmail(dot)com.
==============================================================================
II.  E-MAIL AND BOARD GUIDELINES
==============================================================================
    Questions asking for information included in the FAQ, have terrible
grammatical errors, contain no subject, and use any alternate fonts sizes or
colors will be ignored.  Just keep it simple and readable.

    Put "MSG: Zeonic Front" in the subject line.  Include what site you
found the FAQ on in the body of the email somewhere.

    If you are posting on the GameFAQs Zeonic Front messageboard.  DO NOT
make your topic title directly to me.  I find it to be rude.  Just post like a
normal rational person, and make sure whatever you are asking has not been
presented in the FAQ (double check the Frequently Asked Questions too).
502 Topics on how to get Roberto's GM Command is just way too much.
==============================================================================
III.  LEXICON
==============================================================================
    I thought I would throw this in to help with some of the terms used in
the game and throughout the FAQ.
------------------------------------------------------------------------------
Midnight Fenrir:
    Name designated to the Zeon mobile suit team that Zeonic Front centers
around.
------------------------------------------------------------------------------
Minovsky Particles:
    Minovsky particles disrupt electromagnetic waves.  This disruption
interferes with sensors and accurate targeting.  Sensors will not be as
effective in stages containing a high density of Minovsky particles.  The
disruption with accurate targeting explains why large battleships bother with
mobile suits instead of just pounding away at each other from a distance.
------------------------------------------------------------------------------
Mobile Suits:
    Term used for all of the robots seen in this game.  Think of the Zaku as
the evolution of the human space suit and then the name will make more sense.
------------------------------------------------------------------------------
Round 1 Missions:
    Term used for the regular missions the first time you play through the
game.
------------------------------------------------------------------------------
Round 2 Missions:
    Once you have completed the game once, the regular missions will be
available again in a harder mode.  This second time through the regular
missions are often referred to being as Round 2.
==============================================================================
IV.     MOBILE SUIT CONTROLS
==============================================================================
    This section explains the general controls of a Mobile Suit and its
fellow team members.  Explanations of the commands are given, including how to
block which is not even mentioned in the game manual.

Movement - Left Analog Stick
    Movement forward, backward, strafe left, strafe right, and move
    diagonally.

Sight Movement - Right Analog Stick
    Move the lock-on sight, which allows you to look around and to turn.  Use
    with the left analog stick to circle around enemies (anyone who has
    played an FPS on occasion should like this ^_^).

Run/Dash - L1 Button
    Hold the L1 button to run (or to dash with Doms, GM S-Armors, or the
    fully upgraded Mudrock).  Allows your mobile suit to move faster, but
    makes it easier to detect by the enemy.

Back Dash - L1+Down on Left Analog Stick
    This command will cause most mobile suits (with exception to Doms, GM S-
    Armors, and the fully upgraded Mudrock) to use their verniers to boost
    backwards.  This is useful to quickly dodge enemy fire or to retreat
    quickly (particularly if you are stunned by a Stun Grenade or Spraybeam
    yourself).  Mobile Suits also seem to be invulnerable during a Back Dash.

Lock-On - Automatic
    Lock-on will occur whenever a target is within range of your mobile
    suit's primary weapon.

Blocking - Automatic
    Mobile suits equipped with shields will automatically block incoming
    shots from the front.  Blocking can only be performed if a mobile suit is
    standing still.  Shields can only absorb so much damage in a short period
    of time though and will have to 'reload' to reach full strength again.

Attack - R1 Button
    R1 handles primary and proximity weapons.  When a target is within range,
    press to fire your primary weapon.  Press R1 when the target sight is
    green to execute a melee attack with your proximity weapon.  The R1
    button can also be held to automatically fire or use a melee attack
    whenever a target comes in range.  See Primary Weapons section for more
    info on weapons and their attributes.

Reload - L2+R1
    Primary Weapons will automatically reload when they are out of ammo, but
    using the Reload command will allow you to reload faster and avoid being
    without ammo in a battle.  Your other team members will also reload.

Combat Gear - Square Button
    Square handles your mobile suit's combat gear, which is required to
    perform to the best of your ability in this game.  Only one item of
    combat gear can be used at a time, so you can not have a Radar Cloak on
    and use a Grenade at the same time.  Combat Gear such as Grenades,
    Cannons, and Support Attacks may be used if you have a target square on
    an enemy, lock on is not required.  See Combat Gear under Supplies for
    more information on what each item does.

Toggle HUD On/Off - L2+L1
    This will remove the data from the lower part of the screen and allow you
    to see the full screen.

Execute Battle Code - L2+X
    Execute Battle Code.  Basically informs any teams at an operation point
    to start moving again.

Attack Formation - R2+Triangle
    This informs your other team members to attack whatever target square
    your weapon sight is pointed at.  This can be very useful when you are
    busy reloading after depleting a magazine.

Retreat Formation - R2+X
    Tell your other team members to retreat.  This command will probably
    receive very little use other than to get your team members out of a
    situation where they will only get in the way.

Halt Formation - R2+Square
    A better way to prevent your team members from getting in your way.

Scatter Formation - R2 + Circle
    Tell your team members to break formation and circle around the target.
==============================================================================
V.     PILOT, MOBILE SUIT, EQUIPMENT LIST
==============================================================================
    Notes:  This section is divided into four sections:  Midnight Fenrir
(Zeon Mobile Suits), Secret Zeon Characters, Secret Federation Characters, and
Midnight Fenrir (Federation Mobile Suits).  The pilots and their mobile suits
are listed in the  order that the game lists them.  The Federation mobile
suits for the Midnight Fenrir pilots are also kept separate from the Zeon ones
because the game considers them as being separate characters.

Only Midnight Fenrir (Zeon Suits) can be used in Campaign Missions.  All other
characters can only be used on simulation missions.

Oh yeah, go to the Mission Setup menu to change pilots, suits, and equipment,
yes people are too baka to figure that one out sometimes and need it spelled
out for them... I also put this in the Frequently Asked Question section...
and I'm still going to get bakas asking me how to do it...

The format for the list is as follows:

------------------------------------------------------------------------------
(Pilot Name)
------------------------------------------------------------------------------
       Unlock:         Only appears a few times.  How to unlock that item.
       MS:             (Name of MS)    (Description of MS)
       MS #:           (Number of Mobile Suits allowed per team)
       Weapons:        (Name of Weapon)(Description of Weapon)
       Shield:         (Type of Shield used by Mobile Suit if available)
       Proximity:      (Close Combat Weapon used by Mobile Suit if available
       Supply Slots:   (Number of slots available to equip Supplies)
       Upgrade Gear:   (1st Type of Supplies.  This type of gear upgrades
                        certain Mobile Suit functions)
       Combat Gear:    (2nd Type of Supplies.  This type of gear is used
                        in combat situations by pressing the Square button)

If a character has more than one Mobile Suit available, it will be listed
after all the information for the first mobile suit.
------------------------------------------------------------------------------
Midnight Fenrir (Zeon Mobile Suits)
------------------------------------------------------------------------------
     These suits are available for Campaign and Simulator Missions
------------------------------------------------------------------------------
Lt. Roher:
------------------------------------------------------------------------------
       MS:             Gouf B3:        All Purpose MS
       MS #:           1-3
       Weapons:        90mm MG:        New Zaku Machine Gun
                       90mm AR:        Top Class Rifle: Mid-Range
                       Gatlin Gun:     3 x 5 35mm Gatlin Gun: No Shield
       Shield:         Middle
       Proximity:      Heat Saber
       Supply Slots:   14
       Upgrade Gear:   Reloader I
                       Radar Boost I, II
                       Therm Boost I, II
                       Sonar Boost I, II
                       Night Scope I, II, III
                       Cool Device I
                       Silencer I
       Combat Gear:    Radar Cloak I, II
                       Thermal Cloak I, II
                       Sonar Cloak I, II
                       Smoke Grenade I, II
                       Heat Rod I, II

       MS:             Zaku II F2      Last Production Model of Zaku
       MS #:           1-3
       Weapons:        90mm MG:        New Zaku Machine Gun
                       90mm AR:        Top Class Rifle:-Mid Range
       Shield:         Light
       Proximity:      Heat Hawk
       Supply Slots:   16
       Upgrade Gear:   Bullets
                       Magazine
                       Radar Boost I, II
                       Thermal Boost I, II
                       Sonar Boost I, II
                       Night Scope I, II, III
       Combat Gear:    Radar Pod I
                       Thermal Pod I
                       Sonar Pod I
                       Smoke Grenade I, II
------------------------------------------------------------------------------
MCPO Austin
------------------------------------------------------------------------------
       MS:             Zaku I B        Improved MS: Adjusts to Pilot
       MS #:           1-3
       Weapons:        Zaku BZ         Zaku Bazooka: Mid-Range
                       Raketen BZ      Raketen Bazooka: Rapid Fire
                       Giant Bazooka   Super Power
                       Shotgun         Wide Kill Zone
       Shield:         Heavy (Federation type)
       Proximity:      Heat Saber
       Supply Slots:   18
       Upgrade Gear:   Armor A I, II, III
                       Bullets
                       Magazine
                       Scope I, II
                       Reloader I, II
                       Night Scope I, II
                       Armor B I, II
       Combat Gear:    Smoke Grenade I, II, III
                       Stun Grenade I, II, III
                       Heat Grenade I, II, III
       Note:  To get Austin’s Federation Shield and Giant Bazooka, you must
       obtain all of his equipment (S ranks on various missions) and then
       increase your kill number.
------------------------------------------------------------------------------
En. Roberto
------------------------------------------------------------------------------
       MS:             Zaku II F2      Last Production Model of Zaku
       MS #:           1-3
       Weapons:        90mm MG         New Zaku Machine Gun
                       Raketen BZ      Raketen Bazooka: Rapid Fire
       Shield:         None
       Proximity:      Heat Hawk
       Supply Slots:   18
       Upgrade Gear:   Radar Boost I
                       Therm Boost I
                       Sonar Boost I
                       Night Scope I, II
       Combat Gear:    Radar Cloak I
                       Therm Cloak I
                       Sonar Cloak I
                       Tank Decoy I, II, III
                       MS Decoy I, II, III
                       Smoke Grenade I, II
                       Dopp I, II, III
------------------------------------------------------------------------------
En. Hepner
------------------------------------------------------------------------------
       MS:             Zaku II J       Zaku II F for Ground Combat
       MS #:           1-3
       Weapons:        90mm MG         New Zaku Machine Gun
                       M-Launcher      3x Missile Launcher: No Shield
       Shield:         Light
       Proximity:      Heat Hawk
       Supply Slots:   20
       Upgrade Gear:   Radar Boost I, II, III
                       Therm Boost I, II, III
                       Sonar Boost I, II, III
                       Armor B I, II, III
       Combat Gear:    Radar Pod I, II, II
                       Therm Pod I, II, III
                       Sonar Pod I, II, III
                       Smoke Grenade I, II, III
------------------------------------------------------------------------------
PO Swaggard
------------------------------------------------------------------------------
       MS:             Zaku I B        Improved MS:  Adjusts to Pilot
       MS #:           1-3
       Weapons:        90mm MG         New Zaku Machine Gun
                       Shotgun         Wide Kill Zone
       Shield:         Heavy
       Proximity:      Heat Hawk
       Supply Slots:   18
       Upgrade Gear:   Armor A I, II, III
                       Night Scope I, II
                       Armor B I, II, III
       Combat Gear:    Radar Pod I, II
                       Therm Pod I, II
                       Sonar Pod I, II
                       Smoke Grenade I, II
                       Stun Grenade I, II
                       Heat Grenade I, II
                       Magella I, II, III


       Unlock:  Alright, to get all of Swaggard's equipment there seems to
                be a fruity process of having to force him to be destroyed
                many many times. o_O  I haven't confirmed it yet but it
                seems to have worked out for several individuals over on the
                boards.
       MS:             Dom             Heavy Equip MS: Very Mobile
       MS #:           1-3
       Weapons:        Raketen BZ      Raketen Bazooka: Rapid Fire
       Shield:         None
       Proximity:      Heat Sword
       Supply Slots:   8
       Upgrade Gear:   Armor A I
       Combat Gear:    Tank Decoy I, II
                       MS Decoy I, II
                       Smoke Grenade I, II
                       Magella I, II
                       Spraybeam I, II
       Note:  Swaggard's Dom is supposed to be able to go up to 12 slots
              and gain access to Armor A II, Armor B I, II, and Magella
              III.  I have not accessed it myself yet, so I have not
              included the information as I normally would.
------------------------------------------------------------------------------
CPO Manning
------------------------------------------------------------------------------
       MS:             Zaku I B        Improved MS:  Adjusts to Pilot
       MS #:           1-3
       Weapons:        90mm MG         New Zaku Machine Gun
                       90mm AR         Top Class Rifle: Mid-Range
       Shield:         Light
       Proximity:      Heat Hawk
       Supply Slots:   18
       Upgrade Gear:   Bullets
                       Magazine
                       Reloader I, II, III
                       Therm Boost I, II
                       Sonar Boost I, II
                       Night Scope I, II, III
                       Cool Device I, II, III
                       Silencer I, II, III
       Combat Gear:    Radar Cloak I
                       Therm Cloak I
                       Sonar Cloak I
                       Tank Decoy I, II
                       MS Decoy I, II

       MS:             Gouf B3         All Purpose MS
       MS #:           1-3
       Weapons:        M-Launcher      3x Missile Launcher: No Shield
                       Gatlin Gun:     3 x 5 35mm Gatlin Gun: No Shield
       Shield:         None
       Proximity:      Heat Saber
       Supply Slots:   14
       Upgrade Gear:   Bullets
                       Reloader I, II
                       Radar Boost I
                       Therm Boost I
                       Sonar Boost I
                       Night Scope I, II, III
                       Cool Device I, II, III
                       Silencer I, II, III
       Combat Gear:    Radar Cloak I, II, III
                       Therm Cloak I, II, III
                       Sonar Cloak I, II, III
                       Heat Rod I, II, III
------------------------------------------------------------------------------
Lt. Renchef
------------------------------------------------------------------------------
       MS:             Gouf            MP Gouf A: for proximal attack
       MS #:           1-3
       Weapons:        Shotgun         Wide Kill Zone
                       75mm Vulcan     5x Finger Vulcan Gun
       Shield:         Middle
       Proximity:      Heat Saber
       Supply Slots:   14
       Upgrade Gear:   Armor A I, II, III
                       Night Scope I
                       Cool Device I, II
                       Silencer I, II
                       Armor B I, II
       Combat Gear:    Smoke Grenade I, II
                       Stun Grenade I, II
                       Heat Rod I, II
------------------------------------------------------------------------------
Lt. Fran
------------------------------------------------------------------------------
       MS:             Dom F           New Model of early MP Dom
       MS #:           1-3
       Weapons:        90mm MG         New Zaku Machine Gun
                       90mm AR         Top Class Rifle: Mid-Range
                       Raketen BZ      Raketen Bazooka: Rapid Fire
                       M-Launcher      3x Missile Launcher: No Shield
       Shield:         None
       Proximity:      Heat Sword
       Supply Slots:   14
       Upgrade Gear:   Armor A I, II
                       Scope I, II, III
                       Reloader I, II
                       Radar Boost I, II
                       Therm Boost I, II
                       Sonar Boost I, II
                       Night Scope I
                       Armor B I
       Combat Gear:    Tank Decoy I, II
                       MS Decoy I, II
                       Spraybeam I, II
------------------------------------------------------------------------------
Lt. Sandra
------------------------------------------------------------------------------
       MS:             Dom Tropen      New Dom F: for local combat
       MS #:           1-3
       Weapon:         Raketen BZ      Raketen Bazooka: Rapid Fire
                       M-Launcher      3x Missile Launcher: No Shield
                       Beam Rifle      Experimental Beam Rifle
       Shield:         None
       Proximity:      Heat Sword
       Supply Slots:   14
       Upgrade Gear:   Bullets
                       Reloader I, II
                       Night Scope I, II
                       Cool Device I, II
       Combat Gear:    Radar Pod I
                       Therm Pod I
                       Sonar Pod I
                       Smoke Grenade I
                       Spraybeam I, II
       Note:  Okay, to get Sandra's Beam Rifle, just increase your
              number of destroyed mobile suits (Sim Program 01 would
              be an excellent place to do this) after completing Round 1

       MS:             Zaku II F2
       MS #:           1-3
       Weapon:         Raketen BZ      Raketen Bazooka: Rapid Fire
                       M-Launcher      3x Missile Launcher: No Shield
                       Beam Rifle      Experimental Beam Rifle
       Shield:         Light
       Proximity:      Heat Hawk
       Supply Slots:   16
       Upgrade Gear:   Bullets
                       Magazine
                       Scope I
                       Reloader I, II
                       Night Scope I, II
                       Cool Device I
       Combat Gear:    Radar Pod I, II
                       Therm Pod I, II
                       Sonar Pod I, II
                       Smoke Grenade I
------------------------------------------------------------------------------
Secret Zeon Characters
------------------------------------------------------------------------------
    These characters are only available in Simulator Missions, and may not be
used in stages that involve that character until Sim 33 is unlocked.
------------------------------------------------------------------------------
LC Schmitzer
------------------------------------------------------------------------------
       Unlock:  Complete Round 1 Missions and S Rank at least 1 Sim Mission
       MS:             Zaku I S        Customized Zaku I for Schmitzer
       MS #:           1
       Weapon:         90mm MG:        New Zaku Machine Gun
                       90mm AR:        Top Class Rifle:-Mid Range
                       Raketen BZ      Raketen Bazooka: Rapid Fire
                       M-Launcher      3x Missile Launcher: No Shield
       Shield:         Middle
       Proximity:      Heat Saber
       Supply Slots:   20
       Upgrade Gear:   Armor A I
                       Bullets
                       Magazine
                       Reloader I, II
                       Radar Boost II
                       Therm Boost II
                       Sonar Boost II
                       Night Scope I, II, III
                       Armor B I, II
       Combat Gear:    Thermal Cloak I, II
                       Sonar Cloak I, II
                       Magella I, II
------------------------------------------------------------------------------
Char
------------------------------------------------------------------------------
       Unlock:  Complete Sim Mission 1 with an S Rank and finish the game.
                If you have already finished the game, finish it again.
       MS:             Zaku II S       30% more output than Zaku II F
       MS #:           1
       Weapon:         120mm MG        Zaku Machine Gun: Short Range
                       Zaku BZ:        Zaku Bazooka: Mid-Range
       Shield:         None
       Proximity:      Heat Hawk
       Supply Slots:   16
       Upgrade Gear:   Bullets
                       Magazine
                       Radar Boost I, II, III
                       Therm Boost I, II, III
                       Sonar Boost I, II, III
                       Night Scope I, II, III
       Combat Gear:    Radar Cloak I, II, III
                       Therm Cloak I, II, III
                       Sonar Cloak I, II, III
                       Tank Decoy I, II, III
                       MS Decoy I, II, III
                       Smoke Grenade I
                       Stun Grenade I, II, III
------------------------------------------------------------------------------
Garma
------------------------------------------------------------------------------
       Unlock:  Finish Sim Mission 2 with an A or S Rank and finish the
                game.  If you've already finished the game once, finish
                it again.
       MS:             Zaku II F S     MS used only by Garma Zabi
       MS #:           1
       Weapon:         120mm MG        Zaku Machine Gun: Short Range
                       120mm AR        120mm Rifle:  Mid-Range
       Shield:         Light
       Proximity:      Heat Hawk
       Supply Slots:   20
       Upgrade Gear:   Armor A I, II
                       Scope I, II
                       Reloader I, II
                       Armor B I, II
       Combat Gear:    Radar Pod I, II
                       Therm Pod I, II
                       Sonar Pod I, II
                       Magella I, II, III
                       Dopp I, II, III
------------------------------------------------------------------------------
Ramba Ral
------------------------------------------------------------------------------
       Unlock:  Complete Campaign Mission 07 Round 2
       MS:             Gouf B          Prototype Gouf B: Ramba Ral's
       MS #:           1
       Weapons:        Shotgun         Wide Kill Zone
                       75mm Vulcan     5x Finger Vulcan Gun
                       M-Launcher      3x Missile Launcher: No Shield
       Shield:         Middle
       Proximity:      Heat Saber
       Supply Slots:   14
       Upgrade Gear:   Bullets
                       Magazine
                       Reloader I, II
                       Night Scope I, II
       Combat Gear:    Smoke Grenade I, II, III
                       Stun Grenade I, II, III
                       Heat Rod I, II, III
------------------------------------------------------------------------------
Gaia
------------------------------------------------------------------------------
       Unlock:  Complete Campaign Mission 12 Round 2
       MS:             Dom             Doms for "Black Tri-Stars"
       MS #:           1-3
       Weapons:        Raketen BZ      Raketen Bazooka: Rapid Fire
                       Giant Bazooka   Super Power
       Shield:         None
       Proximity:      Heat Sword
       Supply Slots:   8
       Upgrade Gear:   Armor A I, II
                       Bullets
                       Magazine
                       Reloader I, II
                       Night Scope I, II, III
                       Cool Device I, II, III
                       Armor B I, II
       Combat Gear:    Spraybeam I, II, III
------------------------------------------------------------------------------
Secret Federation Characters
------------------------------------------------------------------------------
    These characters may only be used in Simulator Missions 27-32 until Sim
33 is unlocked, and then they may be used in other Sims but not in Campaign
mode.
----------
Lt. Agar
----------
       Unlock:  Attain an S Rank on at least 6 Round 2 Missions and complete
                Mission 10 Round 2 (and all Sim Programs available)
       MS:             Guncannon       Mid-range: with 240mm cannons
       MS #:           1
       Weapons:        Rifle           Primer Based Rifle: Mid-Range
                       100mm MG        Machine Gun: Main Model
       Shield:         None
       Proximity:      None
       Supply Slots:   10
       Upgrade Gear:   Bullets
                       Magazine
                       Scope I, II
                       Reloader I
                       Silencer I, II
       Combat Gear:    Smoke Grenade I, II
                       Stun Grenade I, II
                       Heat Grenade I, II
                       Cannon I

       Unlock:  Get an S rank with Agar’s Guncannon to get the first
                version of Mudrock.  Attain another S rank with the first
                Mudrock to get the final upgrade.
       MS:             Mudrock         No. 6: New Armor & High Output
       MS #:           1
       Weapons:        90mm MG         90mm Machine Gun: Improved
                       Rifle           Primer Based Rifle: Mid-Range
                       Beam Rifle      Beam Weapon of RX-78
       Shield:         Middle
       Proximity:      Beam Saber
       Supply Slots:   12
       Upgrade Gear:   Armor A I, II
                       Bullets
                       Magazine
                       Cool Device I, II, III
       Combat Gear:    Smoke Grenade I, II
                       Stun Grenade I, II
                       Heat Grenade I, II
                       Cannon I, II, III
----------
Amuro
----------
       Unlock:  Attain at least 6 S ranks on Campaign 2 Missions,
                complete Campaign Mission 10 Round 2, and complete
                Simulation Missions 27-31 with S ranks (1 or 2 A ranks
                may be allowed).
       MS:             Gundam          Feddy MS for Zeon Battle
       MS #:           1
       Weapons:        Beam Rifle      Beam Weapon of RX-78
                       Hyper Bazooka   Feddies' Strongest Bazooka
       Shield:         G-Shield
       Proximity:      Beam Saber
       Supply Slots:   10
       Upgrade Gear:   Armor A I, II
                       Radar Boost I, II, III
                       Therm Boost I, II, III
                       Sonar Boost I, II, III
                       Night Scope I, II, III
----------
Kai
----------
       Unlock:  Attain at least 6 S ranks on Campaign 2 Missions,
                and complete Mission 10 Round 2 (and all available Sim
                Programs)
       MS:             Guncannon       Mid-Range: with 240mm cannons
       MS #:           1
       Weapons:        Beam Rifle      Beam Weapon of RX-77
       Shield:         None
       Proximity:      None
       Supply Slots:   10
       Upgrade Gear:   Reloader I, II
                       Night Scope I, II, III
       Combat Gear:    Radar Pod I, II
                       Therm Pod I, II
                       Sonar Pod I, II
                       Stun Grenade I, II
                       Heat Grenade I, II
                       Cannon I, II

       Unlock:  Obtain 50 kills with Kai’s Guncannon
       MS:             Guntank         Long-range Support MS
       MS #:           1
       Weapon:         Cannon          120mm Cannon: Long Range
       Shield:         None
       Proximity:      None
       Supply Slots:   6
       Upgrade Gear:   Armor A I, II
                       Reloader I, II
                       Radar Boost I, II
                       Therm Boost I, II
                       Sonar Boost I, II
       Combat Gear:    Radar Cloak I, II
                       Therm Cloak I, II
                       Sonar Cloak I, II
----------
Hayato
----------
       Unlock:  Attain at least 6 S ranks on Campaign 2 Missions,
                and complete Mission 10 Round 2 (and all available Sim
                Programs)
       MS:             Guntank         Long-range Support MS
       MS #:           1
       Weapon:         Cannon          120mm Cannon: Long Range
       Shield:         None
       Proximity:      None
       Supply Slots:   6
       Upgrade Gear:   Armor A I, II
                       Reloader I, II
                       Radar Boost I, II
                       Therm Boost I, II
                       Sonar Boost I, II
       Combat Gear:    Radar Cloak I, II
                       Therm Cloak I, II
                       Sonar Cloak I, II

       Unlock:  Obtain 50 kills with Hayato’s Guntank
       MS:             Guncannon       Mid-Range: with 240mm cannons
       MS #:           1
       Weapons:        Beam Rifle      Beam Weapon of RX-77
       Shield:         None
       Proximity:      None
       Supply Slots:   10
       Upgrade Gear:   Reloader I, II
                       Night Scope I, II, III
       Combat Gear:    Radar Pod I, II
                       Therm Pod I, II
                       Sonar Pod I, II
                       Stun Grenade I, II
                       Heat Grenade I, II
                       Cannon I, II
---------
Sayla
---------
       Unlock:  Obtain 3 consecutive C or below ranks on any Federation sim.
            It does not matter if you already higher ranks on the missions,
            just get the 3 C Ranks and you will be fine.  The easiest way to
            get low ranks is to force Nikki and Austin's GM Teams to be
            destroyed to create a large score penalty.  You must have also
            attained at least 6 S ranks in Round 2 Missions and completed
            Campaign Mission 12 Round 2.

       MS:             Gundam          Feddy MS for Zeon Battle
       MS #:           1
       Weapons:        Beam Rifle      Beam Weapon of RX-78
                       Hyper Bazooka   Feddies' Strongest Bazooka
       Shield:         G-Shield
       Proximity:      Beam Saber
       Supply Slots:   10
       Upgrade Gear:   Armor A I, II
                       Radar Boost I, II, III
                       Therm Boost I, II, III
                       Sonar Boost I, II, III
                       Night Scope I, II, III
----------------------------------------
Midnight Fenrir (Federation Mobile Suits)
----------------------------------------
----------
Lt. Roher
----------
       MS:             Gundam(G)       Mass-pro Gundam: Ground Combat
       MS #:           1
       Weapons:        Beam Rifle      Mass Produced Beam Rifle
                       100mm MG        100mm Machine Gun: Main Model
                       R-Launcher      Pre-mass production weapon
                       M-Launcher      Pre-mass production weapon
       Shield:         Light
       Proximity:      Beam Saber
       Supply Slots:   8
       Upgrade Gear:   Radar Boost I, II
                       Thermal Boost I, II
                       Sonar Boost I, II
                       Night Scope I, II, III
       Combat Gear:    Radar Pod I
                       Therm Pod I
                       Sonar Pod I
                       Smoke Grenade I
----------
MCPO Austin
----------
       MS:             GM(G)           MP RGM-79 for ground combat
       MS #:           1-3
       Weapons:        R-Launcher      Pre-mass production weapon
                       M-Launcher      Pre-mass production weapon
       Shield:         Light
       Proximity:      Beam Saber
       Supply Slots:   14
       Upgrade Gear:   Armor A I, II
                       Bullets
                       Magazine
                       Night Scope I, II
       Combat Gear:    Smoke Grenade I, II, III
                       Stun Grenade I, II, III
                       Heat Grenade I, II, III
----------
En. Roberto
----------
       MS:             GM              Earth Federation's main MS
       MS #:           1-3
       Weapons:        90mm MG         90mm Machine Gun: Improved
                       Beam SG         Small beam weapon
       Shield:         Heavy
       Proximity:      Beam Saber
       Supply Slots:   12
       Upgrade Gear:   Radar Boost I
                       Therm Boost I
                       Sonar Boost I
                       Night Scope I
       Combat Gear:    Radar Cloak I
                       Therm Cloak I
                       Sonar Cloak I
                       Tank Decoy I
                       MS Decoy I
                       Smoke Grenade I

       Unlock:  Obtain 50 kills with Roberto’s GM.  Seriously this suit is
                not worth that much consideration.  Just get it on Sim
                Program 01 after you have unlocked Sim Program 33.

       MS:             GM Command      New RGM-79: Regional Combat
       MS #:           1-3
       Weapons:        90mm MG         90mm Machine Gun: Improved
                       Beam Gun        Improved Small Beam Weapon
       Shield:         Middle
       Proximity:      Beam Saber
       Supply Slots:   14
       Upgrade Gear:   Radar Boost I, II
                       Therm Boost I, II
                       Sonar Boost I, II
       Combat Gear:    Radar Cloak I, II
                       Therm Cloak I, II
                       Sonar Cloak I, II
                       Tank Decoy I, II
                       MS Decoy I, II
                       Smoke Grenade I, II
----------
En. Hepner
----------
       MS:             Guntank MP      MP RX-75: Long Range support
       MS #:           1
       Weapons:        Cannon          120mm Cannon: Long Range
       Shield:         None
       Proximity:      None
       Supply Slots:   6
       Upgrade Gear:   Radar Boost I, II
                       Therm Boost I, II
                       Sonar Boost I, II
----------
PO Swaggard
----------
       MS:             Guncannon MP    MP RX-77: Shoulder Cannons
       MS #:           1
       Weapons:        100mm MG        100mm Machine Gun:  Main Model
                       Rifle           Primer Based Rifle:  Mid-range
       Shield:         None
       Proximity:      None
       Supply Slots:   8
       Upgrade Gear:   Night Scope I, II
       Combat Gear:    Radar Pod I, II
                       Therm Pod I, II
                       Sonar Pod I, II
                       Smoke Grenade I, II
                       Stun Grenade I, II
                       Heat Grenade I, II
                       Cannon I, II
---------
CPO Manning
---------
       MS:             GM Sniper II    For enhanced camera & sensor
       MS #:           1
       Weapons:        90mm MG         90mm Machine Gun:  Improved
                       Rifle           Primer Based Rifle: Mid-range
                       Beam Gun        Improved small beam weapon
       Shield:         Middle
       Proximity:      Beam Saber
       Supply Slots:   14
       Upgrade Gear:   Reloader I, II
                       Night Scope I, II, III
                       Cool Device I, II, III
                       Silencer I, II, III
       Combat Gear:    Radar Cloak I, II, III
                       Therm Cloak I, II, III
                       Sonar Cloak I, II, III
---------
Lt. Renchef
---------
       MS:             Gundam(G)       Mass-pro Gundam:  Ground Combat
       MS #:           1
       Weapons:        Beam Rifle      Mass Produced Beam Rifle
                       100mm MG        100mm Machine Gun: Main Model
                       R-Launcher      Pre-mass production weapon
                       M-Launcher      Pre-mass production weapon
       Shield:         Light
       Proximity:      Beam Saber
       Supply Slots:   8
       Upgrade Gear:   Armor A I, II, III
                       Cool Device I, II
                       Silencer I, II
       Combat Gear:    Smoke Grenade I, II
                       Stun Grenade I, II
---------
Lt. Fran
---------
       MS:             GM S-Armor      Assault GM:  New armor & quick
       MS #:           1
       Weapons:        90mm MG         90mm Machine Gun:  Improved
                       Beam Gun        Improved small beam weapon
                       Hyper Bazooka   Feddies' strongest bazooka
       Shield:         Light
       Proximity:      Beam Saber
       Supply Slots:   12
       Upgrade Gear:   Armor A I
                       Scope I, II, III
                       Reloader I, II
                       Radar Boost I
                       Therm Boost I
                       Sonar Boost I
                       Night Scope I
       Combat Gear:    Tank Decoy I, II
                       MS Decoy I, II

       Unlock:  Obtain 50 kills with Fran’s GM S-Armor
       MS:             Guntank MP      MP RX-75:  Long range support
       MS #:           1
       Weapons:        Cannon          120mm Cannon:  Long Range
       Shield:         None
       Proximity:      None
       Supply Slots:   6
       Upgrade Gear:   Armor A I, II
                       Scope I, II
                       Reloader I, II
--------
Lt. Sandra
--------
       MS:             Gundam(G)       Mass-pro Gundam:  Ground Combat
       MS #:           1
       Weapons:        Beam Rifle      Mass Produced Beam Rifle
                       100mm MG        100mm Machine Gun: Main Model
                       R-Launcher      Pre-mass production weapon
                       M-Launcher      Pre-mass production weapon
       Shield:         Light
       Proximity:      Beam Saber
       Supply Slots:   8
       Upgrade Gear:   Bullets
                       Magazine
                       Scope I
                       Night Scope I, II
       Combat Gear:    Radar Pod I, II
                       Therm Pod I, II
                       Sonar Pod I, II
                       Smoke Grenade I
                       Heat Grenade I

       Unlock:  Obtain 50 kills with Sandra’s RX-79(G)
       MS:             Guntank MP      MP RX-75:  Long range support
       MS #:           1
       Weapons:        Cannon          120mm Cannons:  Long Range
       Shield:         None
       Proximity:      None
       Supply Slots:   6
       Upgrade Gear:   Bullets
                       Magazine
                       Reloader I
                       Night Scope I, II
       Combat Gear:    Radar Cloak I, II
                       Therm Cloak I, II
                       Sonar Cloak I, II
==============================================================================
VI. WEAPONS
==============================================================================
-----
A.   Primary Weapons
-----
The format is as follows:

(Weapon Type)
    Range:  (Range of Weapon)
    Zeon Weapons of this type:  (Zeon weapons of type)
    Feddie Weapons of this type: (Feddie weapons of type)
    Strengths:  (Strengths of Weapon)
    Weaknesses:  (Weaknesses of Weapon)
-----

Bazooka:
    Range:  200m
    Zeon Weapons of this type:  Zaku BZ, Raketen BZ, Giant BZ,
    Feddie Weapons of this type: R-Launcher, Hyper Bazooka
    Strengths:  Easily capable of destroying most targets with a single
         shot, good range.
    Weaknesses: Most mobile suits (with the exception of Dom types)
        have to stop and crouch to fire these weapons, which
        leaves them vulnerable.  The shot itself also has a slow speed
        and is fairly easy to dodge
    Special Note:  The Giant BZ also has the added effect of
        preventing an enemy suit from firing their primary weapon
        for a short period of time, similar to the Heat subweapons.

Beam Gun:
    Range:  160m
    Feddie Weapons of this type:  Beam SG, Beam Gun
    Strengths:  Ummm.  None that I have found.
    Weaknesses: Low damage (if any) and short range.  Only possible use
        would be to shoot a suit from behind, but it can even fails in
        that regard.  Go for an MG unless you really want that extra
        10m of range.

Beam Rifle:
    Range:  160m
    Zeon Weapons of this type:  Beam Rifle
    Feddie Weapons of this type:  Beam Rifle of RX-78
    Strengths:  Very powerful.  Good rate of fire.  Able to fire
        through obstacles.
    Weaknesses: Reload can be very slow without Reloader gear.  The
        range is also somewhat lacking.

Beam Rifle of RX-77
    Range:  250m
    Feddie Weapons of this type:  Beam Rifle of RX-77
    Strengths:  Very powerful, great range, able to fire through
        through obstacles.
    Weaknesses:  I would say the reload rate, but Kai and Hayato's
        Guncannons both have Reloader II upgrade gear.

Cannon:
    Range:  400m
    Feddie Weapons of this type:  Cannon (Guntank and Guntank MP only)
    Strengths:  This weapon has the best range in the game and is
        easily capable of wiping out a team of three mobile suits
        or even a Gundam in a single shot.  Cannons can also fire
        over obstacles.
    Weaknesses:  Slow reload rate.  Impossible to attain blue kills
        due to targets detecting the incoming shot.  Difficult to
        hit targets moving horizontally.

Gouf Weapons:
    Range:  150m
    Zeon Weapons of this type:  75mm Vulcan, Gatlin Gun
    Strengths:  Quick reload time and can destroy multiple targets with
        a single shot.
    Weaknesses:  Mobile suits must pause to fire these guns, which
        which leaves them vulnerable.  Short Range.  Not very effective
        in face to face encounters with other mobile suits.

Machine Gun:
    Range:  150m
    Zeon Weapons of this type:  120mm MG, 90mm MG
    Feddie Weapons of this type:  90mm MG, 100mm MG
    Strengths:  Rapid fire, can easily destroy a large number of small
        targets in a short amount of time.  Quick reload time.
    Weaknesses:  Short range and not very effective against other
        mobile suits.

Missile Launcher:
    Range:  200m
    Zeon Weapons of this type:  M-Launcher
    Feddie Weapons of this type: M-Launcher
    Strengths:  Good range.  Good Power.  Homes in on target.
    Weaknesses:  Mobile suits must pause to fire.  Targets are able to
        detect incoming missiles, which prevents blue kills.

Rifles
    Range:  250m
    Zeon Weapons of this type:  120mm AR, 90mm AR
    Feddie Weapons of this type:  Rifle
    Strengths:  Long range. Good power on the 90mm AR. Reload time is
        fairly short.
    Weaknesses:  The 120mm AR and Federation Primer-based Rifle are
        both on the weak side, particularly when compared to the
        stopping power of 90mm AR.  Not the best weapon to have when
        surrounded by several units either.

Shotgun
    Range:  150m
    Zeon Weapons of this type:  Shotgun
    Strengths:  Shotguns hit really hard and can hit multiple targets
        with one shot.  Anything from a group of helicopters, tanks,
        even a team of mobile suits (if struck from behind) can be
        destroyed with a single shot.  Mobile suits do not have to
        pause to fire the shotgun either.  The shotgun also fares well
        against other mobile suits.
    Weaknesses:  Reload time is on the long side.  Short range.
-----
B.  Proximal Weapons
-----
Beam Saber
    Used by Gundam and GM types.  Basically beam energy held in form by an
    I-field made up of Minovsky particles.  Strongest and quickest melee
    attack in the game.

Heat Hawk
    Axe with a heated blade to help cut through armor.  Often used by Zaku
    units.  Weakest of the proximal weapons with the exception of
    Guncannon's punching.

Heat Saber
    Saber with a heated blade to help cut through armor.  Often used by Gouf
    units.  2nd Strongest of the heat weapons.

Heat Sword
    Sword with a heated blade to help cut through armor.  Often used by Dom
    units.  Strongest of the heat weapons.

None
    Only available to Guntank and Guncannon types.  Guntanks can do nothing
    in close combat.  Guncannons can deliver punches to enemy units, but
    they are ineffective for the most part.
==============================================================================
VII. SUPPLIES
==============================================================================
Okay, this section will be really basic.  I will list the parts in alphabetical
order, provide the description for it, and list the number of slots required.
I will also add any notes that I believe are noteworthy.  Upgrade Gear will
be presented first, and then Combat Gear.

A.  Upgrade Gear
    Note:  Upgrade Gear improves/upgrades the performance of your
    mobile suit.  Simple eh? ^^

Armor A I
    Armor is reinforced by a factor of 1.5x.  3 Slots
Armor A II
    Armor is reinforced by a factor of 2x.  5 Slots
Armor A III
    Armor is reinforced by a factor of 3x.  7 Slots

Armor B I
    Lessens enemy beam effect on armor. 3 Slots
Armor B II
    Lessens enemy beam effect on armor and shields. 5 Slots
Armor B IIII
    Lessens enemy beam effect more than Grade II. 7 Slots

Bullets
    Increase the ammo of main weapon. 2 Slots.

Cool Device I
    Heat output lower by 10%.  Less thermal detection. 1 Slot
Cool Device II
    Heat output lower by 20%.  Less thermal detection. 2 Slots
Cool Device III
    Heat output lower by 30%.  Less thermal detection. 3 Slots

Magazine
    Increase magazines of main weapon. 2 Slots

Night Scope I
    Increase night vision with Night Scope. 2 Slots
Night Scope II
    Increase Night Scope I power by 25%. 3 Slots
Night Scope III
    Increase Night Scope I power by 50%. 4 Slots

Radar Boost I
    Radar range is increased by 20%. 2 Slots
Radar Boost II
    Radar range is increased by 40%. 3 Slots
Radar Boost III
    Radar range is increased by 60%. 4 Slots

Scope I
    Increase main weapon's hit ratio.  2 Slots
Scope II
    Increase main weapon's hit ratio more than I.  3 Slots
Scope III
    Increase main weapon's hit ratio more than II.  4 Slots

Silencer I
    Sound output lower by 10%.  Less sonar detection. 1 Slot
Silencer II
    Sound output lower by 20%.  Less sonar detection. 2 Slots
Silencer III
    Sound output lower by 30%.  Less sonar detection. 3 Slots

Sonar Boost I
    Sonar range is increased by 20%. 2 Slots
Sonar Boost II
    Sonar range is increased by 40%. 3 Slots
Sonar Boost III
    Sonar range is increased by 60%. 4 Slots

Therm Boost I
    Thermal range is increased by 20%. 2 Slots
Therm Boost II
    Thermal range is increased by 40%. 3 Slots
Therm Boost III
    Thermal range is increased by 60%. 4 Slots
-----
B.  Combat Gear
-----
   Note:  Combat Gear acts as secondary weaponry in the game, press
   the square button to use a chosen item.  Most secondary weapons can
   be used outside of primary weapon range.  Feel free to throw grenades
   or execute support attacks whenever a target squarei s shown.

Dopp I
    Call attack support from Dopp by aiming x2.  4 Slots
Dopp II
    Call attack support from Dopp by aiming x3.  6 Slots
Dopp III
    Call attack support from Dopp by aiming x4.  8 Slots
  Note:  More accurate than Magella attacks, but require 20 seconds to
  aim, and target will be lost if you lose sight of it.

Heat Grenade I
    Disables weapons for a short time x2.  2 Slots
Heat Grenade II
    Disables weapons for a short time x4.  4 Slots
Heat Grenade III
    Disables weapons for a short time x6.  6 Slots
  Note:  It prevents the enemy from firing at you for a little while,
  usually only hits one unit, but can affect a team in tight formation.
  Stun Grenades are slightly better though.

Heat Rod I
    Gouf Heat Rod hits enemy with high voltage x2.  2 Slots
Heat Rod II
    Gouf Heat Rod hits enemy with high voltage x4.  4 Slots
Heat Rod III
    Gouf Heat Rod hits enemy with high voltage x6.  6 Slots
  Note:  Similar to Heat Grenades in that it prevents an enemy from
  using their primary weapon.  The Heat Rod is very difficult to avoid
  though.  The enemy will also be unable to move while they are being
  shocked, which easily allows a teammate to finish off a target.

Magella I
    Call attack support from Magellas by aiming x2.  4 Slots
Magella II
    Call attack support from Magellas by aiming x3.  6 Slots
Magella III
    Call attack support from Magellas by aiming x4.  8 Slots
  Note:  Powerful, but the shells seem to land in a random fashion

MS Decoy I
    Put enemy on alert with decoy x2.  2 Slots
MS Decoy II
    Put enemy on alert with decoy x4.  4 Slots
MS Decoy III
    Put enemy on alert with decoy x6.  6 Slots
  Note:  Enemy will ignore your units, and concentrate on the decoy.
  Useful to buy some time, lure an enemy out, or just to shoot an MS
  in the back.  Better combat gear is often available though.

Radar Cloak I
    Blocks enemy radar.  Good only for team that uses it.  2 Slots
Radar Cloak II
    Blocks enemy radar around team and small area.  3 Slots
Radar Cloak III
    Blocks enemy radar around team and medium area.  4 Slots.
  Note:  It cloaks you from the enemy's radar detection, good stuff.
  Especially useful against the Federation who seems to prefer using
  radar.

Radar Pod I
    Blocks radar for set area & time.  Short range x2.  2 Slots
Radar Pod II
    Blocks radar for set area & time.  Medium range x4.  4 Slots
Radar Pod III
    Blocks radar for set area & time.  Long range x6.  6 Slots

Smoke Grenade I
    Smoke Screen.  Can't lock-on with smoke x2.  2 Slots
Smoke Grenade II
    Smoke Screen.  Can't lock-on with smoke x4.  4 Slots
Smoke Grenade III
    Smoke Screen.  Can't lock-on with smoke x6.  6 Slots
  Note:  Several units carry these, and they are essential starting out
  in the game.  These grenades create a huge smoke cloud that prevents
  anything inside of it to target outwards, or anything outside to
  target inwards.  Their best use is to get close to the Federation
  command vehicles, even though I'm sure some individuals have found
  creative uses for them.  ^^

Sonar Cloak I
    Blocks enemy sonar.  Good only for team that uses it.  2 Slots
Sonar Cloak II
    Blocks enemy sonar around team and small area.  3 Slots
Sonar Cloak III
    Blocks enemy sonar around team and medium area.  4 Slots.
  Note:  It cloaks you from the enemy's sonar detection, good stuff.

Sonar Pod I
    Blocks sonar for set area & time.  Short range x2.  2 Slots
Sonar Pod II
    Blocks sonar for set area & time.  Medium range x4.  4 Slots
Sonar Pod III
    Blocks sonar for set area & time.  Long range x6.  6 Slots

Spraybeam I
    Disable enemy camera and sensors for a set time x2.  2 Slots
Spraybeam II
    Disable enemy camera and sensors for a set time x4.  4 Slots
Spraybeam III
    Disable enemy camera and sensors for a set time x6.  6 Slots
  Note:  Great item.  Disables a single enemy or even a group from
  attacking you, and their sensors will go into blue mode.  Basically
  the enemy will be unable to fight back and you can destroy them for
  the maximum points allowed.

Stun Grenade I
    Flash impact disables enemy camera & sensors x2.  2 Slots
Stun Grenade II
    Flash impact disables enemy camera & sensors x4.  4 Slots
Stun Grenade III
    Flash impact disables enemy camera & sensors x6.  6 Slots
  Note:  Same effect as the Spraybeam, but you will typically only
  stun one unit at a time and they are somewhat easy to dodge.
  Great combat gear overall, just not as good as the Spraybeam.

Tank Decoy I
    Fool enemy with decoy for set time x2.  2 Slots
Tank Decoy II
    Fool enemy with decoy for set time x4.  4 Slots
Tank Decoy I
    Fool enemy with decoy for set time x6.  6 Slots
  Note:  Enemy will ignore your units, and concentrate on the decoy.
  Useful to buy some time, lure an enemy out, or just to shoot an MS
  in the back.  Better combat gear is often available though.

Therm Cloak I
    Blocks enemy thermal.  Good only for team that uses it.  2 Slots
Therm Cloak II
    Blocks enemy thermal around team and small area.  3 Slots
Therm Cloak III
    Blocks enemy thermal around team and medium area.  4 Slots.
  Note:  It cloaks you from the enemy's thermal detection, good stuff.

Therm Pod I
    Blocks therm for set area & time.  Short range x2.  2 Slots
Therm Pod II
    Blocks therm for set area & time.  Medium range x4.  4 Slots
Therm Pod III
    Blocks therm for set area & time.  Long range x6.  6 Slots

==============================================================================
VIII.  MISSION STRATEGIES/WALKTHROUGH
==============================================================================
------------------------------------------------------------------------------
Campaign Mission 01
------------------------------------------------------------------------------
    First mission, exciting isn't it?  Don't worry, it'll be easy if you know
what to do, which is why I guess you are here isn't it?


    Equip Roher with Smoke Grenades.  Equip Austin with Zaku BZ and Bullets.
Set Number of mobile suits to 1.

    Set your teams to not move (press x, press right, press x again) when the
mission starts.  Have Austin move forward and find three tanks, shoot them
and reload.  Notice how you shot them when the square was blue?  You want
to keep doing that because that way you get the most points per defeated
enemy.  Proceed right/east two roads, then go north to find another group
of three tanks.  Then go to the northwest corner of the city to find a
larger group of tanks that are equally oblivious to your presence.  Now
switch to Thermal Sensors (press circle).  Move west to get within the trees,
move north, and then start going east.  You will find some gun installations,
but your therm sensors should find almost all of them before they notice you.
After all of the installations are destroyed, its onward to the forest.

    There are 4 teams of 2 tanks patrolling the forest.  You should be able
to  find them if you continue to use Therm Sensors.  Exit out of the forest
slowly at the top left exit.  There are 5 tanks waiting for you, and you
should get blue kills on at least two of them.  Destroy the rest of the tanks
and then fire on the tower.  There is an event that shows the tower
surrendering, but you get more points for destroying it.  Continue east to
find two tanks sitting in front of a hangar, and fire bazooka shells into
them.  Have Austin sit between that hangar and the forest and wait there.

    Take control of Roher, and move him north, and exit out of the forest on
the top right.  An event will take place saying how a land battleship has been
discovered and it is up to you to destroy it.  Cycle through Roher's sensors
until he is able to get a target square on Big Tray from the other side of the
building.  You do not have to be within weapon range to use secondary
equipment, you only have to have a target acquired.  Press square to throw a
Smoke Grenade over the building, and proceed forward under Big Tray's left
gun.  When the smoke clears, destroy that gun, and the cockpit.

    If you feel you need some more points, throw your other smoke grenade,
and  destroy the rest of Big Tray's guns as well.

Big Tray's Weak Spot:

    Schmitzer mentions attacking Big Tray from its weak spot.  The weak spot
for Big Tray is attacking it straight from the west side.  The cannons on the
sides can not tilt inward enough to hit a suit attacking from the west, so its
definitely possible to continue to use Austin to finish the mission.

Round 2 Notes:

    Round 2 acts as a harder difficulty.  In almost every mission some of the
Type 61 tank teams are replaced with GM teams, whose armor is only slightly
improved over the tanks are much easier to detect by sensors.  GMs will
typically carry machine guns that pose little threat, but in some missions
they may carry bazookas or rifles that allow them to put up some opposition.

    Anyway, the sensors of the enemies are improved here, so just hiding in
the woods will not provide enough cover to avoid being detected.  Either use
Roher or Manning with cloaks, or have your Dom teams use Spraybeams on
anything that actually detects them.

    Sandra's Dom Tropen with Beam Rifle can prove to be very useful too since
the GM teams on the north side of the hangers can all be shot for easy blue
kills since beams can travel through obstacles.
------------------------------------------------------------------------------
Campaign Mission 02 'Breakthrough'
------------------------------------------------------------------------------
    You get to help the Zeon forces in their advance to California Base, your
job is to tear a hole in the Federation's defense perimeter... what is amazing
is how well a single Zaku I can do this.  ^_^;

    Keep mobile suit number set to 1 per team.  Set your team to not move
again at the beginning.

    Austin could do this mission by himself ^_^  Anyway, go with the Zaku BZ
and Bullets again because you haven't received any new equipment yet. ^^;  Set
Austin as the Red team and proceed east.  Use Sonar to detect helicopters
(which have a difficult time detecting you if you are in the trees).  Use
Thermal to detect units on the other side of a bridge.  The first bridge you
find to the south has 4 missile firing vehicles on the other side.  Let them
see you and jump back (R1+back) into the woods.  They will then move forward
along the bridge unsure of where you are, and they will get into range for 4
decent yellow kills.  Proceed east again past the next bridge.  Circle around
that rock to get behind the gun batteries and shoot them.  Proceed onward to
the west central gun battery perimeter from here and you will have a line of
batteries and tanks with their backs turned toward you for more easy points.
Proceed east from here to find the last three gun batteries, and if you come
at them from the side, they should also be blue kills.

Round 2 Notes:

    Some tank and helicopter teams have changed into GMs.  The three tanks at
the west central bridge have changed to Guncannons.

    I would suggest setting Sandra as the blue team since she can easily
shoot the team of GMs forward from her initial start point through the rock
for some easy blue kills.

    A single mobile suit Roher or Manning team is suggested for the Red team.
AR, Radar Cloak, and Sonar Boost would be helpful.  Do not be afraid to block
the missles from the helicopters, just face the appropriate direction and
stand still while you reload.  Anyway, circle forward and around back to blue
team's initial position.  Walk slowly as you start to get within 250m of a
target and everything should work out alright.

-----------------------------------------------------------------------------
Campaign Mission 03 'Shock Troops'
------------------------------------------------------------------------------

    Roberto is assigned to your team with a Zaku II F with 120mm MG, Tank
Decoy I, and MS Decoy I.  Hepner is assigned a Zaku IIF with 120mm MG and
Light Shield, along with Radar, Sonar, and Thermal Pod I.  Roher gets Radar
Boost I, Therm Boost I, Night Scope I and a Light Shield.

    Roher is to stay with 1 mobile suit still.  Austin could benefit from some
teammates since the opposition gets a bit stiffer here.  Set teams to not
move at the beginning and use manual control again.

    Stick with Austin and Roher still, but equip Roher's new Radar Boost.
Austin is to proceed left from the entrance, and attack the southwest room
from the south which will maximize his blue kills (the default is to enter
from the east side, but then all of the installations will be able to detect
your entrance).  Roher is to head right, and then turn left and proceed
north.  Pass the power supply room for now, and turn at the right afterwards.
Go through this room and destroy all of the tanks and installations (Radar
will detect all of them), and continue east and loop back down south.  There
are three tanks in this room which put up little opposition.  Now go west
to enter the power room from the other side.  Once destroyed it will delay
the timer for a little while.  Have Austin continue north, be careful of the
down hill hallway because there are tanks hiding in the right outcropping.
Once Austin enters the room, face right and destroy some installations by
firing between the boxes and the wall and reload.  Go forward a little and
look to your left to find two rather sneaky tanks that would have shot you in
the back if you continued to the right.  Destroy them and then continue.
Destroy more tanks and installations, until the area is clear, and then
finish off the building to complete the mission.

Round 2 Notes:
    Some tank teams have changed into GM teams.  Two of the tanks protecting
the command center have changed into RX-79(G)s carrying Bazookas.

    Essentially the same strategy as before works, but feel free to use
Spraybeam to maximize blue kills.
------------------------------------------------------------------------------
Campaign Mission 04 'Midnight Fenrir'
------------------------------------------------------------------------------

    Austin's Zaku I is upgraded to a Zaku I B.  He receives the Shotgun as a
new weapon along with Armor A I, Magazine, Night Scope I, and Stun Grenade I.

    Ah, the first night mission.  Night Scope is useful here because all
enemies will be highly visible, even appear as if they were glowing almost.

    The mission itself is easy to complete in that it will end after a short
period of time.  Attaining an S rank is somewhat difficult in that you have
very little time to destroy all of the units in the area.  I would suggest
having mobile suit teams of 3 each with Roher, Austin, and Hepner (she has
a shield unlike Roberto).  Modify the attack routes to >>>Attack so that the
suits move as quickly as possible, and make the routes so that they sweep
the entire area.  Blue Team should go west, proceed north, and move to the
center north (you should control this team yourself to ensure survival).
Green Team should proceed north all of the way.  Red Team should move east,
north, and then to north central.  If you destroyed all of the enemies, you
should have an S rank.

Round 2 Notes:
    Easier now that the time limit is gone.  Make sure to stun each group
with Spraybeam or Stun Grenade before defeating them.  I like to switch to
another Dom team once I use up the Spraybeams of one.

------------------------------------------------------------------------------
Campaign Mission 05 'Desert Fenrir'
------------------------------------------------------------------------------

    Swaggard joins the team with a Zaku I A equipped with a 105mm MG, Armor A
I, and Magella I.  Roberto receives a Zaku Bazooka, Night Scope I, Radar Cloak
I, Thermal Cloak I, Sonar Cloak I, Tank Decoy II, Smoke Grenade I, and Dopp I.

    This is actually a rather straight forward mission.  You aid some allies
at a base and make the Federation turn tail.  The hard part of this mission is
in the form of a team of three Guncannons that show up in the middle of the
mission.  Fortunately they might start running shortly after they show up...

Strategy #1

    Use Roher for your Blue Team and equip Smoke Grenades.  Use Austin for
    your Red Team, preferably with the Shogun.  Green Team doesn't really
    matter.

    There is a command vehicle at the northwest part of the map.  Blue team
    will be responsible for destroying the vehicle, which will then force the
    remaining Federation forces to begin fleeing.  Roher can take it out
    pretty easily by throwing a Smoke Grenade at the command vehicle and
    destroying it when the smoke clears.  Austin can also use a Smoke Grenade
    and do the same, or he can throw a Stun Grenade which can incapacitate
    the vehicles guns long enough to get one good Shotgun blast off, which
    could destroy everything on the vehicle.

    The Guncannons will turn tail and flee as soon as the command vehicle is
    destroyed, which leaves them open to being shot from behind, which is
    particularly destructive with a Shotgun.  Austin could also use a Stun
    Grenade.

    Do not underestimate the Guncannons though.  If you do not destroy the
    command vehicle quickly, the Guncannons can start wreaking havoc on your
    forces in no time.  The Guncannons might also get rather feisty if they
    are cornered while they are retreating.  The mission is not worth that
    much worry though.

Strategy #2

    Use Roberto for your Blue Team with 120mm MG and Dopp I.  Austin with
    Shotgun would be a good choice for Red Team.  Green Team does not really
    matter.

    Move Roberto along the existing Blue route, but move a little to the left
    so you can sneak up on the two tanks to the left of the first rock, and
    circle around and destroy another vehicle for three easy blue kills.
    Move along the outside of the base's left wall and head straight north to
    reach the command vehicle.  Ignore any other vehicles you may detect to
    your right.  As soon as you can get a target indicator of any kind on the
    command vehicle use Dopp I, and do not switch to another team during the
    next 20 seconds.  Roberto needs to keep his sight on the command vehicle.
    Yes the Guncannons are approaching and this can be stressful.

    After the Dopps destroy the command vehicle, the Guncannons that were
    approaching Roberto will of course turn tail and leave.  Austin should
    be fairly close to them while moving along the Red route, switch to that
    team and finish them off while they retreat with Shotgun blasts (or even
    a Heat Hawk slash).  If any reach the end of the line to turn around, use
    a Stun Grenade and then finish them off with a Heat Hawk to the back.

Round 2 Notes:

    Some of the tank teams have no changed to GM teams, but they put up
little resistance as usual.  The Guncannons have changed to MP Guncannons.
The only difficulty might lie in that there is a retreating GM team to the
northeast, and one to the center east.
------------------------------------------------------------------------------
Campaign Mission 06 'Trojan Horse'
------------------------------------------------------------------------------

    Roher gains a Gouf MP with 120mm MG, 120mm AR, Radar Boost I, Radar Boost
II, Thermal Boost I, Thermal Boost II, Sonar Boost I, Night Scope I, Night
Scope II, Radar Cloak I, Thermal Cloak I, Sonar Cloak I and Radar Pod I, Radar
Pod II, Smoke Grenade I, and Smoke Grenade II

    This mission on the other hand is worth worrying about.  The Midnight
Fenrir team must obtain data on the Trojan Horse and its mobile suits.  This
means there is great potential of watching your whole team be wiped out in a
few seconds, especially since it is impossible to damage the enemy mobile
suits in this stage.  You may end up having nightmares of Amuro counting up to
9 as he destroys every single suit in your three teams.

    Sounds scary huh?  Well... actually it isn't... I finally created a new
method to finishing this level during a recent period of insomnia.

    Roher should use his new Gouf with Radar Cloak and 120mm AR, and set his
team to one mobile suit.  Roberto should use a Zaku BZ and Radar Cloak, set
his team to one mobile suit as well.  Yes folks, a single Gouf and a Zaku are
going to acquire combat data on the White Base and its mobile suits and live
to tell about it.  ^_^  Set Roher for Blue Team, and Roberto for Red Team.

    First off, Halt all Teams.  Make sure you do this.  Move Roher left,
shoot a decoy, move left more, shoot another decoy, keep progressing left, and
shoot one more decoy. Now walk north, and shoot that decoy to the north as
soon as you get in range and turn back around. Return to where you shot the
second decoy, start walking north and shoot another.

    A short conversation will take place between Bright and Sayla, continue
north, and Guncannon will be deployed. Move over the first hill directly in
front of you, and move up to the green mossy rock at the southern edge of the
second hill. Shoot the decoy to the left if you feel like taking a risk.

    Gundam will be deployed when you get really close to the rock. Aquire
Guncannon's data, while Gundam moves toward you. Gundam will move to about 100
away from you and stop. He is guaranteed to stop if you are behind the rock.
Aquire Gundam's data. Make sure you have Roher set to not move, and switch to
Roberto.

    Move Roberto north, shoot a decoy, toward the northeast corner. Proceed
west, shoot a decoy. Now this part will depend on your skill to dodge a
Guntank's fire (which simply involves moving straight left or right when a
shot is fired). Approach the Guntank, and a short conversation will take place
about Guntank being found. What sucks about these conversations is that it
will turn your mobile suit from where you were originally facing. Dodge the
Guntank's first shot, approach the Guntank, dodge another shot, and finish
moving up against the plateau the Guntank is sitting on. Acquire Guntank's
data if you have not on the approach. Shoot the decoy to your left if you
wish.

    Move right along the wall, and target White Base through it. You will
acquire White Base's data.

Enjoy the S rank.

Round 2 Notes:
    This mission is much easier with Fran's Dom FUNF and 90mm  AR.  No sneaky
tricks are required.  Run along the southern edge again to destroy decoys.
The Gundam and Guncannon will be waiting above the rock to the southwest, but
you can easily target them for their information while staying out of the
effective range of their weaponry.  Return to the southeast corner, head
north, and west again like you would have with Roher's last route to finish up
the rest of the decoys, and then get the Guncannon and Trojan Horse's data.
------------------------------------------------------------------------------
Campaign Mission 07 'Defend Odessa'
------------------------------------------------------------------------------
    Manning joins with Zaku I B, 120mm AR, 120mm MG, Bullets, Reloader I,
Thermal Boost I, Sonar Boost I, Night Scope I, Night Scope II, Cool Device I,
Silencer I, Tank Decoy I, MS Decoy I.

    Renchef joins with Gouf equipped with Shotgun, 75mm Vulcan, Armor A I,
Night Scope I, Coll Device I, Silencer I, Smoke Grenade I, Stun Grenade I, and
Heat Rod I.

    Roher's Zaku II is upgraded to J type.  He receives Radar Boost II, Sonar
Boost I, Night Scope II, Radar Pod I, Thermal Pod I, Sonar Pod I, and Smoke
Grenades II for his Zaku II J.

    Okay, first off, ignore what Roher says about combining the Smoke Grenade
and Magella or Dopp support units to create a powerful attack against the
Guntanks or Big Tray.  That will prevent a lot of potential frustration.

    The boring way to finish the mission is to stand by the Dobday at the start
point, and simply wait out the mission.  Boring, but it is effective, even
though your point totals will not be very impressive.

    See that Guntank on the bottom right?  I know it is rather scary, but it is
actually easy to destroy.  Stop all of your teams starting out and take
control of one unit on its lonesome.  I personally suggest Renchef in his
Gouf with a Shotgun.  Head toward the Guntank, but be sure to move left or
right to avoid incoming shots.  Keep moving until you reach the wall face.
Now turn to where your back faces the wall, and travel to the ramp leading
up to the Guntank.  By keeping your back to the wall, you will avoid having
any stray attacks hitting your back and resulting in instant destruction.

   Anyway, run up the ramp, and insert your close range weapon into the Guntank,
which will actually nab you 6000 points.  From here on, you could call the
rest of your teams to all travel along the right path, or you could run back
down the ramp and up the one parallel to it, and sneak up on the other
Guntank.  That will make the left path rather easy to travel on.   Big Tray
is an easier target on this mission since you have CPO Manning, and can shoot
the cockpit from 250m away to end the mission.  Destroying Big Tray will give
you 2000 bonus points too.  Basically if you take out at least one Guntank
and Big Tray, you are looking 8000 points, what is needed for an S rank.

    If you do not destroy Big Tray, but get one Guntank and just wait for the
mission to end, you must obtain 2000 points worth of enemies for an S rank,
which is possible but it is difficult will probably take a few tries.
Throwing a Stun Grenade at a Guntank before destroying it would improve your
chances though

Round 2 Notes:

    Some of the vehicles are now GMs of course.  The number of enemies also
seems to have increased.  Be careful when progressing on to Big Tray after
destroying the Guntanks, or just go forward full speed with a Dom and
Spraybeam everything in your path so you are not attacked (only go for the
kamikaze Dom route after getting a decent number of kills, you only get 5000
points from the Guntanks this time).
------------------------------------------------------------------------------
Campaign Mission 08 'Dobday Rescue'
------------------------------------------------------------------------------
    Manning receives a Gouf with 75mm Vulcan, Missile Launcher, Radar Boost I,
Cool Device II, Silencer II, Radar Cloak I, Thermal Cloak I, Sonar Cloak I,
Heat Rod I.

    Austin receives Raketen Bazooka, Heavy Shield, Armor A II, Reloader I,
Night Scope I, Smoke Grenade II, Stun Grenade II, and Heat Grenade I.

    Swaggard receives a Zaku I B with 120mm MG, Shotgun, Armor A II, Night
Scope I, Radar Pod I, Thermal Pod I, Sonar Pod I, Smoke Grenade I, Stun
Grenade I, Heat Grenade I, and Magella II.


    Okay, you have to rescue the Dobday and its passengers from several teams
of Federation forces.

Strategy #1

    Roberto is very important for this mission.  Equip him with his Zaku BZ,
    Dopp I, and Therm Cloak.  The other two teams do not matter too much, but
    I like using Manning with 3 mobile suits and Austin with 3 mobile suits
    in their respective teams.

    First travel forward and destroy the force already attacking the Dobday.
    If you look to your left you may notice some tanks on a cliff.  Manning
    can shoot them fairly easily.  Set your teams to not move, and have
    Roberto travel just to the south of the aforementioned cliff.  Target
    the three mobile suits at the top, and use your Dopp support attack.
    Twenty seconds later they will be destroyed.  Go ahead and have Manning
    start moving to the south of Dobday where he should travel up the cliff
    there.  By this time the first Dopp support attack should be finished.

    Roberto should turn on his Therm Cloak and head to the cliff on the
    opposite (western) side of the map where two Guncannons and various
    vehicles await.  Again approach the cliff from the south and destroy
    three vehicles.  Move slightly up the ramp so you can target the
    Guncannon, and use another Dopp support attack.  This one should destroy
    both Guncannons and most of the rest of that group.  Switch back to
    Manning, keep traveling along the cliff, turn left and go down that ramp,
    and begin shooting GMs and vehicles from behind.  Have Roberto or Austin
    then mop up whatever was left of the Guncannon's attack force and the
    mission is over.

Strategy #2

     Manning's Zaku I with 90mm AR, Silencer, and Cool Device.  Renchef with
     Shotgun, Armor A, Stun Grenades, and Cool Device.  Austin with Shotgun,
     Armor A, Stun Grenades, Reloader, anything else you deem fit.

     Advance on the Federation mobile suits attacking the Dobday and destroy
     them from behind.  I would send Austin after the GM team on the plateau
     to the east.  Use Stun Grenades on the GMs and destroy them along with
     the tanks.  Send Renchef to the west plateau, and approach it from the
     south.  Use Stun Grenades on the Guncannons and destroy them from behind
     along with the vehicles.

     Send Manning south and up a ramp just past he Dobday.  Continue moving
     south until a ramp leads down to the left.  Take this ramp down, turn
     left, turn on thermal sensors, and start shooting GMs and vehicles in
     the back.

Strategy #3

     Manning with 90mm AR, Silencer, Cool Device, anything else you want...
     and for your other two people choose teams with Thermal Pods.

     Basically the same as above, but by using a Thermal Pod you will disable
     the sensors of the teams on the east and west plateau which makes it
     easier to sneak up on them.

Round 2 Notes:

    All of the vehicles have changed into GMs here (wow, now it definitely
seems like it is post-Odessa).  You now have the ability to use a Dom team for
each of the east and west hills and Spraybeam the opponent into submission
versus using Roberto's Dopp, Stun Grenades, or Thermal pods.  Use all 4 of a
Dom team's  Spraybeams on each hill so you do not risk an unstunned GM from
shooting  you in the back while you deal with the rest.  The eastern hill has
a GM Command carrying a Beam Rifle, so be cautious of that, but if you are
using all of a team's Spraybeams on each hill, no enemies should get a shot
off at all.

------------------------------------------------------------------------------
Campaign Mission 09 'The Hunter'
------------------------------------------------------------------------------
    Roberto's Zaku II is upgraded to J Type and receives 90mm MG, Raketen BZ,
Radar Boost I, Thermal Boost I, Sonar Boost I, MS Decoy II. and Dopp II.

    Swaggard finally receives his Dom!  His equipment includes Raketen BZ,
Armor A I, Tank Decoy I, MS Decoy I, and Spraybeam I.

    Swaggard's Dom is a great addition at this point.  I would suggest using
Swaggard's Dom for Blue Team to sweep the area.  Austin and Renchef in teams
of three each are good for escorting the allied tanks.  Search the area with
your new Dom, use a Spraybeam when you see Agar's  Guncannon so that he will
just stand there and do nothing while you cut him  down.  Just keep running
around until you destroy every enemy in the level or the tanks reach their
goal.

Round 2 Notes:

    Some of the tank and helicopter teams have changed into GM types, mostly
GM S-Armors.  The same strategy as before works, but feel free to choose a
different Dom team, but I would be hesitant on using Fran's 90mm AR since it
can not destroy a GM S-Armor with a single shot unless it is in the back.
The most noteworthy addition is that Agar shows up in his Mudrock on Round 2.
Just Spraybeam him and cut him down like you did the Guncannon before.
------------------------------------------------------------------------------
Campaign Mission 10 'Attack Jaburo'
------------------------------------------------------------------------------
    Fran joins with her Dom equipped with 120mm MG, Giant BZ, Armor A I,
Scope I, Reloader I, Radar Boost I, Thermal Boost I, Sonar Boost I, Night
Scope I, Tank Decoy I, and MS Decoy I.

    Sandra joins with her Zaku II J equipped with Raketen BZ, M-Launcher,
light shield, Bullets, Magazine, Reloader I, Night Scope I, Cool Device I,
Radar Pod I, Thermal Pod I, Sonar Pod I, and Smoke Grenade I.

    Roher's Gouf is upgraded to a Gouf Custom with the new supplies of 90mm
MG, 90mm AR, Gatlin Gun, Reloader I, Cool Device I, Silencer I, Thermal Cloak
II, Sonar Cloak II, and Heat Rod I and II.

    Hepner's Zaku II is upgraded to J type and receives 90mm MG, M-Launcher,
Radar Boost II, Thermal Boost II, Sonar Boost II, Radar Pod II, Thermal Pod
II, Sonar Pod II, and Smoke Grenade.

    Renchef receives Armor A II, Cool Device II, Silencer II, Smoke Grenade
II, Stun Grenade II, and Heat Rod II.

    Ah, a chance to attack Jaburo.  Roher's Gouf Custom with Radar Cloak,
Reloader, and 90mm AR can easily destroy almost every unit in the base on his
lonesome.  Most of the units here rely on Radar sensors, which will do them no
good now.  Alright, select Roher's Gouf Custom and Swaggard's Dom with
Spraybeam I.  Set teams to not movie and have Roher sweep the area up to the
new Pegasus class ship, the Blanc Rival (which can also be seen in
Gundam The Ride).

  Command your teams to then move and issue Battle Codes A & B.  Roher can
keep himself busy blowing up parts of the Blanc Rival (you can fire through
the boxes in front of the Blanc Rival to get yellow kills) until
reinforcements arrive.  Once Swaggard arrives, switch over to him, jet over
the bridge, Spraybeam the RX-78-6 Mudrock that has made its dramatic entrance,
and cut it down with a single Heat Sword slash.  This mission is now complete.

Round 2 Notes:

    Wow look, some more GMs.  The only danger here is that a couple GM
commands are carrying Beam Rifles, but of course the 90mm AR has longer range,
so you should be able to shoot them before they even get close to effective
range.  Besides you should have a radar cloaked unit sweeping the area again
anyway, so they probably will not even see you.  Manning with Reloader III is
particularly nice in case you happen to miss a shot.
------------------------------------------------------------------------------
Campaign Mission 11 'Final Defense'
------------------------------------------------------------------------------
    Roher's Zaku II is upgraded to F2 and receives 90mm MG, 90mm AR,
Magazine, Thermal Boost II, and Sonar Boost II.

    Swaggard's Zaku I receives 90mm MG, Shotgun, Heavy Shield, Night Scope
II, Radar Pod II, Thermal Pod II, Sonar Pod II, Smoke Greande II, Stun Grenade
II, and Heat Grenade II.

    Manning's Zaku I receives 90mm MG, 90mm AR, Reloader II, Thermal Boost
II, Sonar Boost II, Night Scope III, Cool Device II, Silencer II, Radar Cloak
I, Thermal Cloak I, Sonar Cloak I, Tank Decoy II, and MS Decoy II.

    Manning's Gouf is upgraded to Gouf Custom with M-Launcher, Gatlin Gun,
Reloader II, Night Scope III, Cool Device III, Silencer III, Radar Cloak II,
Thermal Cloak II, Sonar Cloak II, and Heat Rod I and II.

    This is a really short mission.  The Federation is moving toward
California base and you are to defend it.  A large number of helicopters will
appear near the start point of Blue Team followed by a group of mobile suits.

    There are several ways you can deal with this group.  Start with a single
suit Swaggard team for the Blue Team and hide in the trees.  Shoot down the
two helicopters as they approach.  Now take a bridge to the side and circle
around the group of GMs that are advancing toward Blue Team's original start
point.  Your Red and Green teams will be able to destroy the remaining
helicopters on their own, you just need to worry about those GMs and the
Guntank.  Just circle around behind them and shoot some Raketen Bazooka shots
into their backs.  Use a Spraybeam on the Guntank and cut it down.  You can
also have a Sniper (Roher or Manning) hide in the trees near the Blue Team
start point and shoot the GMs as they approach and then take out the Guntank
with a Melee Weapon (or shoot it in the back).  Your choice on what to do.

    Anyway, one more group appears to the north, and another to the south.
Activate all codes for the Red and Green teams so they move to protect your
allies.  Use Swaggard to move toward the northern team and attack them from
behind, then go the south and attack the southern group from behind.  After
that, a GM Sniper II is generated to the north and one to the south.  Destroy
them and the mission is over.  What an exciting 3 minutes eh?  Anyway, nothing
is left after that, onward to the HLV...

Round 2 Notes:

    A few more GM Teams again...  The best part about Round 2 is that Sandra
can take out the whole first group with her Beam Rifle if she is hiding behind
the rock to the right of the Blue Team start point.  Easy blue kills are
enjoyable aren't they?  Anyway, attack the north team from behind, then attack
the south team from behind.  The two GM Sniper IIs appear again, and then once
again to the HLV.
------------------------------------------------------------------------------
Campaign Mission 12
------------------------------------------------------------------------------
    Swaggard's Dom receives Tank Decoy II, MS Decoy II, Smoke Grenade II,
Magella II, and Spraybeam II.

    Austin's Zaku I receives Armor A III, Scope I, and Heat Grenade II.

    Sandra's Zaku II F2 receives Reloader II, Night Scope II, Radar Pod II,
Thermal Pod II, and Sonar Pod II.

    You suck if you take longer than a minute on this mission.  I just
thought I would let you know that.  If you take longer than a minute, press
start, and retry the mission.

    Seriously, this is the probably the easiest Campaign Mission, if you have
a clue on what you are doing.  All you need is a Swaggard with his Dom and
Spraybeam II.  You only need one mobile suit.  Set Swaggard for the blue team.

    The goal is to take out the Federation's command center here, if you do
that the mission is over.  Go ahead and switch to Thermal Sensors at the
start.

    Go straight south (along the blue path) and across the bridge.  Stun the
two GMs with a Spraybeam and destroy one of them, yes only one of them.  Then
stun the group of three GMs and ignore them.  If you are lucky you also
stunned the GM S-Armor that is behind them, if not, stun it.  Destroy the GM
S-Armor.  That GM S-Armor was in charge of communications and will throw the
Federation forces into disarray.  Agar will now show up in his Mudrock to the
south though.  Your mission will be over once you destroy the Mudrock... and
look, the map is showing you exactly where he is at.

    Continue south across the next bridge and in the forest to the right is
where Agar is hiding in the Mudrock.  Use a Spraybeam on him when the Thermal
Sensors find him and cut him down with a Heat Sword.  The mission is now over
and you have an S Rank.

    If you don't suck, you finished it under 45 seconds, if you are really
good you finished the mission in around 26-28 seconds.  ^_^  Wow, that was
hard wasn't it?  You won't believe the number of pathetic newbs who can't even
find where Mudrock is... even after it is pointed out to them during the short
cinematic...  bakas...

Round 2 Notes:

    Okay, the GM S-Armor is replaced by a Guncannon and an event doesn't play
to show Mudrock showing up.  No difference otherwise.  Enjoy another very quick
and easy S rank.  Hell with a Dom Tropen you can finish this scenario in under
21 seconds.  Again, you really really suck if you take more than a minute to
finish this scenario.  =Þ
------------------------------------------------------------------------------
Campaign Mission 13 'The Last Fang'
------------------------------------------------------------------------------
    Fran receives Dom F with Raketen BZ, 90mm MG, 120mm AR, Armor A II, Scope
II, Reloader II, Tank Decoy II, MS Decoy II, and Spraybeam I and II.

    Sandra receives her Dom Tropen along with Raketen BZ, M-Launcher, Cool
Device II, and Spraybeam I.

    Protect some Magella tanks in a large desert with no obstacles that is
about to be filled with lots of GM types.

    Strategy wise I like to use 3 Dom teams of three mobile suits each.
Raketen Bazookas would be the suggested weapon for Round 1.  Sandra can also
use a Radar Pod in the center of the map and it will mess with the Federation
Mobile Suits' sensors.

Strategy #1

    Surround the ally units, and set units to not move, and take the leader
MS of a team out to use Spraybeams while the other two teams, and the other two
suits in your team are left to defend.  When you want to change suits, go back
and assume a defensive position, and switch to another leader.

Strategy #2

    Let everyone run around and wreak havoc, and head to the northeast corner
to destroy a GM that is hiding to end the mission.

Round 2 Notes:

    A few GM S-Armor teams show up every once in awhile, but Beam Rifles or
Raketen Bazookas still floor them easily.  Be sure to get the GM S-Armor at
the northeast corner for a Special Bonus.
------------------------------------------------------------------------------
Program 01 'Practice'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 01 Round 1

    This is a very simple mission.  You will probably return here several
times since it provides an easy way to increase the number of kills for a
pilot, which is necessary to unlock some suits and equipment.  So remember
to come back here when you wish to unlock those items.

    The goal here is to destroy 6 Zaku IIs along with Char.  You will unlock
Char after finishing this mission with an S rank and then completing the game.

    Select any mobile suit, and proceed forward and to the right of the
initial start position until you reach the tree line.  Proceed forward until
the six Zaku IIs show up to your left.  Sneak up behind them and destroy them.
They will not notice your presence unless you get in front of them or within
60m from behind them.
------------------------------------------------------------------------------
Program 02 'Practice II'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 02 Round 1

    The goal of this mission is to destroy 6 gun batteries along with Garma.
Garma will be unlocked after completing with mission with an S rank and
then completing the game afterwards.

    The stars of this mission are Roher and Manning with their Sonar cloaks.
There are two Zaku Is and 6 Zaku IIs defending the gun batteries, and they
are all equipped with sonar sensors.  Create teams of 1 MS each, have the
Red team carry an AR, and the Blue an MG, and equip Sonar Cloaks for both
(and Silencers if they are available).  Activate the Sonar Cloaks for both
teams as soon as the mission starts.  The Red AR team is to proceed straight
forward to the edge of the cliff, where it will see 3 Zaku IIs totally
oblivious to your existence.  Shoot the three in the back with the AR, then
turn left and proceed across the bridge and travel along the canyon to your
right.  Destroy any nearby turrets (but leave at least one) and the two Zaku
Is.

    Set the Red Team to not move, and switch to Blue Team.  Blue team should
run across the bridge in front of it and between the rocks to wait for the
team  of three Zaku IIs to run by.  Shoot these three in the back with your MG.
Switch back to Red team and finish off the last battery.
------------------------------------------------------------------------------
Program 03 'Trial Attack'
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Unlock:  Complete Campaign Mission 05 Round 1

    This is a pretty tough mission to S rank.  The goal here is to take on
Ramba Ral's forces in the desert.  To complete the mission you must defeat
Ramba Ral himself.  For the S rank, it is almost required to come back with
Doms since Magella or Dopp attacks will not kill Ramba Ral... only wound
him, and he will regenerate from the damage.  O_O;

    I personally suggest going into Route Setup, Add New Route for both Red
and Blue Teams, and not include any points on the new route.  This will
prevent any team from getting into trouble.  Set Sandra with her Dom Tropen
for Blue team, and Fran with her Dom FUNF with MG as Red Team.  Start the
mission,  take control of Red Team, proceed forward and hit a left after the
first rock.  You will find Ramba Ral's forces traveling to a canyon lined with
gun batteries with their backs turned toward you.  Slow down before you get
too close to the group so they do not detect you as easily, and proceed to
shoot as many of them as you can in the back, and use Spraybeams on those who
face you.

    At this point there should hopefully be nothing left but a rather angry
Ramba Ral and some gun batteries.  Destroy the gun batteries, use Spraybeams
to increase blue kills, and retreat to the start point when you are out of
Spraybeams and Ramba Ral stops chasing you.  Take control of Sandra and go
destroy any gun batteries remaining.  Be sure to save at least one Spraybeam.
Let Ramba Ral use up his Heat Rods (the whip like thing he fires from his
arm), then use a Spraybeam, and cut him down with your Heat Sword.  This
might take a few tries but it has fairly consistently attained S ranks.
------------------------------------------------------------------------------
Program 04 'Trial Attack II'
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Unlock:  Complete Campaign Mission 07 Round 1

    Program 04 is a night mission against the Black Tri-Stars with their
Doms. The first encounter with these guys could go very badly since it will
probably be your first encounter against Spraybeams, which will give your suit
"Machine Trouble" which reduces your visibility to almost nothing, which
leaves you very vulnerable.

   To attain an S rank I would wait until Swaggard or Fran have Spraybeam II
for their respective Doms.  I personally prefer Fran's AR with Reloader, and
Scope over a Bazooka.  Use only one mobile suit.  Stun the Tri-Stars, and
destroy two of them.

    Proceed to the gun batteries placed around the middle of the area.  Feel
free to use two more of your Spraybeams to increase your blue kills.  Keep
circling around the area reloading, firing at batteries, and avoiding the
shots of the last Dom.  After destroying all of the gun batteries, use your
last Spraybeam on the last Dom, and destroy it.
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Program 05 'Defend Sub-Dock'
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Unlock:  Complete Campaign Mission 03 Round 1

    This mission is basically the opposite of Mission 3 in the Campaign mode.
The objective is to defend the sub-dock from Federation intruders which are
all Type 61 tanks with a wide range of sensors.  The tanks re-spawn from the
various passages leading out of the map.

    For the S rank you will want to advance a team to each of the three
entrances.  It would be wise to wait until you reach Mission 13 in Campaign
mode so that you have some Doms that are fast and resistant to the weapons of
the vehicles.

    Set a team for each of the two entrances to the dock area.  Move one
team manually to the northeast entrance (I like Fran's Dom F with MG) and
destroy enemies along the way.  Once you secure the entrance, no more
tanks will come through while the team stays there.  Switch to you southern
team and advance to the southern entrance.  Then finally have your last
team make a quick sweep of the area so no stray tanks were missed, and
advance to the southeast entrance.  There is a 2000 point special bonus
for destroying all enemies in this stage.  Add that with 2000 mission complete
bonus, and hopefully about 4000 points worth of enemies and you have a fairly
easy S rank.
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Program 06 'Escape Jaburo'
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Unlock:  Complete Program 14 'Black Tri-Star' and unlock Sayla.

    This is a 'What If' type mission based on if a single Midnight Fenrir
team had to escape Jaburo without being detected.  Roher or Manning should be
able to complete this mission with relative ease.  Most of the GMs populating
the Jaburo stage are equipped with no sensors or really weak Thermal Sensors.
Sonar Boost, Thermal Cloak, Cool Device, and an AR would serve you very well
on this stage.  Go for a single mobile suit team as usual, since other team
members would be a liability here.

    Proceed to the exit located on the lower left of the map, just be cautious
and an S rank will be obtained easily.  You will receive 2000 points for
completing the mission, 2000 for not being seen, and that leaves only 4000
required points which should be easily obtained since all the kills
obtained here will be blue kills.
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Program 07 'Lone Wolf'
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Unlock:  Complete Campaign Mission 03 Round 2

    The objective here is to destroy a Federation communications center and
not be seen.  Stealth missions require Roher or Manning as usual.  Do yourself
a favor and press the SELECT button at the mission brief screen to see a map
of the stage.  The circled areas are the four potential spots the tower will
be.  The general idea is to proceed along the eastern portion of the map, and
then head west along the line of the potential spots the comm center will
appear.  The enemies in this stage have no sensors, and will only be able to
spot you visually.
------------------------------------------------------------------------------
Program 08 'Lone Wolf II'
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Unlock:  Complete Program 07 'Lone Wolf'

    This is near identical to 'Lone Wolf.'  The changes here are that the
Type 61 tanks have Sonar Sensors.  GMs have Radar and Thermal Sensors.
Batteries have Radar Sensors.  Sonar, Radar, and Thermal Cloaks are therefore
required equipment and must be used appropriately.  The enemy placements are
the same as before though, and since this mission is unlocked after completing
07, I hope it is still fresh in your mind. ^_^

    Again, press SELECT at the mission brief screen to see a map of the stage
and  the four possible locations of the tower.  The tower will also use sonar
sensors, just to let you know.
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Program 09 'Iron Spear'
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Unlock:  Complete Campaign Mission 10 Round 1

    Have you ever wanted to fill Norris Packard's shoes when he takes his
Gouf Custom out alone against the 08th MS Team in episode 10 of that series?

    Well you can't use Norris, but you get to go out alone to destroy some
Guntanks that are defended by various GMs and RX-79(G) units (one of which
has a 'GM Head' and is carrying a Beam Rifle).  The only carry Radar and
Thermal Sensors.  Thermal Sensors are always really weak, and the only one
you should worry about is Radar.

    Roher, Manning, or Schmitzer are good for the mission.  AR, Radar Cloak,
Sonar Boost, and Reloader are the only necessary equipment here.

    Proceed forward, take out the first Guntank and the mobile suit protecting
it.  Proceed left and progress along the trees.  Head back to the center and
start striking the rest of the teams from behind.  Most will have no idea
where you are with Radar Cloak on, and you know where almost every unit is
with a good Sonar Boost.
------------------------------------------------------------------------------
Program 10 'Ragnarok'
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Unlock:  Complete Programs 01-09 and 10-32.

    The purpose of this mission is to defend Schmitzer's Zaku I from a waves
of GM types for 5 minutes.

    Schmitzer isn't too incredibly fragile here though.  He has a medium
shield and is carrying a Zaku BZ, not the best equipment in the world, but he
will not just stand there and let himself die like most units you defend in
this game.

    The suggested team selection here is Sandra's Dom Tropen, Fran's Dom
FUNF, and Swaggard's Dom.  Beam Rifles, AR, Raketen Bazookas, Spraybeams, and
teams of 3 are needed here.

    Basically run around the map hunting down the GM teams, and use
Spraybeams if they get in the red.  Concentrate on using a different team
after one is out of Spraybeams.  Make sure to keep at least one team somewhat
close to Schmitzer and you should have little trouble in finding an S rank.
------------------------------------------------------------------------------
Program 11 'New MS Data'
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Unlock:  Complete Campaign Mission 04 Round 1

    The objective of this mission is to use do some test combat against the
RX-78-2 "White One."

    There is a bug that can work against you in all of your encounters
against the RX-78-2, it will not go around an obstacle to attack you.  If you
just stand still behind an object, you are safe.  This makes for a great
opportunity to use combat gear such as Stun Grenades, Heat Grenades, Heat
Rod, and Spraybeams to incapacitate the Gundam and finish it off with
a powerful primary weapon or a proximity attack.
------------------------------------------------------------------------------
Program 12 'New MS Data II'
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Unlock:  Complete Campaign Mission 01 Round 2

    This time you have to battle against the RX-78-6 "Mudrock" armed only
with its back cannons and some GM S-Armor units armed with Hyper Bazookas,
the bazooka used by the RX-78-2.

    I would suggest Sandra's Dom Tropen with Raketen Bazooka or Beam Rifle,
with Spraybeam II, Radar Pod, and the usual equipment.  Create only one team
of one mobile suit.  As soon as the mission starts, head to the little path to
the west and hide in there.  Use a Radar Pod so that the enemy mobile suit's
sensors will screw up.  If you have a Beam Rifle, simply shoot through the
walls.  Otherwise pop out, fire off a shot, use a Spraybeam if needed, and
work your way through the opposition.

    Char is also really effective in this stage.  The only way he can be hurt
is by Mudrock's Cannons and proximity attacks.  Hit any suit with a Stun
Grenade, and you can circle around them while firing the 120mm MG, and destroy
them easily.
------------------------------------------------------------------------------
Program 13 'Ramba Ral's Attack'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 07 Round 2

    Congratulations, if you accessed this mission you now have Ramba Ral at
your disposal as well.  This simulation recreates Ramba Ral's battle with the
White Base crew in the desert.  The objective here is to destroy the RX-75
Guntank, RX-77 Guncannon, and RX-78-2 Gundam.

    This particular simulation even gives you an AI controlled Zaku II for
minimal backup, how nice eh?

    Alright, as usual grab a Dom with Beam Rifle or Bazooka and Spraybeam x4.
The Guntank and Guncannon can be found at the top center of the map.  Use
Spraybeams and cut them down with proximity weapon or shoot them.  Proceed to
the south to find the Gundam.  Make sure to use a Spraybeam outside of the
160m Beam Rifle range and finish it off with a heat sword slice.
------------------------------------------------------------------------------
Program 14 'Black Tri-Star'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 12 Round 2

    Congratulations, if you accessed this mission you now have Gaia at your
disposal.  Actually not a bad choice for the mission considering his Dom has
access to Spraybeam x6.  Nightscope and Therm Boost would also be useful here
since you are trying to find the White Base and its team of mobile suits in a
forest at night.

    The Gundam and Guncannon can be found together in the middle of the map.
Spraybeam and cut them down with a Heat Sword as usual.  The Guncannon is
located just barely to the southwest from the Trojan Horse at the top
center of the map.  The Trojan Horse has quite a selection of weaponry
on it so do not underestimate it.  Circle around it a few times to destroy
as many targets as possible, then shoot the bridge to finish the mission.
------------------------------------------------------------------------------
Program 15 'Breakthrough'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 1

    This is essentially Campaign Mission 2 all over again.  Run around, shoot
helicopters and vehicles, and the mission ends when all the installations are
destroyed.  I like to use Roher, Manning, or Schmitzer with AR and Radar Cloak
for Red Team.  Move east from the Red Team start point and snipe enemies from
the trees until you reach the northeast portion of the map.  The installations
in this area can actually be shot with an AR through the rocks, so take
advantage of that.  Move south from there and take advantage of the tree
cover.  Move toward Blue Team's start point until you've destroyed the
installations to the central east, and the tanks on the other side of the
bridge.

    Now retreat back to the forest and approach the installations to the
south center from the north.  Try to stay in the trees as long as possible to
ensure that you won't be detected.
------------------------------------------------------------------------------
Program 16 'Breakthrough II'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 2

    The same as 'Breakthrough' except the enemies now have strong Radar
sensors and some of the vehicles have changed into GMs and Guncannons.

    I would suggest setting Sandra as the blue team since she can easily
shoot the team of GMs forward from her initial start point through the rock for
some easy blue kills.

    A single mobile suit Roher or Manning team is suggested for the Red team.
AR, Radar Cloak, and Sonar Boost would be helpful.  Do not be afraid to block
the missles from the helicopters, just face the appropriate direction and
stand still while you reload.  Anyway, circle forward and around back to blue
team's initial position.  Walk slowly as you start to get within 250m of a
target and everything should work out alright.
------------------------------------------------------------------------------
Program 17 'Midnight Fenrir'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 1

    The objective is to destroy all enemies in a night mission that recreates
the Midnight Fenrir's involvement at the S-3 point.

    As usual, Manning, Roher, or Schmitzer are all good choices for the mission.
AR, Night Scope, Therm Boost, and Therm Cloak would be beneficial.  Cool
Device if it is available would also help decrease the likliehood of being
detected.  Actually this is one mission where getting all blue kills is
not an absolute necessity due to the large amount of enemies, but you should
still try to obtain them of course. ^_^
------------------------------------------------------------------------------
Program 18 'Midnight Fenrir II'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 2

    Oh wow lookie here, a harder version of Midnight Fenrir, huge surprise
eh?

    You could play through like you did last time, but the Feddies just are
not playing fair here.  There are several teams of GMs, and most have Rifles
and Stun Grenades.  If you think you are sneaky enough, go ahead and go for
the sneaky sniper route.  If you screw up in the slightest Manning's Zaku I
will be destroyed in one shot, and Roher's Gouf Custom will be able to take
a couple rifle shots before going down.  Doms with their better armor would
be the better choice then.

   Personally I will again depend on the Doms here.  Fran's Dom FUNF is
great. She has an AR which is always nice, she has Scope III which lets her be
more accurate than the usual sniper boys most of the time.  Reloader II keeps
the shots coming.  Spraybeam II will make sure those GM teams don't hurt you,
and Therm Boost II doesn't hurt any.

    Have Sandra and Swaggard in their Doms set to not move, and switch to
them when Fran runs out of Spraybeams.  Feel free to use a Spraybeam on a team
of helicopters of tanks if you feel the situation deserves it, and you'll
probably get 10,000 points for enemies killed (highest number of points
possible from enemies themselves) and the usual 2000 Mission complete bonus.

    Using Sandra and her Beam Rifle to shoot through buildings to ensure
yellow kills is also quite effective.  ^_^
------------------------------------------------------------------------------
Program 19 'Dobday Rescue'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 1

    I think Schmitzer likes to re-use his combat data alot.  Anyway, this is
the same as the Dobday Rescue you performed on Mission 8 of the campaign mode.

    Proceed forward, lay waste to the teams to attacking the Dobday.  Run up
the hill to the west, use one or two Spraybeams to lay waste to everything up
there.  Run to the hill to the east, repeat Spraybeam massacre.

    Actually if you want to use one Dom for each hill and use 4 Spraybeams on
each one, feel free to do so, no reason to take an uneccessary risk. ^_^

    The complicated part of the mission is having to send a Sniper Boy
(Roher, Manning, Schmitzer) or Fran up the hill to the south of the Dobday.
Go across the hill, and turn left to find another group of enemies begging to
be shot down.  Do so, and if anything survives, swich to Thermal Sensors
and head down to mop up any units partially hiding in the trees.
------------------------------------------------------------------------------
Program 20 'Dobday Rescue II'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 2

    Wow, some of the vehicles changed into GMs, amazing isn't it?  In my
opinion, most GMs have about as much armor as a tank and are alot easier to
detect, so they aren't really worth worrying about.  ^_^

    Do almost the exact same thing as last time, but peek over the edge of
the east hill to find some GMs begging to be shot in the skirt armor.  Be
careful because a single GM Command on the eastern hill has a Beam Rifle, you
will probably already have detected him before you finish the GM Massacre at
the start.  Otherwise same as usual.
------------------------------------------------------------------------------
Program 21 'The Hunter'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 1

    Another mission from the Campaign mode.  Escort the Magella tanks through
a forest at night.  I would suggest having teams of 3 mobile suits for Austin
and Roher as the Red and Green teams so they will escort the tanks. You do not
want to choose Doms to escort the tanks since they will speed along and leave
the tanks behind and vulnerable.  Roher and Austin will take good care of any
stragglers you may miss.  Make sure to set them to Thermal Sensors before the
mission starts though.

   Feel free to use a Dom yourself though.  Just sweep along the paths down
to the main clearing and destroy any targets that get in your path.  Be
careful of some of the RX-79(G) units here that carry Beam Rifles, but again
they only have a range of 160m, so you should be able to destroy them
without too much worry with an AR or Bazooka from 250m and 200m respectively.
You also have access to Spraybeams if they get a little bit too close.

    After taking out all the units in the clearing, sweep the area where the
tanks will stop, then start sweeping the side paths on the way back north
to find any enemy units that have managed to live so far.  The mission will
end when all enemies are destroyed, or the Magellas reach the end of their
route.

    The Magellas are not exactly defenseless by the way.  As long as an enemy
is in front of them, they can be rather effective in combat.  An RX-79(G)
that is making a frontal attack probably will not last too long ^_^;
------------------------------------------------------------------------------
Program 22 'The Hunter II'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 2

    Yes, another harder version of the same mission.  This time you have alot
of helicopters, GM S-Armors (carrying Beam Rifles, Hyper Bazookas, and the
absolutely pathetic Beam Spray Gun), and the fully upgraded RX-78-6 is
standing in the clearing instead of a Guncannon.

    Be sure to save one Spraybeam for the RX-78-6 and you should be alright.
Even though the GM S-Armors are really tough, the Magellas can still lay
waste to them if they stay in their sights ^_^.  Bazookas and Beam Rifles
still work fine against the GM S-Armor, just the AR is lacking if you don't
sneak up on them.
------------------------------------------------------------------------------
Program 23 'Final Defense'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 1

    Yes this is Campaign Mission 11 in Simulation form.  Wipe out the
invading enemies and defend some Magella tanks.

   Sandra is without a doubt the MVP of this mission.  Select her for your
Blue team with Beam Rifle.  I would suggest Roher and Fran with AR with 3
mobile suits each for your red and green teams.

   When the mission starts, have Sandra retreat behind the rock to her
right.  A series of enemies will come straight down that path in front of you,
and it sets up some prime Beam Rifle sniping since beams can pass through
walls.  A team of helicopters will go down the left path, and another down the
right one.  Do not worry about these helicopters because Fran and Roher can
take care of them on their own.  Simply snipe the helicopters, GMs, and
Guntanks that start to get close to you.

    After the group of mobile suits is destroyed, head across the bridge in
front of you, and turn right to go north.  You will soon discover some more
GMs and Guntanks, just circle around and shoot them in the back.  Head back
to the south to find two more GMs and another Guntank, which will of course
have their backs turned to you as they travel.  All that is left now are two
GM  Sniper IIs that are hiding in the woods in the north central and the south
central.  You can either run around and look for them, or wait to the north
of the Magellas for one to show up, and wait again to the south for the final
one to show up.  There are some obstacles in both areas, so its easy to snipe
them with a Beam Rifle.  Also you can use Thermal Sensors and probably shoot
them in the forest before they even detect you.
------------------------------------------------------------------------------
Program 24 'Final Defense II'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 2

    There are two differences in this version.  The three teams of 2
helicopters each has changed into three teams of GM S-Armors (one team of 1,
two teams of 2).  The mobile suits also have better sensors than before, which
means you may actually have to use some Spraybeams when sneaking up on the
northwest and southwest teams.  Otherwise exact same thing as before.
------------------------------------------------------------------------------
Program 25 'The Last Fang'
Program 26 'The Last Fang II'
------------------------------------------------------------------------------
Unlock:  Complete Campaign Mission 13 Round 1/Round 2 respectively

    Its Campaign Mission 13 again.  Defend allies, destroy lots and lots of
GMs.

    Strategy wise I like to use 3 Dom teams of three mobile suits each.
Swaggard's team with the Raketen Bazooka can fend off alot of units. Fran's
team with 90mm AR can make short work of GM, GM Command, and GM Sniper II
teams.  Sandra can wreak havoc with the Beam Rifle or Raketen Bazooka.
Sandra can also use a Radar Pod and it will mess with the Federation Mobile
Suits' sensors as well.

    Surround the ally units, and set units to not move, and take the leader
MS of a team out to use Spraybeams while the other two teams, and the other two
suits in your team are left to defend.  When you want to change suits, go back
and assume a defensive position, and switch to another leader.  Be sure to
destroy the unit hiding in the far northeast corner for a really nice Special
Bonus and to end the mission before the time limit ends.
------------------------------------------------------------------------------
Program 27 'Victory Fenrir'
------------------------------------------------------------------------------
Unlock:  Attain at least 6 S ranks in Campaign Round 2 Missions

    The first Federation mission, my big suggestion is to use Roher's
RX-79(G) with Sonar Boost, Therm Boost, Night Scope.  Move along the left
portion of the map, and simply shoot GMs and Tanks through the buildings with
the Beam Rifle to ensure plenty of yellow kills.  Anyway move north along the
left, then move along the far north and sneak up on the tank teams.

    There will be one Zaku Team in the north central area.  There is another
Zaku Team hiding in the buildings at the northeast corner, but make for some
easy blue kills.  Another Zaku Team is moving north and south along the right
portion of the map, with any luck you may catch them with the northeastern
Zaku team and be able to take them all out in a short period of time.

    Really easy S rank as long as you keep your wits about you, and use Night
Scope to avoid getting into a bad situation.
------------------------------------------------------------------------------
Program 28 'Zeon Advance'
------------------------------------------------------------------------------
Unlock:  Attain at least 6 S ranks in Campaign Round 2 Missions.

    The second Federation mission.... and its Last Defense all over again,
but this time you have Magella tanks and Zakus to deal with instead of
Guntanks and GMs.  Rougly the same strategies works very well here, but you
have two variations.


Strategy #1

    Use a Beam Rifle equipped mobile suit for your blue team, and shoot
through the rocks again as you did on "Last Defense."  Use your other teams
to take out the other teams in the woods.

Strategy #2

    Use Fran's GM S-Armor as you would a Dom.  Either hide in the woods in
the center and shoot incoming units with the Hyper Bazooka, or just shoot the
first two units, then head either north and south to circle around the enemies
and attack them from behind from the east.  Then move up to the north team and
shoot them in the back, and down to the south team and shoot them in the back
too.  Yay for easy recycled missions...
------------------------------------------------------------------------------
Program 29 'Break Siege'
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Unlock:  Complete Program 27 and 28

    The third Federation mission... and this time we have 'The Hunter.'  The
goal here is to escort the little Federation cannon fodder type hover trucks
to the southern edge of the screen.

    Actually its not too shabby.  The Zeons here have pretty bad sensors for
the most part.  I would suggest Austin with all three of his Ground GMs with
Rocket Launcher, Armor A II, Night Scope II, Magazine, and some Stun Grenades
for either Green or Red route.  I would suggest Renchef's RX-79(G) for the
other escort team.  I like him with Armor A III and a Beam Rifle personally.
For my Blue team I had Roher with Therm Boost II and Night Scope II or Fran's
GM S-Armor.  Be sure to set all teams to Thermal Sensors.

    Otherwise the same strategy as before.  Green and Red teams are to escort
allies.  Blue team is to sweep the area and reduce the number of enemies
around.  You can get an S rank with this team, but it would be a little
bit easier to come back later and use Mudrock for your Blue Team since it can
be used exactly like a Dom Tropen... except with a really bad reload time.
------------------------------------------------------------------------------
Program 30 'Counterattack'
------------------------------------------------------------------------------
Unlock:  Complete Program 29

    Okay, finally a somewhat different Federation mission.  It takes place on
the same map as 'Break Siege,' but from the standpoint of the Federation
forces taking back California Base.  Actually a rather interesting standpoint.

    The reason this mission is tough is that the Dom Tropens like to hide in
amongst the trees, and can only be detected by Thermal Sensors.  The Dom
Tropens also tend to have pretty good weaponry, but don't worry, they do not
have any Beam Rifles with them on this stage.

    I suggest a Beam Rifle carrying unit for the Blue Team.  I suggest Fran's
Guntank MP for Green Team with Reloader and Scope.  I suggest Hepner's Guntank
MP for the Red Team.

    Set all teams to halt movement.  Move the Blue Team up to that tetris
block shaped rock outcropping and wait there.  Switch to Green Team, and hit
the Zaku team with a bombardment from the edge of the woods.  Also shoot that
Dom Tropen when you notice it gets somewhat close.  Switch back to Blue Team
when the pilot mentions they have sighted the enemy.  Shoot the Zakus through
the rock.  Switch to thermal sensors, and slowly move to the group of trees,
and shoot the Dom Tropen hiding in there, with any luck you shot him before he
had any clue you were even there.

    Green Team can then switch to thermal sensors, move forward barely into
the next group of trees, and shoot another Dom Tropen when it gets somewhat
close (love the Guntank's range) on its patrol.

    Red Team is to switch between Thermal and Sonar sensors.  It should find
one Dom Tropen moving back and forth across a bridge to the north rather soon,
gun it down when it pauses.  Shoot the Zaku Team on the other side of the
bridge, and then move to the edge of the forest.  Another Dom Tropen is on
patrol in the next group of trees.  Shoot it when it pauses.  Then enter that
forest and keep heading east.  Shoot the other Zaku Team on the other side of
that bridge, and the last Dom Tropen.

    Now all that is left is the Zaku Team above Blue Team's start point, and
one more Zaku Team patrolling the center of the screen.  Either Guntank can
easily snipe either team.
------------------------------------------------------------------------------
Program 31 'Burning Sands'
------------------------------------------------------------------------------
Unlock:  Complete Program 30

    This is near identical to 'The Last Fang.'  You must protect 6 GMs
instead of 6 Magella tanks, and all sorts of Zeon suits come after you.

    Again, choose some tough units with Bazookas or Beam Rifles.  Be sure to
take out the Dom Tropen to the northeast for a Special Bonus and to help end
the stage sooner.
------------------------------------------------------------------------------
Program 32 'Graipnir'
------------------------------------------------------------------------------
Unlock:  Attain S Ranks on Programs 27-31 (1 or 2 A ranks may be allowed).

    The objective is to escort the hover trucks to the end of the map or
destroy all enemies.  You will fail the mission if any of your allies are
destroyed.  Allies include any team member or any hover truck.

    Use Sandra's RX-79(G) for Red Team.  Renchef works fine for Green Team,
use Roher manually for your Blue Team.  Move Roher along the right path and
shoot any detected enemies through the trees.  You and Sandra should reach the
end of the forest at about the same time.  Take turns switching between the
two and shoot all the enemies through the buildings to ensure survival and
increase your rank.

    Move quickly, and don't let yourself be shot, and its a fairly simple
S rank.
------------------------------------------------------------------------------
Program 33 'Hail Zeon'
------------------------------------------------------------------------------
Unlock:  Attain S Ranks on all Round 1 Missions, Round 2 Missions, and
        Programs 01-32.

    The purpose of this mission is too destroy as many suits as possible in
5 minutes.  I would suggest using only one suit, since the destruction of a
teammate will mean a loss for you.

    The only real strategic element to this stage is that above the eastern
path, there is a thin rock wall on the northern edge of the path that makes
for a great Beam Rifle sniping spot.

    My personal suggestion is to use Sandra's Dom Tropen with one mobile
suit, Beam Rifle, Reloader, and Spraybeam.

    Basically this mission is just a total and absolute free for all with no
real strategic elements to use to your advantage, you just have to depend on
your own piloting skill in the game.
==============================================================================
IX.  FREQUENTLY ASKED QUESTIONS
==============================================================================
------------------------------------------------------------------------------
Q.     Can I host your FAQ on my site?

A.     NO!  This FAQ is exclusive to GameFAQs and GameFAQs only.
------------------------------------------------------------------------------
Q.     Should I buy this game?

A.     Yes
------------------------------------------------------------------------------
Q.     Is Zeonic Front better than Journey to Jaburo?

A.     Yes.  Journey to Jaburo has alot of nice bonuses for fans, but ZF
      is the better playing game and there is alot more variety in the
      missions even though some are re-used.
------------------------------------------------------------------------------
Q.     Should I buy Journey to Jaburo, Zeonic Front or Federation vs. Zeon?

A.     Buy them all.   Anyway, if you want good gameplay and neat missions, go
      for Zeonic Front.  If you want a big selection of suits and lots of
      fanboy bonus animation, go for Journey to Jaburo.  If you want to play
      a team version of Virtual On that isn't as good as it, try Federation
      vs. Zeon.
------------------------------------------------------------------------------
Q.     What is special about Char and Amuro in this game?

A.     Well they are Newtypes.  The way this alters gameplay is that Primary
      Weapon attacks will almost always miss them.  This includes any of
      the main weapon types: Machine Guns, Rifles, Bazookas, Missile
      Launchers, and Beam Weapons.  However, Secondary Weapons/Combat Gear
      such as Cannons, Grenades, and Heat Rods can still hit them.  Other
      special characters seem to be able to hit them with Primary Weapons
      though (examples I have seen so far have been Amuro and Ramba Ral).
-------------------------------------------------------------------------------
Q.     Can I use Secret Characters in the regular missions?

A.     Secret Characters may only be used on simulation missions, and until
      you unlock Sim 33 they can only be used on certain missions (like you
      can not use Char on Sim 01 or Garma on Sim 02)
-------------------------------------------------------------------------------
Q.     How do you unlock (insert object)?

A.     Do not you dare ask that question if you haven't done all of the
      following.

      There are two basic rules to unlocking everything in this game.
      First, finish Round 1 and Round 2.  Second, get S ranks on every
      mission in the game (Round 1, Round 2, and Simulation).  The
      exceptions to the unlocking rule are Sayla and some of the extra
      federation suits for the Midnight Fenrir pilots.  Anyway, for the most
      part it comes down to playing better and a little bit smarter.  I am
      sure you have heard Schmitzer say, "Analyze what went wrong," but
      analyze what went right as well, and look for any room for
      improvement.  There might be an alternate path that will allow you to
      have more blue kills (such as the lower left room with the
      installations on Mission 3, take it from the bottom instead of the
      right that the default has).  Feel free to create your own strategies.
      ^_^
-------------------------------------------------------------------------------
Q.     How do I get the Federation Missions?

A.     Attain at least 6 S Ranks in Campaign Round 2 Missions.  This means
      that the earliest you can access the Federation Missions is after
      Campaign Mission 06 Round 2.  This also means you can unlock the
      missions
-------------------------------------------------------------------------------
Q.     How do I go back to the Round 1 missions again?

A.     Choose to start a new game.  Everything you have unlocked will remain
      available in the simulation mission and any Round 2 missions.  The
      Round 1 missions will be almost exactly the same as they were before
      though.  You will gain new equipment as soon as it is possible though.

      In other words, don't be afraid of saving over your existing game file,
      it will be alright.  Feel free to use any of the other dozen game slots
      though if you are particularly paranoid.
-------------------------------------------------------------------------------
Q.     I heard it is possible to use any pilot on any simulation level, is
      this true?

A.     When you unlock Sim 33 (Get S Ranks on all of the Round 1, Round 2,
      and Simulation Missions 1-32), you can use any character on any
      SIMULATION mission
-------------------------------------------------------------------------------
Q.     What do I get for getting an S rank on Simulation Program 33?

A.     A feeling of accomplishment.
-------------------------------------------------------------------------------
Q.     Are any mobile suits that appeared outside of the original MSG
      animation, 0080 OVA, or 08th MS Team OVAs in this game?

A.     This is all firmly One Year War material.  Nothing later than 0080 in
      the UC Series and no Alternate Universe stories (G Gundam, Gundam Wing,
      Gundam X, Turn A, SEED).
-------------------------------------------------------------------------------
Q.     Are any of the following in Zeonic Front?  Char's Z'Gock, any Z'Gock,
      Char's Gelgoog, any type of Gelgoog, Acguy, Gyan, Black Tri-Star Zaku
      I, Ramba Ral's Zaku I, Gyan, RX-78-NT1, RX-78-1, RX-78-3, any Blue
      Destiny units, Efreet, Kaempher, Norris Packard's Gouf Custom, or any
      of the White Dingo team.

A.     No
-------------------------------------------------------------------------------
Q.     What about the 08th MS Team?

A.     This one is somewhat iffy.  You can not control the team or any of
      its members.  The Simulation Mission 'Iron Spear' gives you a single
      Zeon mobile suit to destroy some Guntank units in a town.  The
      Guntanks are protected by a variety of GM units and some RX-79(G)
      units.  One of the RX-79(G) units has a GM Head though, like Karen
      Joshua's did in the 10th episode of the 08th MS Team.
-------------------------------------------------------------------------------
Q.     Can you use Mash and Ortega?

A.     No.  The only one available is Gaia, but you can have a team of 3
      Dom Tri-Star types.  You can gain access them using a Gameshark, but
      they do not have weapons or equipment so that is rather pointless.
-------------------------------------------------------------------------------
Q.     Can you use M'quve?

A.     No.
-------------------------------------------------------------------------------
Q.     Is the Gouf Custom's Gatling Shield in this game?

A.     Actually this is my favorite question.  The Gatling Shield is not
      present in this game other than during the opening CG.  The Gatling
      Shield is not to be confused with the 'Gatlin Gun' for the Gouf
      Custom in this game.  The weapon with the 'Gatlin Gun' title is
      simply the arm mounted 3 barrelled 35mm Machine Gun seen on later
      model Gouf units.
-------------------------------------------------------------------------------
Q.     Is there a multiplayer mode?

A.     No, this is a single player game.
-------------------------------------------------------------------------------
Q.     The suits in Simulation 33 carry equipment that mine can't use, how
      do I gain access to it?

A.     You can not gain access to that equipment.
-------------------------------------------------------------------------------
Q.     Where else can the 'Blanc Rival' be seen?

A.     The Blanc Rival's first appearance was in 'Gundam: The Ride'.
-------------------------------------------------------------------------------
Q.     Has the RX-78-6 Mudrock made any other appearances?

A.     The RX-78-6 was seen first as part of M-MSV which were some mobile
      suit variations created by Kunio Okawara, who originally designed
      most of the mobile suits seen in the original Mobile Suit Gundam.
      The RX-78-4 design was later updated as the RX-78-NT1 "Alex" seen
      in 'Mobile Suit Gundam 0080: War in the Pocket.'  The RX-78-6
      design seen in M-MSV was updated for use in Zeonic Front and was
      given the name 'Mudrock.'  RX-78-5 was redesigned as the Strike Gundam
      in Gundam SEED.
-------------------------------------------------------------------------------
Q.     Have Schmitzer, Agar, or any member of the Midnight Fenrir team
      made any other appearances?

A.     Nope, they were original characters for this game.  They might show
      up again later though since the White Dingo team and Blue Destiny
      group received manga adaptations and showed up briefly in Journey
      to Jaburo.
-------------------------------------------------------------------------------
Q.     How was Schmitzer injured in Operation British?

A.     The dialogue in the game and character profiles hint that while Agar
      was an artillery officer that he fired a missile straight at
      Schmitzer's cockpit.  Schmitzer was probably quite lucky to
      survive, but the injuries would prevent him from further combat
      piloting.  Schmitzer can still show the rest of the team a thing
      or two in simulations though. ^_^
-------------------------------------------------------------------------------
Q.     What is up with Manning and Renchef?

A.     The dialogue in the game hints that Manning and Renchef recieved some
      questionable orders that resulted in the demise of the rest of the
      members of their team.  Manning probably decided not to follow through
      with the orders because he did not want to endanger his team, and
      Renchef acted impulsively... which resulted in the slaughter of their
      comrades.
-------------------------------------------------------------------------------
Q.     How do you suggest getting the three consecutive C ranks to unlock
      Sayla?

A.     Choose Roberto and Austin's GM teams, have three mobile suits on each
      team.  Send those teams to their deaths (I'm sure you've found all
      sorts of easy ways to die in this game by now).  This will create
      a large penalty against your final score.  Complete the mission then,
      and try to maximize the red kills.
-------------------------------------------------------------------------------
Q.     What is the 'Special' Bonus?

A.     You get a special bonus for completing certain conditions.  The ones
      that are in every mission are for (1) not being seen and (2) for
      completing the mission in a short amount of time (Campaign Mission
      12 is a good example).  Other missions may give a special bonus for
      completing a special objective, like destroying the Guntanks on
      Campaign Mission 07.
-------------------------------------------------------------------------------
Q.     I need just a few more points to get an S rank.  Any suggestions?

A.     Sounds like you need a few more blue kills.  Equip and use appropriate
      cloaks (look at the colored bars beside a detected enemy to see what
      sensors they favor) to increase your chances of sneaking up on an
      enemy.  Stun Grenades and Spraybeams will stun an enemy which will
      render near defenseless and return them to blue status.
-------------------------------------------------------------------------------
Q.     Guntanks keep slaughtering me, what should I do?

A.     *whaps forehead*  Just dodge left or right.  DO NOT go forward,
      backward, or diagonal.  Simply dodging left or right is more than
      enough to dodge the Guntank's shots.
------------------------------------------------------------------------------
Q.     Where are Sim 6 and 10?

A.     Unlock all of the characters (the only hard one to obtain is Sayla
      since you have to do badly to get her by getting 3 consecutive C
      ranks on the Federation Simulation missions).   That should unlock Sim
      6, and when you complete Sim 6 you will get Sim 10.
------------------------------------------------------------------------------
Q.     Why won't the Spraybeam work?

A.     Make sure you are somewhat close to the enemy (under 200 range
      would be preferred) and that the enemy has detected you.  The
      nature of the Spraybeam is to disrupt the enemy's sensors, so
      it makes sense to disrupt something in use right?
------------------------------------------------------------------------------
Q.     I did what you said in the FAQ and I died, help me now because I am
      not creative enough to make a better interpretation of the
      information provided or to make a solution on my own.  HELP ME NOW!

A.     Give up playing video games entirely.

      Seriously I hope people are creative enough to create their own
      strategies and/or realize their interpretations of this FAQ are
      not correct.  Anyway, try something different or create a strategy
      using some basic ideas I might have offered instead of whining about
      your lack of ability in the game.
------------------------------------------------------------------------------
Q.     How do you equip umm... equipment?

A.     No folks... I'm not kidding... that is a frequently asked question...

      Go to the "Team Setup" menu and actually use it...
------------------------------------------------------------------------------
==============================================================================
X.  SPECIAL THANKS
==============================================================================

Thanks to CJayC for creating the GameFAQs site and community.  The Bounty
program is also a nice addition I have to admit. ^_^;

Thanks to Dave of CheatCC for giving my attorney some work to do.  I hope he
pays attention to court notices. ^_^

Thanks to HaipaaKoNeko just cuz'. ^^

Thanks to Silvin for all the help with the creation of this FAQ.  She typed
parts of it, proof-read, offered all sorts of help, and I typed versions 1.0
and 1.1 on her computer. ^^

Thanks to discordant/Neo/Otaku for listening to my insane ramblings on Gundam
and anything else on my mind.

Thanks to Zanetsuken for pointing out specifics on attaining Schmitzer.

Thanks to Hamstaa of the Zeonic Front Gamefaqs board for pointing out how
to get Sayla in the first place.

Thanks to GrandDragon777 of the Zeonic Front Gamefaqs board for pointing out
Char's special abilities in this game.

Thanks to Theo4888 of the Zeonic Front Gamefaqs board for pointing out that
Lt. Sandra had a Guntank MP available to her.

Thanks to David Cheng of the Zeonic Front Gamefaqs board for being a cool
and knowledgable individual, and correcting me with the info that after
unlocking Sim 33 you have access to all suits on all sims instead of after
getting an S rank on the program like I originally thought.

Thanks to azraelswrd for also being cool and knowledgable.  Extra thanks
for being nicer to the people on the board than I am and for first
providing the extra equipment info for Swaggard's Dom.

Thanks to NurikoBaka for making a couple of these GameFAQs boards more
enjoyable. ^_^

Thanks to anyone non-baka on the GameFAQs boards.

Thanks to Horoki Kanno and Masaki Kitamura for designing the Midnight Fenrir
gang.

Thanks to Shigeru Horiguchi, Akihiro Morimata, Toshiro Watanabe, Akiyuki
Okazaki, and Keiichiro Katagiri for the MS work on  the game, and whoever
redesigned the RX-78-6 and gave it life finally. ^_^

Thanks to Kunio Okawara for designing all of these wonderful mecha in the
first place.

Thanks to Yoshiyuki Tomino for creating this wonderful story.

Thanks to Bandai of America for releasing everything they have in America.
==============================================================================
XI.  COPYRIGHT
==============================================================================
Unpublished work Copyright 2001-2002 gundamtotoro

This document is protected by US Copyright Law.  It is meant for private use
only.  This FAQ may not be referenced or altered without permission from
myself.  This FAQ is a GAMEFAQS Exclusive and may not be hosted elsewhere.
Alteration of this Copyright is punishable under Title 17 Chapter 5 Section
506(d) of US Copyright Law for a fine of up to $2,500.

CHEATCC IS FORBIDDEN FROM HOSTING THIS FAQ.

"Gundam", "Mobile Suit", and all related characters and names are property
of Sotsu Agency, Sunrise, and Bandai Co. Ltd.

All copyrights and trademarks are acknowledged and respected that are not
specifically mentioned herein.