Kidou Senshi Gundam: Senshitachi no Kiseki Walkthrough and FAQ by: Shiroi 0079 This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Updates/ News: June 3, 2004 First installment up. The Game System section is almost complete, and the Unit list is approximately 75-80% done. All Federation missions have the basic information while the rest of the Zeon missions will have to wait until the next update. The rest of the mission strategies will come with succesive updates. If there are any errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. June 4, 2004 Updated Mission section; most Zeon pilots have their information, except Ral. Fixed some errors in weaponry and statistics. Added Char's Z'gok to the Unit List. Added some Weapon Stats. If there are any errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. June 5, 2004 Updated Mission section; more strategies and information. Added some unit strategies in the Unit section. Revised commands in Map section. Minor editting of typographical errors. Added Leveling Stages to the Others section. If there are any errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. June 6, 2004 Updated Mission section; all pilots have their basic information. Hardcore mission section up with basic information. Editting of typographical errors. Added more unit descriptions. If there are any errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. June 12, 2004 Updated Mission section; some errors have been corrected. Hardcore mission section updated with unit compositions. Weapon section updated with ammo stats. Some typographical and spelling errors fixed. If there are any errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. June 13, 2004 Official FAQ Version: 1.0 FAQ officially completed. Updated Mission section; more errors have been corrected. Hardcore mission section updated with strategies. Unit section completed. Added more weapon stats. Other typographical and spelling errors fixed. If there are any more errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. June 14, 2004 Official FAQ Version 1.1 Updated Mission section; added minor information. NPC list added. Fixed Amuro Hardcore mission statistics and Christina mission strategy. Unit section errors fixed. Other minor errors fixed. If there are any more errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. June 22, 2004 Official FAQ Version 1.2 Added few minor details; removed some unneeded information. Minor typographical editing and restructuring. If there are any more errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. June 30, 2004 Official FAQ Version 1.3 Added Kai's HC strategy. Fixed most mission names. Added minor information. Fixed some typographical and gramatical errors. If there are any more errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. July 30, 2004 Official FAQ Version 1.5 Major editing done. Fixed many minor errors and added mission information. Fixed some typographical and gramatical errors. Added 3 HC mission rewards. (Aina, Hayato, Ranba Ral) If there are any more errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. September 7, 2004 Official FAQ Version 1.7 Been a while... Did some editing and added NC Bazooka and RX-78 V.C. unlockable. Changed the G3 unlockable, but I'm unsure since I finished it already. Added another Zeon levelling stage, Texas Operation. If there are any more errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. I'm looking for someone to help me maintain this FAQ since my workload has been increasing recently. If there is any interested party, please note it in your message. September 13, 2004 Official FAQ Version 1.8 Did some more editing (I've been doing a lot of editing) and added Perfect Gundam unlockable, I've clarified how to get the HC missions in the HC section since there have been so many inquiries on that. Fixed some mission errata. If there are any more errors, clarifications or suggestions, send me a message at jpgyap@yahoo.com with the subject heading "FAQ". If possible, I'll fix/add/check it and upload it in the next update. I'm still looking for someone to help me maintain this FAQ. If there is any interested party, please note it in your message. Table of Contents 1. Introduction 2. Game System 2.1 Controls 2.2 Main Map 2.3 Player Abilities/ Skills 2.4 Weapon Types/ Weapons 2.5 Lock-on 2.6 Pilot 2.7 Miscellaneous 3. Unit List 3.1 E.F.F. 3.2 Principality of Zeon 4. Story Mode 4.1 E.F.F 4.2 Principality of Zeon 4.3 Hardcore Missions 5. Others 6. Recognition ------------------------------------------------------------------------------ 1. Introduction ------------------------------------------------------------------------------ Kidou Senshi Gundam: Senshitachi no Kiseki is the first GCN Gundam game. It revolves around various points in the One Year War, and the Ace Pilots that played roles in it. It is set during the First Gundam period, UC 0079 and end sat the battle of A Baoa Qu (or Luna II). The game combines the best factors of many Gundam games from the PS2 to provide a very intense and satisfiying gaming experience. ------------------------------------------------------------------------------ 2. Game System ------------------------------------------------------------------------------ This game is a one-player only game. However, during some missions, you have CPU allies that you may control ala-Zeonic Front to aid you in your victory. It is a third-person action simulation game with RPG level-up elements included. ------------------------------------------------------------------------------ 2.1 Controls ------------------------------------------------------------------------------ Land Stages Control Stick: Up/ Down: Move Forward/Backward Left/ Right: Move Left/Right D-pad: Up: Sniping Mode (If Aiming Skill is selected) Left: Ability Screen Right: Mission Map Down: Exit Sniping Mode C-pad: 360 Camera Movement Buttons: A: Fire Highlighted Weapon B: Change Weapon between Infight and Long Range X: Acquire Target/ Change Target Y: Fire Sub-Weapon Z: Switch Long Range Weapon (if available) L: Guard (if equipped with shield)/ Lock Camera R: Vernier Thrusters (Jump/ Dash) Start/ Pause: Go to TIME STOP Screen Leap/ Long Jump: Hold the R botton while moving the D-pad where you want to go. Dash: Hold the R button lightly while moving the D-pad where you want to go. Space Stages Control Stick: (Without holding the L button) Up/ Down: Turn Up/Down Left/ Right: Turn Left/Right (Holding the L button) Up/ Down: Move Up/Down Left/ Right: Strafe Left/Right D-pad: Up: Sniping Mode (If Aiming Skill is selected) Left: Ability Screen Right: Mission Map Down: Exit Sniping Mode C-pad: 360 Camera Movement Buttons: A: Fire Highlighted Weapon B: Change Weapon between Infight and Long Range X: Acquire Target/ Change Target Y: Fire Sub-Weapon Z: Switch Long Range Weapon (if available) L: Guard (if equipped with shield)/ Lock Camera (in space, double press and hold to reverse direction) R: Vernier Thrusters (Jump/Dash/Move) Start/ Pause: Go to TIME STOP Screen Note: Hold R + Control Stick, while holding L and it will boost you in that direction. If you don't hold L, you'll just boost upwards. Combinations: Alternate Attack: Press the L and B buttons together. (The SP:LB sign must be on) Reposition Weapon: On some units, you may reposition the long range weapon. (ie. Gundam puts the shield on its back and hold the Beam Rifle two-handed.) Press L and Z buttons together. Press them again to revert to the original position. Improves range of equipped weapon. Disallows use of shield. ------------------------------------------------------------------------------ 2.2 Main Map ------------------------------------------------------------------------------ The Main Map/ Mission Map is your overview of the battlefield. There are many things you can manipulate in this area to affect the outcome of your battle. It also gives your a good perspective of your situation. Controls: X: Cycle through friendly units Y: Reverse cycle through friendly units L: Cycle through enemy units R: Reverse cycle through enemy units Z: Zoom Map in/out Symbols: Encircled White Triangle: Your Unit Encircled Blue Triangle: Friendly MS/Tank/Plane Encircled Red Triangle: Enemy MS/Tank/Plane Boxed Blue Triangle: Friendly Ship Boxed Red Triangle: Enemy Ship Red X: Unknown Enemy Unit Circle: Mine Commands: These are the 5 commands you can select to order a unit to do. (From top to bottom) For MS/Tank/Plane: Move: Orders a unit to move to a selected location; does not engage enemy till destination is reached. Can also be used to attack specific units by making the destination an enemy triangle. Wait: Orders a unit to hold position. Defend: Orders a unit to hold a small area; attacks enemies that come too close. Help/ Support: Orders a unit to support another friendly unit. Search: Orders a unit to search for enemies in its path. For Ships: Move: Orders the ship to move to a selected location; does not engage enemy till destination is reached. Wait: Orders the ship to hold position. Bombardment: The ship fires its cannons at a small circular area, doing damage to units there. (Damage depends on ship and pilots of the ship and the enemy) (3x per ship) The target must be designated manually. Repair: Repairs 20 AP to any friendly unit within its effect radius. (3x per ship) The target must be designated manually. Resupply: Restores all shield/ ammo to any friendly unit within its effect radius. (3x per ship) The target must be designated manually. Unit Stats: Bring the cursor to a unit and press A. Its stats will be displayed on the right hand side of the screen. ------------------------------------------------------------------------------ 2.3 Player Abilities/ Skills ------------------------------------------------------------------------------ In this game, you can use various skills and abilities to help you fight. Abilities are used during a mission and affect your damage, defense and other factors. It can also affect enemies and friends as well. Skills are set before the start of a mission, and affect the affinity of your suit to its weapon type, terrain handling skills, defense/ resistance and special skill. These skills and abilities increase in effectivity as you level up. Skills: (From Top to Bottom) Group A NONE Long Range Fire - Long Cannon/ Beam Rifle Attack Speed/ Ammo UP Cannon - Bazooka/ Missile/ Shoulder Cannon Attack Speed/ Ammo UP Melee Combo - Infight attacks can be chained Beam Proficiency - Beam damage UP Shell Proficiency - Machine Gun/ Vulcan damage UP Explosive Proficiency - Bazooka/ Cannon/ Missile Damage UP Melee Proficiency - Infight damage UP Group B NONE Anti-beam - reduced beam damage Anti-shell - reduced shell damage (machine gun/ vulcan) Anti-explosive - reduced explosive damage (cannon/ bazooka/ missile) Anti-stun - reduced 'stun' time Anti-speed down - reduced 'speed down' time Anti-vernier down - reduced 'vernier down' time Anti-power down - reduced 'overheat'/ 'power down'/ 'power short' time Group C NONE Forward/Back Step - speeds up forward/rear dash Left/Right Step - speeds up left/right dash Water Combat - improves combat/mobility performance in water Space Combat - improves combat/mobility performance in space Land Combat - improves combat/mobility performance on land Group D NONE Aiming - enables first person mode (press d-pad up) Quick Draw - increases speed of weapon switching Quick Reload - increases reload speed Ship Killer - increases damage against ships Interception - ability to destroy missiles/ shells with sub-weapon Abilities: These require "Concentration" points to use and last for a short period only. Direct Hit: Increase critical hit occurence. Awareness: Decrease enemy accuracy on you. Predict: Decreases lock-on time. Concentrate: Increases pressure recovery rate. Stealth: Enemy units cannot detect you on radar. "Awaken": Increases speed to "Bullet-time", increases critical hit and decreases enemy hit. Speed Up: Increases MS speed. Advise: Increases one friendly unit's defense. Leadership: All friendly units in range of effect have their pressure decrease and detects all enemies as well. Pressure: All enemies within range of effect have their pressure increase and are detected on map. ------------------------------------------------------------------------------ 2.4 Weapon Types ------------------------------------------------------------------------------ There are many, many weapons in the game. However, they are divided into a few categories, and have very differing ammo and reload capabilities. These can be affected by certain skills, increasing their damage and ammo capacity. Note: Weapon - Ammo:Reload Beam Weapons: Beam Rifle Gundam - 15:0 Beam Rifle Ground Gundam - 10:2 Beam Rifle Guncannon - 12:0 Beam Rifle Alex - 20:1 Beam Rifle Gelgoog - 20:0 Trial Beam Rifle - 12:0 Beam Spray Gun - 50:4 Double Beam Cannon - 10:4 Wire-guided Beam Cannons - 4: INFINITY Dual Beam Cannons Elmeth - 2: INFINITY Dual Beam Cannons Zeong - INFIGHT Head Mega Particle Cannon - 6: INFINITY Hand Mega Particle Cannon Z'gok - 3: INFINITY Dual Mega Particle Cannon Z'gok - 8: INFINITY Hand Mega Particle Cannon Acguy - 5: INFINITY Mega Particle Cannon - 1: INFINITY Spread Beam Cannon - 12: INFINITY Beam Bazooka - 1:10 (*) Bit - INFINITY Exploding Weapons: 880mm Rakuten Bazooka - 7:3 360mm Giant Bazooka - 6:1 Nuclear Canister Bazooka - 4:1 280mm Zaku Bazooka - 5:1 270mm Hyper Bazooka - 5:1 Missile Launcher - 6:4 Missile Launcher Zaku II J-type - 3:4 Missile Launcher Core Fighter - 2:4 Rocket Launcher - 7:2 Shoulder Cannon Perfect Gundam - 1:19 Spray Missile Launcher - 24:4 Shield Missiles - 300:0 Bob Missiles - 120:0 Hand Grenade - 1:7 Cracker - 1:5 Missile Z'gok- 6:INFINITY Missile Gogg- 6:INFINITY Missile Acguy- 5:INFINITY Hide Bomb - 200:2 Impact/ Shell Weapons: 106mm Zaku Machine Gun - 50:2 120mm Zaku Machine Gun - 60:4 90mm Machine Gun - 40:5 100mm Machine Gun - 60:4 MMP-80 Machine Gun - 40:2 60mm Vulcan Gundam- 100:0 60mm Vulcan GM - 200:0 120mm Cannons - 2:19 175mm Recoil-less Cannon - 7:5 240mm Cannons - 2:19 300mm Cannons - 2:19 180mm Cannon - 10:1 150mm Cannon - 2:22 20mm Vulcan - 100:0 35mm Vulcan - 200:0 Vulcan Acguy - 200:0 Hyper/Gundam Hammer - INFINITY Infight Weapons: All Melee Weapons - INFINITY * - the Beam Bazooka is a Beam weapon, but to increase its Ammo and Attack speed, it is affected by the Cannon Skill ------------------------------------------------------------------------------ 2.5 Lock-on ------------------------------------------------------------------------------ When you lock on, there are 3 symbols that represent your range and ability to hit a target. White Square: Unselected target Circle with Concentric Circle: Targeted but not locked-on/out of range Circle with Red Crosshairs: Targeted and locked-on Keep in mind that the circle's lock-on speed depends on the weapon selected and your suit. Also, the direction your suit is pointing is a big factor even if you have a lock if you want to score a hit. One more thing, if there is a small red triange on the target, it means that the MS sub-weapon or missile weapons has locked on. ------------------------------------------------------------------------------ 2.6 Pilot ------------------------------------------------------------------------------ Your pilot's abilities have a great effect on his/her MS piloting capabilities. Your pilot can level up to improve his/her attributes, skills and abilities. The level cap is 30, and the level cap for skills and abilities is 3. Attributes: Position/ English Equivalent Attack Defense Reflex Speed Will Mind Attack - affects damage and chance of critical hits (Max 100) Defense - affects armor point amount and shield durability (Max 160) Reflex - affects maneuverability and evasion (Max 150) Speed - affects mobility and vernier power (Max 150) Will - affects susceptibility to pressure (Max 300) Mind - dictates the amount of "Concentration" a pilot has (Max 020) ------------------------------------------------------------------------------ 2.7 Miscellaneous ------------------------------------------------------------------------------ There are other aspects of the game that can help you win or make you lose. Here are some of them. Pressure level: This is the bar that sets the kind of abilities you can use. However, if the bar is filled, you get confused. Your pressure increases by either getting hit, getting pressured by a specific character, or through stage events. To reduce your pressure level, retreat and wait for the pressure bar to empty. Status Effects: Stun - Disallows action/movement for a short period of time Speed Down - Lowers movement speed for a short period of time Vernier Down - Lowers vernier output for a short period of time Power Short - Increases power consumption for a short period of time Power Down - Happens during overheat or usage of beam weapons unsparingly Disallows use of verniers, heat rods and beam weapons Confusion - Happens when Pressure level is filled up. Scrambles controls for a short time. Returns Pressure level to 1 after. NPC List: Bright Noa [SCV-70 White Base] Ryu Jose [FF-X7 Core Fighter] Woody Malden [Fanfan] General Revil [Magellan, Big Tray] Sleggar Row [FF-X7[Bst] Core Booster] Matilda Ajan [Medea] Terry Sanders Jr. [RGM-79 GM, RX-79[G] Gundam, Type-79 Hover Car] Miguel Ninorich [RX-79[G] Gundam] Karen Joshua [RX-79[G] GM Head Gundam] Eledore Massis [Hover Car] Eigar [RX-78-6 Mudrock] Kuraun [MS-06 Zaku II] Acous [MS-06 Zaku II] Gozun [MS-06 Zaku II] Karius [MS-09R Rick Dom] Kom [MS-06 Zaku II] Gin [MS-06 Zaku II] Stein [MS-06 Zaku II] Ortega [MS-06S Zaku II S-type Black Trinary Custom, MS-09 Dom, MS-14B Gelgoog Black Trinary Custom] Mash [MS-06S Zaku II S-type Black Trinary Custom, MS-09 Dom, MS-14B Gelgoog Black Trinary Custom] Ivanov [MSM-04 Acguy] Akahana [MSM-04 Acguy] Kraft [MSM-04 Acguy] Ramaji [MSM-04 Acguy] Batacham [MS-09 Rick Dom] Garma Zabi [Dopp] Dozle Zabi [Big Zam, Falmel] Kishiria Zabi [Gwazine] Hamon Crowley [Gallop] Ma'kube [Gyan] Conscon [Chibe] Masado [Attack Helicopter] Aguille Delaz [Gwazine] Nikki Roberto [MS-06J Zaku II, MS-07 Gouf, MS-09R Rick Dom] Charlotte Hepner [MS-06J Zaku II, MS-07 Gouf, MS-09R Rick Dom] Manning [MS-06J Zaku II, MS-07B-3 Gouf Custom, MS-09R Rick Dom] Lensner [MS-07B Gouf, MS-07B-3 Gouf Custom, MS-09R Rick Dom] etc. ------------------------------------------------------------------------------ 3. Unit List ------------------------------------------------------------------------------ This game has an extensive library of MS, including some MSVs. However, most if not all of the suits are UC 0079-era, meaning no Alternate Universe suits or UC 0079+ suits except the Alex. Some units cannot be used, like the Big Zam. Note: Armor Point: Amount of armor points the unit has relative to its pilot Mobility: Movement speed relative to the pilot Maneuverability: Quickness in changing direction/ response time relative to the pilot Vernier Power: Power of verniers in relation to pilot Generator Output: Amount of power that can be used. The higher the amount, the more time it takes to overheat. Radar Range: Range of sensors to detect enemy units Capacity: Weapon carrying capacity before the unit becomes overweight (lose vernier power and mobility) Land Handling: Ability to fight/move on land Water Handling: Ability to fight/move in water Space Handling: Ability to fight/move in space Shield Capability: Ability to carry a shield Sub-weapon: Equipped sub-weapon Notes: History/ Observations ------------------------------------------------------------------------------ 3.1 E.F.F ------------------------------------------------------------------------------ Mobile Suit/ Tank/ Plane: RX-78-2 Gundam Armor Point: 0000 Mobility: 00 Maneuverability: 00 Vernier Power: 000 Generator Output: 00 Radar Range: 000 Capacity: 0 Land Handling: 00 Water Handling: 00 Space Handling: 000 Shield Capability: Yes Sub-Weapon: 60mm Vulcan Notes: The centerpiece of the "V Project", the RX-78-2 is the only Gundam pro- totype to survive the Zeon attack on Side 7. Fielding new technology such as the Beam Rifle and Beam Saber, as well as the Learning Computer System, the Gundam is a high-performance mobile suit. It's entry into the One Year War enabled the Earth Federation to turn the tide against the Principality of Zeon. The Gundam is a good suit. Obviously. Good handling anywhere and is strong enough to take a beating and give one out. The only disadvantage is that it can't carry two heavy weapons at the same time without a significant drop in mobility. With a good pilot behind it (like Amuro), it is pretty much unstoppable. RX-78-2 Gundam (Magnetic Coating) Armor Point: 0000 Mobility: 000 Maneuverability: 000 Vernier Power: 000 Generator Output: 00 Radar Range: 000 Capacity: 0 Land Handling: 000 Water Handling: 00 Space Handling: 000 Shield Capability: Yes Sub-Weapon: 60mm Vulcan Notes:The RX-78-2 was upgraded by Mosk Han to prevent the overheating of the Gundam's joints thanks to its pilot's reflexes. The new Magnetic Coating increased the response time and speed of the Gundam even further. Same as the Gundam, only with more speed and maneuverablility. Makes it even deadlier. It also handles better on land. RX-77-2 Guncannon Armor Point: 0000 Mobility: 0 Maneuverability: 00 Vernier Power: 00 Generator Output: 00 Radar Range: 0000 Capacity: 00 Land Handling: 000 Water Handling: 0 Space Handling: 00 Shield Capability: No Sub-Weapon: 60mm Vulcan Notes: Primary Weapon 1 can only be 240mm cannons OR spray missile launchers The RX-77-2 is the only Guncannon prototype to survive the attack on Side 7. It is a middle range support mobile suit and uses a Beam Rifle and 240mm shoulder cannons. Its long range bombardment capability makes it dangerous to all foes from afar, but a liability to itself at close range. Good armor, good firepower, good range, bad speed, bad maneuverability. The Guncannon is used for long range attacks, not melee ones. If you must use the Guncannon, use the Cannon Skill and the X Terrain Up Mobility Skill to improve your chances. Also, watch your ammo consumption. The spray missile launchers are pretty good alternative weapons if you have them. RX-75-4 Guntank Armor Point: 000 Mobility: 0 Maneuverability: Vernier Power: 000 Generator Output: 00 Radar Range: 000 Capacity: 0 Land Handling: 000 Water Handling: Space Handling: Shield Capability: No Sub-Weapon: Bob Missile Notes: The Primary Weapons are fixed as 120mm cannons The RX-75-4 Guntank was the first "mobile suit" developed in the "V project". A long-range support unit, the Guntank is equipped with dual 120mm cannons and bob missile launchers. It is very effective at long range but sports no close range protection. Built on the base of a giant tank, it's mobility is somewhat impaired. It's like the Guncannon, but worse. It's hell to drive too. Try to stick in one position and blast the hell out of anything that comes your way. Use the Cannon Skill and Land Terrain Up Mobility Skill to improve your chances. The first alternate attack you do is a barrage of fire, so don't waste it. RGM-79 GM Armor Point: 0 Mobility: 00 Maneuverability: 00 Vernier Power: 00 Generator Output: 0 Radar Range: 0 Capacity: 0 Land Handling: 00 Water Handling: 0 Space Handling: 000 Shield Capability: Yes Sub-Weapon: 60mm Vulcan Notes: The RGM-79 is the first multi-purpose mass produced mobile suit of the Earth Federation. Based on the data collected by the RX-78-2 Gundam LCS, and with an advanced computer interface, the GM has a performance exceeding the Principality's Zaku II Mobile Suits. The GM is for the times that you just want to be one of the 'grunts'. The GM is not required to be used in any mission so it is really not an issue. If you do want to use it well, equip weapons and skills that complement your tactics. RB-79 Ball Armor Point: Mobility: 0 Maneuverability: 00 Vernier Power: 0 Generator Output: Radar Range: 000 Capacity: Land Handling: Water Handling: Space Handling: 000 Shield Capability: No Sub-Weapon: None Notes: Weapons fixed as 180mm cannon The RB-79 Ball is the result of the development of mass production weapons by the Earth Federation. Huge amounts of these units were used as support for the GM pilots during Operation Star One. The Ball is useless. That's it. Cannon Fodder. It's cannon is powerful, but hard to aim. RX-78-6 Mudrock Armor Point: 0000 Mobility: 0 Maneuverability: 00 Vernier Power: 0000 Generator Output: 000 Radar Range: 0000 Capacity: 000 Land Handling: 00 Water Handling: 0 Space Handling: 000 Shield Capability: Yes Sub-Weapon: 60mm Vulcan Notes: Primary Weapon 1 fixed as 300mm cannons The RX-78-6 Mudrock was a mobile suit developed at Jaburo shortly after the White Base departed. Although when it was unfinished when it was deployed, it's heavy armor and Gundam-class weaponry made it very combat-capable. Equipped with 300mm cannons and a hoverjet system like the MS-09 Dom, the Mudrock is a very strong and agile suit. A little worse then the Gundam, in my opinion. It's handles like a cross of the Gundam with the Guncannon. If you decide to try this suit out, keep moving and pay attention to your ammo. It seems to work better in space. RX-78-2 Perfect Gundam Armor Point: 00000 Mobility: 0 Maneuverability: 00 Vernier Power: 0000 Generator Output: 00 Radar Range: 000 Capacity: 000 Land Handling: 00 Water Handling: 0 Space Handling: 000 Shield Capability: Yes Sub-Weapon: 60mm Vulcan Notes: Weapons fixed as Dual Beam Cannon/ Shoulder Cannon This thing is GOD! The Dual Beam Cannons pulverize almost anything, and the Shoulder Cannon is area-effect! It's a huge killing machine. Just try not to get hit a lot; it's big and slow. RX-78-3 G3 Gundam Armor Point: 000 Mobility: 000 Maneuverability: 0000 Vernier Power: 000 Generator Output: 00000 Radar Range: 000 Capacity: 0 Land Handling: 00 Water Handling: 00 Space Handling: 000 Shield Capability: Yes Sub-Weapon: 60mm Vulcan Notes: The RX-78-3 G3 Gundam was originally the RX-78-1 Gundam prototype at Side 7. During the attack, the RX-78-1 was severely damaged. When the White Base stopped at Jaburo, its remains were offloaded and rebuilt with new technologies such as Magnetic Coating. As such, the RX-78-3 became known as the testbed for new Gundam technologies, some of which went into the construction of the RX-78-NT1 Gundam "Alex". If you haven't got the Alex, this is just as good. With pretty much all the stats of the Gundam, plus some, and the speed of the Alex, this unit is one of the most powerful units in the game. The G3 can LITERALLY fly circles around any unit and can do a 180 in less than .7 seconds. Add to that it can use the Alex's Beam Rifle, and you got yourself made. If you hated it when you had to fight it as the Black Trinary, you're gonna love it when you kick *** with it! RX-78-NT1 "Alex" Armor Point: 0000 Mobility: 0000 Maneuverability: 00000 Vernier Power: 00000 Generator Output: 00 Radar Range: 00000 Capacity: 0 Land Handling: 00 Water Handling: 00 Space Handling: 000 Shield Capability: Yes Sub-Weapon: 60mm Vulcan Notes: Primary Weapon 2 is fixed as the 90mm Gattling Gun The RX-78-NT1 "Alex" was the next-generation Newtype Mobile Suit for use by Amuro Ray. Developed in secret at the Federation's base in the Arctic and then in the Side 6 Libot Colony, the Alex was a huge advance in MS technology. The Linear Seat/ Panoramic Cockpit Display, increased vernier power and magnetic coating technology gave the pilot of the Alex a huge advantage over other Mobile Suits with greatly increased response time and maneuverability at the time. The Alex is the next-generation Gundam. I think the only problem with it is it can't hold two weapons since the 90mm gattling is permanent. Aside from that, this suit rocks. Its mobility and maneuverability are off the scale and the beam rifle is kick-ass. When you unlock it, you'll never want to use the old one again. RX-79[G] Gundam Armor Point: 0000 Mobility: 0 Maneuverability: 00 Vernier Power: 00 Generator Output: 00 Radar Range: 000 Capacity: 00 Land Handling: 000 Water Handling: 00 Space Handling: Shield Capability: Yes Sub-Weapon: 60mm Chest Vulcan Notes: The RX-79[G] Gundam was created from the spare parts of "Project V" at the Federation Jaburo HQ. 20 units were made, and 12 sent to the field in South East Asia. Having the generator output to use a Beam Rifle, as well as an extensive array of other weapons to choose from, the RX-79[G] Gundam is a versatile and powerful machine. The Ground Gundam is an average suit. However, its being a PURELY ground unit makes it a good choice on land stages. This unit makes up for its lackluster movement with great handling and weapons capabilities. RX-79[G] EZ8 Gundam EZ8 Armor Point: 0000 Mobility: 00 Maneuverability: 00 Vernier Power: 00 Generator Output: 00 Radar Range: 000 Capacity: 00 Land Handling: 000 Water Handling: 00 Space Handling: Shield Capability: Yes Sub-Weapon: 35mm Vulcan Notes: After heavy damage was sustained by Shiro Amada's original RX-79[G], the RX-79[G] EZ8 Gundam EZ8 was "re-created" in the field by the Kojima Battalions' engineers and mechanics from the damaged unit. The fact that the RX-79[G]s were originally spare parts meant that the heavily damaged units had to be rebuilt with whatever parts and tools the engineers had. The EZ8 still retained the original Gundam's power and weapon capabilities, but also improved its mobility as a result of the modifications, making the suit more combat-capable. The EZ8 is better than the Ground Gundam by a good margin. With better mobility, this unit is much better suited to combat and this reflects in its better mobility along with its original great handling and weapons capabilities. RX-79[G] Gundam (GM Head) Armor Point: 0000 Mobility: 0 Maneuverability: 00 Vernier Power: 00 Generator Output: 00 Radar Range: 0 Capacity: 00 Land Handling: 000 Water Handling: 00 Space Handling: Shield Capability: Yes Sub-Weapon: 60mm Chest Vulcan Notes: As the Ground Gundam was built with spare parts, new parts to fix the damaged Gundams were nonexistent. Parts needed to be scavenged from other suits to repair them. One field mission resulted in the loss of Karen Joshua's Gundam head. This was replaced with a normal RGM-79[G] head, with the result of a less-powerful main camera and sensors, otherwise leaving the rest of the Gundam fully operational. Same as the RX-79[G], but with less sensor power, so it might be harder to lock-on or spot enemy units. You don't have to use this unit, so it's not that much of a problem. RGM-79[G] GM Armor Point: 000 Mobility: 0 Maneuverability: 00 Vernier Power: 0 Generator Output: 0 Radar Range: 0 Capacity: 00 Land Handling: 000 Water Handling: 00 Space Handling: Shield Capability: Yes Sub-Weapon: None Notes: An early prototype meant for mass-production, the RGM-79[G] was created from the concept, as well as the parts of the RX-79[G] Gundam. Sharing similar characteristics with its stronger counterpart, the RGM-79[G] was a comparably high-performance mass production model, using high-grade materials such as luna titanium armor and high-power output generators. However, after 42 units were made, production switched to the cheaper RGM-79s being rolled out for Operation Cembalo and Star One. Unremarkable unit, but fun to play around with. Pretty much a souped-up GM or a stripped-down Gundam, but with the same weapon options. All in all, a good enough unit, although for some reason, it can't equip a Beam Rifle... RX-75 Guntank Mass Production Type Armor Point: 00 Mobility: 0 Maneuverability: Vernier Power: 0 Generator Output: Radar Range: 00000 Capacity: 000 Land Handling: 000 Water Handling: Space Handling: Shield Capability: No Sub-Weapon: Bob Missile Notes: Primary Weapon fixed as 120mm cannons Based on the "Project V" RX-75 Guntank, the Earth Federation put this long range troop-buster in mass production. Sharing almost every similarity with its prototype counterpart except the core block system, the Guntank MPT provided field troops with fire support and a maintenance role option due to its modular construction as a convertible dozer unit. Just like the Guntank, but easier to kill. Still has the good 120mms so if you decide to use this, stay away from anything with a better infight weapon than you, which is everything. It can twist its torso to target enemies behind it. FF-X7 Core Fighter Armor Point: Mobility: 00000 Maneuverability: Vernier Power: 0 Generator Output: 0 Radar Range: 00000 Capacity: Land Handling: 000 Water Handling: Space Handling: 000 Shield Capability: No Sub-Weapon: 60mm Vulcans Notes: Primary Weapon is fixed as the Missile Launchers The FF-X7 Core Fighter is the core of the "V Project" Mobile Suits. Designed to be an armed and battle-worthy escape craft, the Core Fighter was armed with machine guns and missile launchers. The Core Fighter contained the generators, cockpit systems and learning computer, and as such, served as an escape craft for the pilot and a preservation unit for the data gathered in battle. It can't stop, for one thing. Boosters just make it faster. However, for a little thing, it does pack a punch, if you know what you're doing. Fly around a lot and try not to get hit. Spare your missiles as they are powerful. The trick is to pretend you're an ace fighter pilot and work off from there. Type-61 Main Battle Tank Armor Point: Mobility: 0 Maneuverability: Vernier Power: Generator Output: Radar Range: Capacity: Land Handling: 000 Water Handling: Space Handling: Shield Capability: No Sub-Weapon: None Notes: Weapons fixed as 150mm cannons The Type-61 Main Battle Tank was designed before the One Year War and pressed into service in the UC 0060s. Armed with 2 150mm cannons, the Type-61 was a veritable attack unit. Legions of these tanks participated and were responsible for the Federation's victory at Odessa. You only find this unit in Shiro's hardcore mission. Equip the Cannon skill to boost your ammo because this thing runs out of ammo very quickly. Keep moving; the tank isn't the most durable unit, you know. Unplayable Units: Public Core Booster Saberfish Fanfan Type-79 Hover Truck Ships: Salamis Light Cruiser HP: 165 Armaments: 6 x mega particle cannon, 6 x 2-barrel machinegun, 2 x 6-tube missile launcher, 8 x missile launcher Magellan Heavy Cruiser HP: 270 Armaments: 7 x 2-barrel mega particle cannon, 14 x 2-barrel machinegun, 4 x missile launcher SCV-70 White Base HP: 560 Armaments: 2-barrel 580mm main gun, 2 x 2-barrel mega particle gun, 8 x anti-aircraft 2-barrel machinegun, 8 x 3-tube missile launcher Columbus-class Transport HP: 90 Armaments: None ------------------------------------------------------------------------------ 3.2 Principality of Zeon ------------------------------------------------------------------------------ MS-05B Zaku I Armor Point: Mobility: Maneuverability: 0 Vernier Power: Generator Output: Radar Range: Capacity: 0 Land Handling: 0 Water Handling: Space Handling: 00 Shield Capability: Yes Sub-Weapon: None Notes: The original mobile suit developed by the Principality of Zeon, the Zaku I is the first mass produced mobile suit. By the late UC 0070s, there were more that 700 in operation. The entrance of the Zaku II model effectively cut off its production, but some still remain in service. Slow, weak, pathetic, armor flimsier than a sheet of paper... the list goes on. However, you are forced to use this unit some times so the best strategy is to be aware of what is attacking and dodge it. Evasion is the key to surviving as a Zaku I. MS-05B Zaku I - Ral Custom Armor Point: Mobility: Maneuverability: 0 Vernier Power: 0 Generator Output: Radar Range: Capacity: 00 Land Handling: 000 Water Handling: Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: The original mobile suit developed by the Principality of Zeon, the Zaku I is the first mass produced mobile suit. Some ace pilots have customized units such as Ranba Ral and the Black Trinary which have better performance capabilities. Still slow, weak, pathetic, armor flimsier than a sheet of paper, but better! I'd suggest mastering this particular unit since it is your suit in Ral's hard- core mission. Again, the key is evasion. Ral's suit has better stats, so use those to your advantage. MS-05B Zaku I - Black Trinary Custom Armor Point: Mobility: 0 Maneuverability: 0 Vernier Power: 0 Generator Output: Radar Range: Capacity: 0 Land Handling: 00 Water Handling: Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: The original mobile suit developed by the Principality of Zeon, the Zaku I was the first mass produced mobile suit. Some ace pilots have customized units such as Ranba Ral and the Black Trinary which have better performance capabilities. Again: slow, weak, pathetic, armor flimsier than a sheet of paper, but better. The Black Trinary Zaku I is more capable, but again, the key is evasion. The armor still sucks on this baby, so watch it! MS-06F Zaku II F-type Armor Point: Mobility: 0 Maneuverability: 0 Vernier Power: 0 Generator Output: Radar Range: 0 Capacity: 00 Land Handling: 0 Water Handling: 0 Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: The second-generation Zaku II Model, which sports improved verniers, mobility and weapons capability. Primarily designed to replace the original Zaku II C-type model. Due to its adaptability, many variants have been based on this particular model. Not much better that a Zaku I, but you can dish out some damage with this baby. It best handles in space though so if you plan to use her, keep her in the vacuum unless your confident that your skills and stats can keep you alive on land. It's also a nostalgia trip. MS-06RD-4 Zaku II Rick Dom Prototype Armor Point: Mobility: 00 Maneuverability: 00 Vernier Power: 000 Generator Output: 0 Radar Range: 00 Capacity: 0 Land Handling: Water Handling: Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: A Zaku II used for testing the then-in development MS-09R Rick Dom rocket boosters. Equipped with better verniers and control surfaces, the Zaku II RD Prototype was tested by Aina Sahalin and data from it was then incorporated into the MS-09R Rick Dom units. Similar to the Zaku II-F, but its armor poses a problem of survivability. It's best to treat this like a Zaku I, with evasion as your primary concern. The weapons capability on this unit is good, though, so you have more options in your arsenal in getting rid of some Federation scum. MS-09R Rick Dom/ All Custom Units Armor Point: 00 Mobility: 00 Maneuverability: 00 Vernier Power: 000 Generator Output: 0 Radar Range: 0 Capacity: 000 Land Handling: Water Handling: Space Handling: 00 Shield Capability: Yes Sub-Weapon: Scattering Beam Gun Notes: The MS-09R Rick Dom is the Zimmad Company's answer to the aging Zaku II F-type. Developed based on the powerful, agile MS-09 Dom operating on Earth, it was a simple matter to replace hover units with verniers, giving the Rick Dom above average mobility and maneuverability, while maintaining its capability as a heavy mobile suit. Personally, it's too big a suit that its size is a liability. However, the fact remains that it can carry good weaponry like a Rakuten or a Giant Bazooka and still have the speed to dodge and blow stuff up quickly. The Scattering Beam Gun is also helpful in surprise attacks or escape. This is a true assault unit that has enough capabilities to stay alive in a hard situation. MS-06S Zaku II S-type/ All Custom Units Armor Point: 0 Mobility: 00 Maneuverability: 00 Vernier Power: 00 Generator Output: 0 Radar Range: 0 Capacity: 0 Land Handling: 00 Water Handling: 0 Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: The Zaku II S-type is a Zaku II variant made for aces and officers that have achieved status within the Zeon fleet. It's vernier performance is 30% higher than the Zaku II F-type and has an antenna to distinguish it from other Zaku IIs. This particular model belongs to the Red Comet, Char Aznable. The ultimate nostalgia trip. It's really fun to enjoy killing Amuro with the Red Comet's personal suit. Show him who's the real pilot by hacking him up with the heat hawk! Anyway, the suit is a big improvement over the F-type, and is fairly responsive so it should be easier to pilot. Treat it like a souped-up Zaku II (which it is). MS-06FZ Zaku II FZ Armor Point: 0 Mobility: 0 Maneuverability: 00 Vernier Power: 00 Generator Output: 0 Radar Range: 0 Capacity: 000 Land Handling: 00 Water Handling: 0 Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: The Zaku II FZ model was a late-entry Zaku II refit to make the Zaku II a better suit to compete with the Federation's new MS units. However, their late deployment saw their limited action in the final days of the One Year War. The Zaku II FZ is capability-wise equivalent to a GM. It can equip a variety of heavy bazookas, but unfortunately no beam weapons. Maneuverability is the main advantage of the suit as it handles well in most areas. Proper skill usage and weapon selection can make this unit a hard to defeat enemy. MS-06C Zaku-II C-type Armor Point: Mobility: Maneuverability: 0 Vernier Power: Generator Output: Radar Range: 0 Capacity: 000 Land Handling: Water Handling: Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: The first-generation Zaku II Model, which was primarily designed to replace the original Zaku I models. Due to its adaptability, many variants were designed for the Zaku II series, but the C-type was not a marked improvement over the Zaku I suits. It was originally based on the even less powerful Zaku II A-type, which was also an even less of an improvement of the Zaku I. Not much better than a Zaku I, but can handle heavier weaponry. Evasion again should be your top priority in this suit as it is as weak as a Zaku I. Keep moving and be aware of the enemy if you have to use this suit. MS-14A Gelgoog/ Anavel Gato Custom Armor Point: 000 Mobility: 00 Maneuverability: 000 Vernier Power: 000 Generator Output: 00 Radar Range: 000 Capacity: 00 Land Handling: 00 Water Handling: 0 Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: The first beam-capable mass production Zeon mobile suit. Developed by the Zeonic company, it incorporates advances in beam technology like a Beam Rifle and Beam Naginata. It also is very mobile and maneuverable due to its powerful vernier units. Its late introduction in the war kept it from turning the tide against the Federation. The Gelgoog has a performance rating similar, but a little lower than the Gundam. It's capabilities though are very similar so you may treat the Gelgoog like a Gundam. Well-rounded and generally high performance, a skilled pilot could beat the Gundam any day using this suit. MS-06R1A Zaku II High Mobility R1 Black Trinary Custom Armor Point: Mobility: 00 Maneuverability: 00 Vernier Power: 000 Generator Output: 00 Radar Range: 0 Capacity: 00 Land Handling: 0 Water Handling: Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: Another Zaku II variant, the Zaku II High Mobility R1 was a suit given to ace pilots. With better verniers and engines, the R1 was a very quick and maneuverable suit. Only very few units were created, and 3 were given to the Black Trinary. Very similar to the RD-4 prototype and handles like it as well. The same strategy applies to the R1; keep moving and shoot when you have the chance. MS-14B Gelgoog High Mobility Type/ All Custom Units Armor Point: 000 Mobility: 00 Maneuverability: 000 Vernier Power: 0000 Generator Output: 00 Radar Range: 000 Capacity: 00 Land Handling: 0 Water Handling: Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: The Gelgoog High Mobility Type was another of Zeon's Ace Corp creations. Sporting the same weapon capabilities as the mass-produced Gelgoog, but with improved vernier thrusters, this variant was particularly deadly to its enemies. Unfortunately, they were not able to turn the tide of the defeat at A Baoa Qu, nor were they a big improvement over the MS-14A Gelgoog. This Gelgoog is better than the Gundam, but only marginally. It is used best in space and its handling is quick but jerky. Keep your eye on the power gauge as this unit is particularly defenseless without any power to feed its high output verniers. MSN-02 Zeong Armor Point: 00000 Mobility: 00 Maneuverability: 000 Vernier Power: 0000 Generator Output: 0000 Radar Range: 0000 Capacity: 00000 Land Handling: Water Handling: Space Handling: 000 Shield Capability: Yes Sub-Weapon: Head Mega Particle Cannon Notes: Fixed Weapon is Wire Guided Mega Particle Cannons. Infight is Dual Mega Particle Cannons The MSN-02 Zeong was the first Newtype use mobile suit. Armed with a plethora of beam weapons and heavy armor, the Zeong was a truly powerful fighting machine. It was launched on December 31, 0079 at A Baoa Qu at the order of Kishiria Zabi 80% complete. However, the Zeong did not need it's cosmetic legs for the space battle and under the piloting skills of the Red Comet, decimated the Federation fleet. A very powerful mobile weapon. However, its reliance on beam weapons makes it susceptible to overheating. Use the alternate attack when possible. It launches the hands of the Zeong, which lessens heat buildup. Also, set the space combat, beam damage and anti-overheat skills to help you in the missions. It has no melee attack so keep distance from any melee weapon wielding suits. YMS-14 (MS-14S) Gelgoog Prototype (No. 30) Char Custom Armor Point: 000 Mobility: 00 Maneuverability: 000 Vernier Power: 0000 Generator Output: 00 Radar Range: 000 Capacity: 00 Land Handling: 00 Water Handling: 0 Space Handling: 000 Shield Capability: Yes Sub-Weapon: None Notes: Before the full-scale mass production of the MS-14A Gelgoog, Zeonic created 30 prototype units to test the various systems of the new high- performance suit. The 30th suit was given to Char Aznable, the Red Comet. The prototype Gelgoog featured capabilities superior to the mass-production model with high-output thrusters and improved handling capabilities. Similar to a MS-14B, just that it's in Char colors. However, it has better handling than the MS-14B so this is a better suit in the long run. YMS-15 Gyan Armor Point: 000 Mobility: 000 Maneuverability: 0000 Vernier Power: 000 Generator Output: 00 Radar Range: 000 Capacity: 00 Land Handling: 000 Water Handling: 00 Space Handling: 00 Shield Capability: Yes Sub-Weapon: Shield Missile Notes: Primary Weapons fixed as Beam Saber and Hide Bomb. Infight Weapon is Stab Zimmad Company's MS design proposal for the new mass production contract of the Principality, the YMS-15 Gyan was designed as a complementary melee unit to the Zimmad Company's success suit, the MS-09R Rick Dom. The Gyan was armed with a high-output Beam Saber and durable shield with missile launchers and hide bombs. The only problem with the Gyan was that it lacked the long range power that the Gelgoog supplied with its equally, if not more contemporary and powerful design. Only one Gyan prototype was created, as the Gelgoog was already chosen to succeed as the next mass production suit of the Principality. Absolutely lousy suit for all its abilities. The only good thing about it is the Hide Bombs and the Shield Missiles. The Hide Bombs are great against massed units and ships. It has a pretty durable shield for one thing though. IF you use this suit, keep defending and don't try it's melee weapons. Ironically, it sucks at melee combat. YMS-07B Gouf Prototype Armor Point: 00 Mobility: 00 Maneuverability: 00 Vernier Power: 00 Generator Output: 0 Radar Range: 0 Capacity: 0 Land Handling: 000 Water Handling: 00 Space Handling: Shield Capability: Yes Sub-Weapon: Finger Gattling Notes: Primary weapon 1 fixed as heat rod The YMS-07B Gouf was a new mobile suit developed to complement the Zaku II on Earth. The Gouf was a primarily close combat suit, with a heat sword and a heat rod which could entangle and disable mobile suits very quickly. However, very few were built before the Zimmad Company's MS-09 Dom began its own mass production line. The Gouf's better than a Zaku II for sure, but it's lack of long range weapons unless you equip it one is a liability. In missions, it's better to set the melee skill to help take out enemy suits quicker. The heat rod is like the one on the MS-07B-3 Gouf Custom, but its heat buildup is higher than its more advanced counterpart. MS-07B-3 Gouf Custom Armor Point: 00 Mobility: 00 Maneuverability: 00 Vernier Power: 00 Generator Output: 0 Radar Range: 00 Capacity: Land Handling: 000 Water Handling: 00 Space Handling: Shield Capability: Yes Sub-Weapon: Shield Gattling/ Finger Gattling Notes: Primary weapon 1 fixed as heat-rod. The MS-07B-3 Gouf Custom is an upgraded version of the MS-07B Gouf. It is more heavily armed with its Shield Gattling, giving it medium range capability. It also has an improved heat rod, that can damage enemy suits more heavily. One unit was piloted by Norris Packard in Southeast Asia as part of the Apsalas Development Project. This Gouf is also primarily melee-based, so don't get into a long range encounter. Also, it's armor can't stand that kind of damage. Use the heat rod to your advantage as it can, if done properly, destroy suits in one shot as long as you hold the A button and wait for the suit to go down. One-on-one tactics are recommended as the Gouf Custom can't handle a lot of suits at the same time. MS-06J Zaku II J-type Armor Point: Mobility: 0 Maneuverability: 0 Vernier Power: 0 Generator Output: Radar Range: 0 Capacity: 00 Land Handling: 000 Water Handling: 00 Space Handling: Shield Capability: Yes Sub-Weapon: Missile Launcher Notes: The MS-06 Zaku II J-type was a successful variant of the equally succesful Zaku II F-type. Modified for full ground combat, the J-type is a pure land machine. Armed with leg-mounted rocket pods and a better reactor, it is one of the most succesful Zaku II variants used in the One Year War. Just your ordinary Zaku II on land, but with better handling. Also, those leg missiles are pretty good for knocking down mobile suits and provide some much-needed close-up punch. MS-09 Dom/ Black Trinary Custom Armor Point: 00 Mobility: 00000 Maneuverability: 00 Vernier Power: 0 Generator Output: 0 Radar Range: 00 Capacity: 0000 Land Handling: 000 Water Handling: Space Handling: Shield Capability: Yes Sub-Weapon: Scattering Beam Gun Notes: Developed by the Zimmad Company, the MS-09 Dom became the new primary Zeon land-based frontline suit. Equipped with revolutionary hoverjet systems, the Dom was practically uncumbered as it glided across the lands. With the capability to equip heavy bazookas and rockets, the Dom was also a very good armored assault unit. These factors led to the mass production of the Dom over the Gouf. The first 3 units were delivered to the Black Trinary on their arrival to Earth. The Dom rocks. It's speed is great on ground. However, if it goes in water, it becomes really slow. The trick with the Dom is to keep moving and firing back. Use Bazookas with the Dom but try not to overload it as its mobility will suffer. MSM-04 Acguy Armor Point: 0 Mobility: 0 Maneuverability: 00 Vernier Power: Generator Output: 00 Radar Range: 0 Capacity: 00000 Land Handling: 000 Water Handling: 000 Space Handling: Shield Capability: No Sub-Weapon: Vulcan Notes: Primary weapons fixed as Hand Mega Particle Cannon and Hand Missile Launcher The second design after the Gogg, the Acguy features a much more compact frame and better mobility and handling in and out of water. Incorporating a mounted Hand Mega Particle Cannon, Missile Launchers contained in its revolutionary modular manipulator units, the Acguy is a big step above its big predecessor. The Acguy has around the same capabilities as a Zaku II, but has more weapons and a Mega Particle Gun. It has problems with its verniers though, so it's better to keep distance while fighting. MSM-07 Z'gok Armor Point: 00 Mobility: 00 Maneuverability: 00 Vernier Power: 0 Generator Output: 00 Radar Range: 0 Capacity: 000 Land Handling: 000 Water Handling: 000 Space Handling: Shield Capability: No Sub-Weapon: Missile Notes: Primary weapons fixed as Hand Mega Particle Cannon and Dual Mega Particle Cannons The MSM-07 Z'gok is the summit of the Amphibious Mobile Suit Development Project. Employing a high-output reactor allowed the Z'gok to carry two Mega Particle Cannons. Six missile tubes and retracting claws round out the armament of this fantastic unit. The Z'gok is a really good unit. The MPCs are powerful, and you got 3 of them! It has handling issues as it cannot turn very quickly. However, it is small and is pretty quick as well. Take your time with this unit; it will almost always give victory. MSM-07S Z'gok Char Custom Armor Point: 00 Mobility: 00 Maneuverability: 00 Vernier Power: 0 Generator Output: 00 Radar Range: 0 Capacity: 000 Land Handling: 000 Water Handling: 000 Space Handling: Shield Capability: No Sub-Weapon: Missile Notes: Primary weapons fixed as Hand Mega Particle Cannon and Dual Mega Particle Cannons The most advanced Marine Mobile Suit, this Z'gok was modified slightly for Char Aznable. Boasting higher reactor output and improved vernier thrusters this particular model is even deadlier than the normal MSM-07 Z'gok. Like the normal Z'gok, just psychologically better. It's Char's after all. Treat it like any other Z'gok; it's not much different. MSM-03 Gogg Armor Point: 000 Mobility: Maneuverability: 0 Vernier Power: 0 Generator Output: 0 Radar Range: Capacity: 0000 Land Handling: 00 Water Handling: 000 Space Handling: Shield Capability: No Sub-Weapon: Missile Notes: Primary weapon fixed as Mega Particle Cannons The first succesful Marine Mobile Suit developed by the Principality of Zeon. With a thick body to protect it from the pressure of deep sea, and a powerful reactor to operate beam weapons, the MSM-03 Gogg paved the way for the contemporary Amphibious Mobile Suit. The Gogg is fat, slow and its MPCs are like spread beam guns. Not worth trying unless you want to die again and again. RX-78 C.A. Gundam Casval Custom Armor Point: 0000 Mobility: 00 Maneuverability: 00 Vernier Power: 000 Generator Output: 00 Radar Range: 000 Capacity: 0 Land Handling: 00 Water Handling: 00 Space Handling: 000 Shield Capability: Yes Sub-Weapon: 60mm Vulcan Notes: It's the Gundam in Char's colors! Exactly like the "White Devil". Treat is as such. Attack Helicopter Armor Point: Mobility: 000 Maneuverability: Vernier Power: 00000 Generator Output: Radar Range: 0 Capacity: Land Handling: 00 Water Handling: Space Handling: Shield Capability: Yes Sub-Weapon: Missile Notes: Primary weapon fixed as vulcan gun Not worth noting. MAN-08 Elmeth Armor Point: 00000 Mobility: 000 Maneuverability: 000 Vernier Power: 0000 Generator Output: 0000 Radar Range: 00000 Capacity: 00000 Land Handling: Water Handling: Space Handling: 000 Shield Capability: No Sub-Weapon: Dual Mega Particle Cannons Notes: Primary Weapon fixed as Bits The pinaccle of Newtype weapon development at the Flangan Institute, the MAN-08 Elmeth was equipped with a Psycommu system to let its Newtype pilot control it with mere thoughts. Armed with Bits, miniature remotely operated beam weapons, and with the power of the Newtype pilot at the controls, the Elmeth was a very deadly and powerful unit. Well, the subweapon and the bits aren't bad. The Elmeth is just TOO big. Keep moving and jetting around so you can't be hit. Also, keep releasing bits so they'll do the work for you. Unplayable Units: Gattle Bomber Magella Attack Big Zam MS-14B Normal Type MS-06S Normal Type Dopp Ships: Musai Light Cruiser HP: 131 Armaments: 3 x 2-barrel mega particle gun, 2 x large missile launcher, 10 x small missile launcher Gwazine Heavy Cruiser HP: 617 Armaments: 3 x 2-barrel main gun, 10 x 2-barrel secondary gun, 155mm machineguns Chibe Cruiser HP: 312 Armaments: 2 x 3-barrel mega particle cannon, 18 x 2-barrel machinegun, 12 x missile launcher Gallop HP: 152 Armaments: 2-barrel main cannon x 1, 2-barrel machinegun x 2 Zanzibar Cruiser HP: 330 Armaments: 1 x 2-barrel main gun, 4 x mega particle gun, 5 x 2-barrel machinegun ------------------------------------------------------------------------------ 4. Story Mode ------------------------------------------------------------------------------ There are two sides you may choose to play as, the EFF or the Principality of Zeon. Both have their good and bad points, however. The EFF Campaign is simpler, with less missions than the Principality, but mission-wise, tough. The Principality has many more missions and pilots, but most missions are only moderately difficult. ------------------------------------------------------------------------------ 4.1 E.F.F Walkthrough ------------------------------------------------------------------------------ E.F.F Pilot List Amuro Ray Kai Shiden Hayato Kobayashi Shiro Amada Sayla Mass Christina MacKenzie Pilot Paths: Amuro Path Mission 1: Enter the Atmosphere Unit: RX-78-2 Gundam Weapons: Gundam Hammer, Hyper Bazooka Allies: White Base Enemies: 3 MS-06F Zaku IIF, 1 MS-06S Zaku II S-type Char Custom Victory Condition: Defeat Char's Zaku Defeat Conditions: White Base Destroyed Player Unit Destroyed The mission starts with Amuro launching out of the White Base and facing two Zaku IIs. Hopefully, you played the tutorial to get a feel of things. If you haven't, you should 'cause you will need the experience for the later, harder missions. Blow the two Zaku IIs out of space with your Hyper Bazooka. Remember to time the shots so that the Zaku can't evade them. If it is too hard, go up close and beam saber them to death. After they're down, you'll detect an enemy unit coming towards you. When it gets in range, you'll find out it's the Red Comet, Char Aznable. To end the mission, kill him, but to get the S you need to blast past him and take out his friend who's going for the White Base. Char's a nasty fellow, especially if you're new. Your best bet is to launch a few missiles at him from afar, then go close range all the way. Be sure to fly around and not to stay in one place for a long time. Sooner or later, he'll retreat back into his Komusai and the mission is over. Mission 2 Unit: RX-78-2 Gundam Weapons: Beam Rifle, Hyper Bazooka Allies: White Base, Guncannon, Guntank Enemies: 7 MS-06 Zaku II, 28 Magella Attack, 18 Dopp 4 MS-06 Zaku II, 1 MS-06S Char Custom, 2 Magella Attack, 2 Dopp Victory Condition: Protect White Base until it escapes Defeat Char's Zaku Defeat Conditions: White Base Destroyed Player Unit Destroyed This is the first big mission. This time, the mission starts with the Gunperry crashing behind enemy lines and offloading the Gundam. When you have control, make sure you order your allies to guard the White Base. Don't think of making the White Base cut across the cliffs or it's Game Over. Okay, first move towards the south end of the canyons, near the west end. Two Zaku IIs along with 4 Magella Attacks are there, waiting for the White Base. Perfect. Creep up until you're in range and pop the backs of the Zaku IIs with some well placed beam shots. Beam saber the rest of the Magellas and move forward towards the next junction. Move to the right and keep going, killing anything that gets in your way. When you reach open ground again, there should be two or three Zaku IIs and a bunch of Magellas. Take out the Zaku IIs, then the Magellas; the Zakus aren't really paying attention to you. Mop up everything along the outside area, then go in from the north. By now, only a few Magellas and maybe a Zaku II may be on the map, but above you the air is swarming with Dopps. Make sure you take out the stragglers before attacking the Dopps, though. Once done, jump on the White Base and either shoot the Dopps down, or Jump-beam saber them. Once all are gone and the White Base reaches a certain point, a cutscene will show a huge bunch of Zeon forces coming at you. The objectives change to "Kill Char", so if you are low on life and ammo, resupply, repair and face Char. As always, Char is back, and he's a bit better. To make your win easy, go to the Abilities menu and select the one at the top, Chokugeki or Direct Hit. When it activates, go head on, keeping your shield up at all times. Again, close combat is your best bet here. If you do this right, he'll go down after a few swipes. If you want the S, however, you have to make sure that none of your allies have been killed, and that you take down everything, even the bunch Char shows up with. I'd suggest leveling up a bit before trying for the S though. I did it at level 10. Mission 3: First Contact Unit: RX-78-2 Gundam Weapons: Hyper Bazooka Allies: White Base, Guncannon, Guntank Enemies: 2 MS-06 Zaku II, 1 YMS-07B Gouf Victory Condition: Defeat Ranba Ral Defeat Conditions: White Base Destroyed Player Unit Destroyed This is a pretty straightforward mission, but is very tricky. If you are at a more or less high level, then it will be pretty easy for you. However, if you went straight here after Mission 2, then listen closely. Start out by moving to the left for around 10 seconds and then face right and move towards the enemy signal. Once you get there, you will see the Zakus and Gouf up on the cliff. Try to get in range, and shoot the Zaku. If you're lucky, it will go down. In any case, there will be a cutscene where Ral attacks you. After which you regain control, take down the other Zaku if the first one is out already while avoiding the Gouf for the moment. When only Ral is left, you can do two things. Fight him, or move back to the White Base. If you choose to move back, let your allies hit him hard while you shoot the Bazooka at him and reload when neccessary. If you want to fight immediately, then put your shield up and charge him. Make sure to dash left, right and back a lot because of his heat rod. The trick is to go in with the direct hit ability on, and slice him. Dart out and in again until he loses and retreats. If he breaks your shield, it's your choice to either run back to the White Base and resupply or take him out without it. If you want the S, try to get the least amount of damage possible, and no ally deaths. Also, you have to KILL Ral, as he doesn't count as a kill if his life is not brought down to 0. Mission 4: Sayla Sorties Unit: RX-77-2 Guncannon Weapons: 240mm cannons Allies: White Base, Gundam, Guntank Enemies: 2 MS-06 Zaku II, 1 YMS-07B Gouf, Gallop Victory Condition: Defeat Ranba Ral Defeat Conditions: White Base Destroyed Player Unit Destroyed Gundam Destroyed This is the first hard mission, in my opinion. The Guncannon in this mission is slow, weak and can't shoot fast enough to hit anything unless you are really good or really lucky. Also, the AI piloting the Gundam is so unpredictable that passing this mission for the first time is a 25% skill and a 75% luck. Start out by cutting through the dunes and get right behind the Gundam. When the Gundam gets to the ADVANCE area on the map, Ral and his two buddies show up. You can't order Sayla around so it's up to you and Hayato to save her. Set Hayato to back up Sayla and try to pick off Ral from afar. This time, close combat means almost certain death as you got no shield, a pathetic grapple attack, and the speed of a tortoise. Boost around a lot and keep Ral from you unless you are sure you can hit him before he hits you. If you can, pick off his cronies to make the fight a lot more even. Make sure to use the abilities as much as possible to maximum effect. Eventually, Ral will cough up the victory and retreat. To get the S, level up and then equip the Guncannon with a beam rifle. When the time comes for Ral to show up, boost very quickly to the western edge of the map. You should see a Gallop there with Hamon at the controls. Make sure you make short work of it and return to kill Ral and his cronies. Remember, everyone must die, and no ally deaths. Mission 5 Unit: RX-78-2 Gundam Weapons: Beam Rifle Allies: White Base, Guncannon, Guntank, Core Fighter Enemies: 2 MS-06 Zaku II, 1 YMS-07B Gouf, Gallop Victory Condition: Defeat Ranba Ral Defeat Conditions: White Base Destroyed Player Unit Destroyed This mission is easier than the last two missions. The trick is to get to the White Base as quickly as possible. The most common defeat reason, at least for me, is the White Base getting blown up. You start out in the north corner of the map so start moving in a south- easternly direction. You should happen to chance upon the Gallop, firing its cannons at you. Evade, and shoot/ slash it to death. If you choose to slash, then watch out for it's close range guns. After blowing it to kingdom come, quickly dash and boost up the cliff. You should be able to detect Ral and his buddies wrecking everything down there. The key to preventing the White Base going down is killing off Ral's teammates. After they're down, you just need to activate direct hit and go close range with Ral 'till he croaks. Avoid the heat rod, though, it can stun you for a long time. If you fail, just be patient and work on it. To get the S, level up your speed, and make sure no allies are lost. Kill everything as usual. Mission 6: Close Attack! Triple Dom Unit: RX-78-2 Gundam Weapons: Beam Rifle Allies: White Base, Guncannon, Guntank, 3 Medea, Core Booster Enemies: 9 Dopps 3 MS-09 Dom (Black Trinary) Victory Condition: Defeat Dopp Squadrons Defeat New Units (Doms) Defeat Conditions: White Base Destroyed Player Unit Destroyed This is a pretty difficult mission, but not impossible. You start by the White Base in the Gundam. Order all your allies to support you and then move out. Go head on and take out the Dopps on the first run. The Dopps are really dumb as they run into the mountains or fly into your shots. Right before the Dopps all die, position yourself near the "mushroom mound" and look to the north. Once the Doms appear, set your allies to target them and fire once to get their attention. After the Jetstream cutscene, activate your abilities, and try to nail them all together by firing beam after beam into the line. If they break up, try to take them on one-on-one. Keep moving as the Doms are really maneuverable on ground. The Medea take off and circle the battlefield, giving you repair and resupply without the need to go back to the White Base. Eventually, all three will go down with some patience. Getting the S is simple, take down everything and don't lose anything. Try to level up more and take them out earlier to increase your chances of getting better odds. Mission 7: Entry into Jaburo Unit: RX-78-2 Gundam Weapons: Beam Rifle Allies: White Base, Guncannon, Guntank, Fanfan, 2 GM, 5 Type-61 MBT Enemies: 8 MSM-04 Acguy MSM-07S Char Custom Z'gok Victory Condition: Defend White Base Defeat Char Defeat Conditions: White Base Destroyed Player Unit Destroyed Char's team has infiltrated the Jaburo HQ and is heading towards the White Base. You start facing the south, with Woody's Fanfan in front of you. It doesn't matter what you do at the moment, so you can go support Kai and Hayato in defending the White Base. When the cutscene appears, the mission objectives change. Char's in his kick-ass Z'gok. Watch out for his beam cannons since they can do around 50 to 60 damage to you if they critical. Also, keep him in your line of sight as if you leave him alone for a short while, he'll blow up the White Base. The easiest way to get rid of him is to beam saber him. Activate Direct Hit and circle him while slashing him all the way. When his life is low enough, he'll retreat and you'll win. To get the S, you have to kill all Zeon troops, and then get Char's life to 0. Don't forget to keep your own life up as well. Mission 8: Conscon's Pride Unit: RX-78-2 Gundam Weapons: Beam Rifle Allies: White Base, 2 Guncannon, 2 Core Booster Enemies: 12 MS-09R Rick Dom Chibe, 2 Musai Victory Condition: Protect White Base Destroy Chibe Defeat Conditions: White Base Destroyed Player Unit Destroyed Mission 9: Go Big Zam! Unit: RX-78-2 Gundam Weapons: Beam Rifle, Hyper Bazooka Allies: White Base, 2 Guncannon, 2 Core Booster, 4 Salamis, Magellan, 2 GM 4 Ball White Base, 2 Guncannon, 2 Core Booster, 3 Salamis, Magellan, 1 GM 3 Ball Enemies: MS-06 Zaku II, MS-09 Rick Dom, Musai MS-06 Zaku II, MS-09 Rick Dom, Musai 5 MS-09 Rick Dom, MA-08 Big Zam Victory Condition: Break through 3rd Defense Line Break through 2nd Defense Line Destroy Big Zam Defeat Conditions: White Base Destroyed Player Unit Destroyed Mission 10: Texas Operation Unit: RX-78-2 Gundam Weapons: Beam Rifle Allies: None Enemies: YMS-15 Gyan YMS-14 Gelgoog Char Custom Victory Condition: Defeat Ma'kube Defeat Char Defeat Conditions: Player Unit Destroyed Mission 11: Shining Space Unit: RX-78-2 Gundam M.C. Weapons: Beam Rifle, Hyper Bazooka Allies: White Base, 2 Guncannon, Core Booster, 3 Salamis Enemies: MS-09R Rick Dom, MS-06II Zaku, Zanzibar, 4 Musai, Gwazine 2 MS-09R Rick Dom, YMS-14 Gelgoog Char Custom, MAN-08 Elmeth Victory Condition: Destroy Zanzibar Defeat Char Defeat Conditions: White Base Destroyed Player Unit Destroyed Elmeth Destroyed Mission 12: Space Fortress A Baoa Qu Unit: RX-78-2 Gundam M.C. Weapons: Hyper Bazooka, Beam Rifle Allies: White Base, 2 Guncannon, Core Booster, 4 Salamis, 4 GM, 4 Ball 2 Salamis, 3 Ball Enemies: MS-06 Zaku II, MS-09 Rick Dom, MS-14A Gelgoog, Musai MS-06 Zaku II, MS-09 Rick Dom, MS-14A Gelgoog, MSN-02 Zeong Victory Condition: Enough Federation battle power reaches A Baoa Qu Defeat Char Defeat Conditions: White Base Destroyed Player Unit Destroyed Kai Path Mission 1 Unit: RX-77-2 Guncannon Weapons: 240mm cannons, Beam Rifle Allies: White Base, Gundam, Guntank Enemies: 7 MS-06 Zaku II, 28 Magella Attack, 18 Dopp 4 MS-06 Zaku II, 1 MS-06S Char Custom, 2 Magella Attack, 2 Dopp Victory Condition: Protect White Base until it escapes Defeat Char's Zaku Defeat Conditions: White Base Destroyed Player Unit Destroyed By the time you get Kai, you should be pretty experienced. This time, you start by the White Base, and it is your job to protect it. When you have control, make sure you order your allies to guard the White Base. Remember the guidelines from Amuro's mission and follow them, just from a different direction. Take out everything infront of you as you make your way to the end of the canyon. Make absolutely sure to take out any Zaku II you see because it can do some serious damage to the White Base. Take the group out at the end of the canyon with your 240mms. Move to the right and keep going, killing anything that gets in your way. By this time, Amuro should have caught up with you and made your job a lot easier. Once all the ground units are dead, jump on the White Base and shoot the Dopps down. Once all are gone, a cutscene will show a huge bunch of Zeon forces coming at you. The objectives change to "Kill Char", so if you are low on life and ammo, resupply and repair and face Char. Char is back, and since you're in the Guncannon, it's a little harder. For the easy win, sick Amuro on him and pop him off long range. However, watch out for his cronies since they could shoot down the White Base if you don't kill Char fast enough. If you want the S, take down everything and don't lose anything. Try to be as quick as possible, since those shoulder cannons can be deadly if you're fast enough. Mission 2: Close Attack! Triple Dom Unit: RX-77-2 Guncannon Weapons: 240mm cannons, Beam Rifle Allies: White Base, Gundam, Guntank, 3 Medea, Core Booster Enemies: 9 Dopps 3 MS-09 Dom (Black Trinary) Victory Condition: Defeat Dopp Squadrons Defeat New Units (Doms) Defeat Conditions: White Base Destroyed Player Unit Destroyed This is a pretty difficult mission, but not impossible. This time, you start by the White Base in the Guncannon. Order all your allies to support you or Amuro, and get into position. As you are in the Guncannon, it is harder to shoot down the Dopps. You can opt to take them out, or get ready for the Doms. No matter the case, once the Doms appear, set your allies to target them and get into the action. Use your abilities to lower your pressure and increase defense. Pound the Doms with your shoulder cannons. If you have the Cannon Skill, enable it in the beginning. The Doms are not much of a problem if they're busy. Remember to sick your allies on them ASAP and take them down from afar. Close-combat is not recommended as the Doms can gang up on you and kill you quickly. Getting the S is simple, take down everything and don't lose anything. Try to level up more and get in more hits since the cannons do two hits, not just one. Mission 3: Entry into Jaburo Unit: RX-77-2 Guncannon Weapons: 240mm cannons, Beam Rifle Allies: White Base, Gundam, Guntank, Fanfan, 2 GM, 6 Type-61 MBT Enemies: 4 MSM-03 Gogg, 6 MSM-04 Acguy MSM-07S Char Custom Z'gok Victory Condition: Protect White Base Defeat Char's Z'gok Defeat Conditions: White Base Destroyed Player Unit Destroyed You've played it as Amuro, now it's Kai's turn. This time, you start off defending the White Base with the Guncannon with Hayato. Immediately start by opening fire at the Acguys and Goggs with your 240mms. Move around a bit to avoid their beam shots at they do big damage if they connect. After they all die, do a 180 and jump out of the pit and head west. You should detect two Goggs coming up the hill, so take them out. By now you should have detected Char coming and the victory conditions change. To win, head off Char and start pounding him with cannon fire. If you need help, sick Amuro on him to keep him busy. Once his life is low enough he'll retreat and you win. Char has a pretty good suit this time so watch youself. He has beam cannons that almost always do around 70 to 80 damage to you if he gets good hits in. Don't forget the White Base can repair and resupply you if needed. To get the S, you have to kill all the enemies and not lose an ally. In the beginning, order all GMs to the White Base area. When the game starts, kill all the enemies at your place quickly, then follow up with the Goggs. Go around Char and take out his two friends. If you killed them all, Char should say that all of his men are destroyed. You then now have to KILL him by getting his life to 0. Once you do this, you get the S. Mission 4: Conscon's Pride Unit: RX-77-2 Guncannon Weapons: 240mm cannons, Beam Rifle Allies: White Base, Gundam, Guncannon, 2 Core Booster Enemies: 12 MS-09R Rick Dom Chibe, 2 Musai Victory Condition: Protect White Base Destroy Chibe Defeat Conditions: White Base Destroyed Player Unit Destroyed Back in space, it's time for the Side 6 affair. In the anime, Amuro blew the hell out of the 12 Rick Doms and the rest of the Conscon fleet. Now it's Kai's turn. You start off around the White Base, with your allies around you. If your level isn't high enough (10 below), then order Amuro to escort you. Let the others escort the White Base. 3 Doms will appear and you will have to take them out. The Guncannon isn't that space-worthy, so you have to keep up some dodging while you blow them up. 4 more will come after you, so take them out as well. At this point, a cutscene should appear, and you recieve new objectives. The rest of the Rick Doms are waiting for you behind the dock, so be ready when they show up. You can assign more back-up to yourself if you feel you're not up to taking 5 Rick Doms by yourself. Try not to get pincered by them as their bazookas stun and do good damage. When they're all gone, head towards the ships and blow up the Chibe for the win. Watch out for the Beam Cannons on the other ships though. To get the S, you have to kill all the Rick Doms and ships by yourself. Level yourself up more, and equip the proper skills for the battle to give yourself a bigger advantage; killing 5 Rick Doms alone in a Guncannon is pretty hard stuff. Mission 5: Space Fortress A Baoa Qu Unit: RX-77-2 Guncannon Weapons: 240mm cannons, Beam Rifle Allies: White Base, Gundam, Guncannon, Core Booster White Base, Guncannon, Core Booster Enemies: MS-06 Zaku II, MS-09R Rick Dom, MS-14A Gelgoog, Musai, Chibe 4 MS-14A Gelgoog Victory Condition: Break through 2nd Defense Line Break through 1st Defense Line Defeat Conditions: White Base Destroyed Player Unit Destroyed The last Kai mission isn't so hard, just tiring. You find yourself in the midst of the battle at A Baoa Qu with a Guncannon guarding the White Base. Set all allies to guard the White Base and start systematically taking down any suit that flies too close to you. All you have to do is to make sure the White Base survives until it breaches the Defense Line. Use the Salamis for resupply and repairs, as they'll get killed quite quickly without protection. The second part of the mission is the same, except the life of the White Base is lowered after the cutscene. The Gundam would have disappeared so make sure you guard the White Base even more. When you get near the last Defense Line, a Musai will show up with 4 Gelgoogs. Those guys will be heading straight for the White Base, so prepare yourself near the bow of the White Base. Keep on them until they all go down as they do plenty damage to the White Base if left unchecked. Take down the Musai in the White Base's way and when it passes the line, you win. The S is pretty hard to get, as you have to keep many ships alive, while keeping the White Base alive. Make sure you don't let any allies die, and kill as many Zeeks as you can to increase your chances of getting the S. Hayato Path Mission 1 Unit: RX-75-4 Guntank Weapons: 120mm cannons Allies: White Base, Gundam, Guncannon Enemies: 7 MS-06 Zaku II, 28 Magella Attack, 18 Dopp 4 MS-06 Zaku II, 1 MS-06S Char Custom, 2 Magella Attack, 2 Dopp Victory Condition: Protect White Base until it escapes Defeat Char's Zaku Defeat Conditions: White Base Destroyed Player Unit Destroyed Mission 2: Close Attack! Triple Dom Unit: RX-75-4 Guntank Weapons: 120mm cannons Allies: White Base, Gundam, Guntank, 3 Medea, Core Booster Enemies: 9 Dopps 3 MS-09 Dom (Black Trinary) Victory Condition: Defeat Dopp Squadrons Defeat New Units (Doms) Defeat Conditions: White Base Destroyed Player Unit Destroyed Mission 3: Entry into Jaburo Unit: RX-75-4 Guntank Weapons: 120mm cannons Allies: White Base, Gundam, Guntank, Fanfan, 2 GM, 6 Type-61 MBT Enemies: 4 MSM-03 Gogg, 6 MSM-04 Acguy MSM-07S Char Custom Z'gok Victory Condition: Protect White Base Defeat Char's Z'gok Defeat Conditions: White Base Destroyed Player Unit Destroyed Mission 4: Conscon's Pride Unit: RX-77-2 Guncannon Weapons: 240mm cannons, Beam Rifle Allies: White Base, Gundam, Guncannon, 2 Core Booster Enemies: 12 MS-09R Rick Dom Chibe, 2 Musai Victory Condition: Protect White Base Destroy Chibe Defeat Conditions: White Base Destroyed Player Unit Destroyed Mission 5: Space Fortress A Baoa Qu Unit: RX-77-2 Guncannon Weapons: 240mm cannons, Beam Rifle Allies: White Base, Gundam, Guncannon, Core Booster White Base, Guncannon, Core Booster Enemies: MS-06 Zaku II, MS-09R Rick Dom, MS-14A Gelgoog, Musai 4 MS-14A Gelgoog Victory Condition: Break through 2nd Defense Line Break through 1st Defense Line Defeat Conditions: White Base Destroyed Player Unit Destroyed Shiro Path Mission 1: Unit: RX-79[G] Ground Gundam Weapons: 100mm Machine Gun Allies: 2 RX-79[G] Ground Gundam, Hover Car Enemies: 6 MS-06J Zaku II J-type, Bunker, Attack Helicopter MS-06J Zaku II J-type Victory Condition: Destroy Zeon Forces Defeat Norris Defeat Conditions: Player Unit Destroyed Mission 2: Unit: RX-79[G] Ground Gundam Weapons: 100mm Machine Gun, 180mm Cannon Allies: 2 RX-79[G] Ground Gundam, Hover Car Enemies: MS-06J Zaku II J-type, Magella Attack Victory Condition: Destroy Zeon Forces Destroy New Unit Defeat Conditions: Player Unit Destroyed Any ally unit Destroyed Mission 3: Unit: RX-79[G] Ground Gundam Weapons: Beam Rifle Allies: 2 RX-79[G] Ground Gundam, Hover Car Enemies: 5 Magella Attack, 3 Dopp, Apsalas II Victory Condition: Destroy Apsalas II Defeat Conditions: Player Unit Destroyed Hover Car Destroyed GM Head Gundam Destroyed Mission 4: Unit: RX-79[G] EZ8 Gundam EZ8 Weapons: Beam Rifle, 100mm Machine Gun Allies: 2 RX-79[G] Ground Gundam, Hover Car Enemies: MS-06J Zaku II J-type, Magella Attack Victory Condition: Destroy Zeon Forces Defeat Conditions: Player Unit Destroyed Any ally unit Destroyed Mission 5: Thundering Mountain Unit: RX-79[G] EZ8 Gundam EZ8 Weapons: 100mm Machine Gun Allies: 2 RX-79[G] Ground Gundam, Hover Car, 3 Guntank Mass Product Type Enemies: 3 MS-06J Zaku II J-type, 3 MS-09 Dom MS-07B-3 Gouf Custom Victory Condition: Destroy Zeon Forces Protect Guntank MPT Units Destroy Gouf Custom Defeat Conditions: Player Unit Destroyed All Guntank MPT Units Destroyed Sayla Path Mission 1: Sayla Sorties Unit: RX-78-2 Gundam Weapons: Beam Rifle Allies: White Base, Guncannon, Guntank Enemies: 2 MS-06 Zaku II, 1 YMS-07B Gouf, Gallop Victory Condition: Defeat Ranba Ral Defeat Conditions: White Base Destroyed Player Unit Destroyed Guncannon Destroyed? This is the only Sayla mission there is. However, the makers decided to make it one of the HARDEST missions in existence! The first thing to remember is to attempt this mission at say... Level 15 at the lowest. Trust me, it may seem like hard work, but the experience you get from training Sayla, and the abilities is well worth your time. You'll see. You start out near the ADVANCE area. You won't be able to fire, so just amble over to that flashing green square. When Ral shows, IMMEDIATELY jet back all the way, behind the Guncannon and Guntank to avoid getting triple teamed and pressured. When Ral's distracted, put on the direct hit ability. Be careful not to get pressured by Ral as no matter what level you are at, Sayla always gets pressured very quickly by Ral. Don't bother close-combatting Ral, Line up your shots and take him down. Once he's gone, you win. You can also win by killing of one of his henchmen, but that's no fun, isn't it? (It's Acous) To get the S, take out the Gallop ASAP, and make sure to KILL Ral. You have to manage to hit him to get his HP down to 0, not just low enought to get him to retreat. If you can pull this off, its a guaranteed 900+ points and the S. Christina Path Mission 1: War in the Pocket Unit: RX-78-NT1 "Alex" Weapons: 90mm Gattling Gun (30x bullets) Allies: None Enemies: 1 MS-06FZ Zaku II FZ Victory Condition: Defeat Bernie Defeat Conditions: Player Unit Detroyed This is the only Christina mission, and thank the Lord it isn't as hard as Sayla's. However, the makers still made it hard, so, the first thing to remember is to LEVEL UP. I barely managed to win this at level 9 so I believe level 15 is a safer bet. Trust me, again you'll need the levels. You start out on the colony mirror blocks. Immediately jet out of the pit and circle around the hill in the left direction. DO NOT go close to the hill, as there are enough mines in there to blow you up 10 times over. Jump and fire a few gattling shots at the first Santa figure you see; they're the mine controllers. After that, dash left and circle, taking out the second Santa from a distance. Once you do that get into range of Bernie and fill him with whatever bullets you have left. If he still twitches, lure him away from the mine field and chop him to bits. Remember to get the critical shots in, as it's pretty hard to get him without them. Hope you're lucky. To get the S, before the mission starts, equip the Alex with the shield and a beam rifle. Pop all of the Santas around Bernie, before going in and shooting/slashing him to death. Also, don't lose a lot of life, since it counts for the S. ------------------------------------------------------------------------------ 4.2 Principality of Zeon Walkthrough ------------------------------------------------------------------------------ Principality of Zeon Pilot List Char Aznable Ranba Ral Gaia (Black Trinary) Anavel Gato Johnny Raiden Bernard Wiseman Aina Sahalin Norris Packard Lalah Sune Pilot Paths: Char Path Mission 1: Battle of Roum Unit: MS-06S Zaku II S-type Char Custom Weapons: N.C. Bazooka, 120mm Zaku Machinegun Allies: 3 Zaku II C-type , 3 Gattle Bomber, Falmel, 2 Musai Enemies: 15+ FF-S3 Saberfish, 5+ Magellan Cruiser, 6+ Salamis Cruiser Victory Condition: Defeat Federation Forces Defeat Conditions: Falmel Destroyed Player Unit Destroyed Mission 2: Enter the Atmosphere Unit: MS-06S Zaku II S-type Char Custom Weapons: 120mm Zaku Machine Gun, 280mm Zaku Bazooka Allies: 3 Zaku II F-type Enemies: SCV-70 White Base RX-78-2 Gundam Victory Condition: Destroy White Base Defeat Conditions: Player Unit Destroyed Time Over Mission 3: Unit: MS-06S Zaku II S-type Char Custom Weapons: 120mm Zaku Machine Gun, 280mm Zaku Bazooka Allies: Magella Attack, Zaku II F-type, Dopp Enemies: SCV-70 White Base, RX-78-2 Gundam, RX-77-2 Guncannon, RX-75-4 Guntank Victory Condition: Destroy White Base Defeat Conditions: Player Unit Destroyed Mission 4: Find the Underground Entrance Unit: MSM-07S Z'gok Char Custom Weapons: Mega Particle Cannon, Dual Mega Particle Cannon Allies: 4 Acguy Enemies: 10 RGM-79 GM, Type-61 MBT, AA Gun, AA Missile, Bunker Victory Condition: Locate Jaburo Entrance Defeat Conditions: Time Over Player Unit Destroyed Mission 5: Assault on the Underground Base Unit: MSM-07S Z'gok Char Custom Weapons: Mega Particle Cannon, Dual Mega Particle Cannon Allies: 4 Acguy, 2 Gogg Enemies: 6 RGM-79 GM, 6 Type-61 MBT, RX-78-2 Gundam, RX-77-2 Guncannon RX-75-4 Guntank, Fanfan, SCV-70 White Base Victory Condition: Destroy White Base Defeat Conditions: Player Unit Destroyed Mission 6: Escape from Jaburo Unit: MSM-07S Z'gok Char Custom Weapons: Mega Particle Cannon, Dual Mega Particle Cannon Allies: 4 Acguy Enemies: RGM-79 GM, Type-61 MBT, RX-78-2 Gundam, RX-77-2 Guncannon RX-75-4 Guntank Victory Condition: Escape from Jaburo OR Destroy Federation Forces Defeat Conditions: Player Unit Destroyed Time Over Mission 7: Texas Operation Unit: YMS-14 Gelgoog Char Custom Weapons: Gelgoog Beam Rifle Allies: None Enemies: RX-78-2 Gundam Victory Condition: Defeat Amuro Defeat Conditions: Player Unit Destroyed Mission 8: Lalah's Elmeth Unit: YMS-14 Gelgoog Char Custom Weapons: Gelgoog Beam Rifle Allies: 2 Rick Dom, Elmeth Enemies: RGM-79 GM, RB-79 Ball, Magellan Cruiser, Salamis Cruiser Victory Condition: Destroy Federation Forces Escape Battle Area Defeat Conditions: Elmeth Destroyed Player Unit Destroyed Mission 9: Shining Space Unit: YMS-14 Gelgoog Char Custom Weapons: Gelgoog Beam Rifle Allies: 2 Rick Dom, Elmeth, Gwazine, Zanzibar, 2 Musai Enemies: RGM-79 GM, RB-79 Ball, Magellan Cruiser, Salamis Cruiser SCV-70 White Base, 2 RX-77-2 Guncannon, FF-X7[Bst] Core Booster RX-78-2 Gundam M.C. Victory Condition: Destroy Federation Ships Defeat Amuro Defeat Conditions: Gwazine Destroyed Elmeth Destroyed Player Unit Destroyed Mission 10: Space Fortress A Baoa Qu Unit: MSN-02 Zeong Weapons: Wire-guided Beam Cannons Allies: 1 Gelgoog, 5 Rick Dom Enemies: RGM-79 GM, RB-79 Ball, Magellan Cruiser, Salamis RGM-79 GM, RB-79 Ball, RX-78-2 Gundam M.C. Victory Condition: Destroy Federation Forces Destroy Gundam M.C Defeat Conditions: Player Unit Destroyed Mission 11: Repel Federation Forces Unit: MSN-02 Zeong Weapons: Wire-guided Beam Cannons Allies: 2 Gelgoog, 2 Rick Dom Enemies: RGM-79 GM, RB-79 Ball, 2 Magellan Cruiser, FF-X7[Bst] Core Booster 2 RX-77-2 Guncannon, SCV-70 White Base Victory Condition: Destroy Federation Forces Defeat Conditions: Player Unit Destroyed Core Booster Destroyed Time Over Mission 12: Luna II Attack Operation Unit: MSN-02 Zeong Weapons: Wire-guided Beam Cannons Allies: Gelgoog, Rick Dom, Gwazine, 2 Musai Enemies: RGM-79 GM, RB-79 Ball, 3 Salamis Cruiser, 3 Magellan Cruiser RX-78-6 Mudrock, 2 RGM-79 GM Victory Condition: Destroy Federation Ships Defeat Conditions: Gwazine Destroyed Player Unit Destroyed Ranba Path Mission 1: Battle of Roum Unit: MS-05B Zaku I Ral Custom Weapons: N.C Bazooka, 106mm Zaku Machine Gun Allies: 3 Zaku IIC, 3 Musai, 3 Gattle Enemies: FF-S3 Saberfish, Magellan Cruiser, Salamis Cruiser Victory Condition: Deplete Federation Attack Power Defeat Conditions: 3 Federation Ships Escape Area Player Unit Destroyed Mission 2: First Contact Unit: YMS-07B Gouf Prototype Weapons: Heat Rod Allies: 2 Zaku IIF Enemies: SCV-70 White Base, RX-77-2 Guncannon, RX-75-4 Guntank, RX-78-2 Gundam Victory Condition: Destroy White Base Defeat Conditions: Player Unit Destroyed Mission 3: Unit: YMS-07B Gouf Prototype Weapons: Heat Rod Allies: 2 Zaku IIF, Gallop Enemies: SCV-70 White Base, RX-77-2 Guncannon, RX-75-4 Guntank, RX-78-2 Gundam Victory Condition: Destroy any Enemy MS Defeat Conditions: Player Unit Destroyed Mission 4: Ambush Mokuba Operation Unit: YMS-07B Gouf Prototype Weapons: Heat Rod Allies: 2 Zaku IIF, Gallop Enemies: SCV-70 White Base, RX-77-2 Guncannon, RX-75-4 Guntank RX-78-2 Gundam Victory Condition: Destroy White Base Defeat Conditions: Player Unit Destroyed Mission 5 Unit: YMS-07B Gouf Prototype Weapons: Heat Rod Allies: 2 Zaku IIF Enemies: SCV-70 White Base, RX-77-2 Guncannon, RX-75-4 Guntank, RX-78-2 Gundam FF-X7 Core Fighter Victory Condition: Destroy White Base Defeat Conditions: Player Unit Destroyed Gaia (Black Trinary) Path Mission 1: Battle of Roum Unit: MS-06S Zaku II S-type Black Trinary Custom Weapons: N.C Bazooka, 120mm Zaku Machine Gun Allies: 2 Zaku II S-type Black Trinary Custom, 3 Musai, Zaku II C-type, Gattle Enemies: FF-S3 Saberfish, Magellan Cruiser, Salamis Cruiser Victory Condition: Destroy Revil's Magellan Defeat Conditions: Mash, Ortega Zaku IIS Destroyed Player Unit Destroyed Mission 2: Mokuba Assault Operation Unit: MS-09 Dom Black Trinary Custom Weapons: 360mm Giant Bazooka, MMP-80 Machine Gun Allies: 2 Dom Black Trinary Custom, 9 Dopp Enemies: 3 Medea, SCV-70 White Base, RX-78-2 Gundam, RX-77-2 Guncannon RX-75-4 Guntank, FF-X7[Bst] Core Booster Victory Condition: Destroy White Base Defeat Conditions: Mash, Ortega Dom Destroyed Player Unit Destroyed Mission 3: Odessa Day Unit: MS-09 Dom Black Trinary Custom Weapons: 360mm Giant Bazooka, MMP-80 Machine Gun Allies: 2 Dom Black Trinary Custom, 3 Zaku II J-type, Gouf, Dabde Enemies: RGM-79[G] Ground GM, Type-61 MBT, FF-S3 Saberfish, 2 Big-Tray Victory Condition: Destroy Revil's Big Tray Defeat Conditions: Mash, Ortega Dom Destroyed Player Unit Destroyed Mission 4: Jaburo Assault Operation Unit: MS-09 Dom Black Trinary Custom Weapons: 360mm Giant Bazooka, MMP-80 Machine Gun Allies: 2 Dom Black Trinary Custom, 2 Gouf, 2 Gouf Custom, Gaw Enemies: RGM-79 GM, Type-61 MBT, AA Cannon, AA Missile, Bunker RX-78-6 Mudrock Victory Condition: Destroy Jaburo Entrance Destroy Mudrock Defeat Conditions: Mash, Ortega Dom Destroyed Player Unit Destroyed Mission 5: Luna II Attack Operation Unit: MS-14B Gelgoog High Mobility Black Trinary Custom Weapons: Gelgoog Beam Rifle, 360mm Giant Bazooka Allies: 4 Rick Dom, 2 Gelgoog High Mobility Black Trinary Custom, Gwazine, 3 Musai Enemies: RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser RX-78-3 G3 Gundam, RGM-79 GM, RB-79 Ball Victory Condition: Destroy Federation Forces Destroy G3 Gundam Defeat Conditions: Gwazine Destroyed Player Unit Destroyed Anavel Path Mission 1: Solomon Unit: MS-09R Rick Dom Anavel Gato Custom Weapons: Beam Bazooka, MMP-80 Machine Gun Allies: 2 Rick Dom, Musai Enemies: RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser Victory Condition: Search and Destroy enemies in Area 1 Search and Destroy enemies in Area 2 Search and Destroy enemies in Area 3 Defeat Conditions: Karius Rick Dom Destroyed Player Unit Destroyed Mission 2: Protect the Retreat Unit: MS-14A Gelgoog Anavel Gato Custom Weapons: Trial Beam Rifle, MMP-80 Machine Gun Allies: 3 Rick Dom, 2 Musai, Zanzibar Enemies: RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser Victory Condition: At least 1 Zeon Ship escapes Battle Area Defeat Conditions: Zanzibar Destroyed Karius Rick Dom Destroyed Player Unit Destroyed Mission 3: Delaz Fleet Unit: MS-14A Gelgoog Anavel Gato Custom Weapons: Beam Rifle, MMP-80 Machine Gun Allies: 2 Rick Dom, Gelgoog, 2 Musai, Gwazine Enemies: RGM-79 GM, RB-79 Ball, Salamis Cruiser, Magellan Cruiser Victory Condition: Gwazine escapes Battle Area Defeat Conditions: Gwazine Destroyed Karius Rick Dom Destroyed Player Unit Destroyed Johnny Path Mission 1: Battle of Roum Unit: MS-06C Zaku II C-type Weapons: N.C. Bazooka, 120mm Machine Gun Allies: 3 Zaku II C-type, 3 Gattle, 3 Musai Enemies: 3 Magellan Cruiser, 3 Salamis Cruiser, FF-S3 Saberfish Columbus Transport Victory Condition: Destroy All Federation Ships Defeat Conditions: Musai Destroyed Player Unit Destroyed Mission 2: Luna II Intercept Unit: MS-06R2 Zaku II High Mobility Johnny Raiden Custom Weapons: 360mm Giant Bazooka, 120mm Zaku Machinegun Allies: 2 Rick Dom, Musai Enemies: RGM-79 GM, 5 RB-79 Ball, Columbus-class Transport, 3 Salamis Cruiser Magellan Cruiser 5 RGM-79 GM, RX-77-2 Guncannon, 2 Salamis Cruiser, Magellan Cruiser Victory Condition: Destroy all Columbus Transports Defeat Conditions: 1 Columbus Escape Area Musai Destroyed Player Unit Destroyed Mission 3: Battle of A Baoa Qu Unit: MS-014B Gelgoog High Mobility Johnny Raiden Custom Weapons: Beam Rifle, 360mm Giant Bazooka Allies: 2 Gelgoog, 3 Rick Dom, 2 Musai, Zanzibar Enemies: Magellan Cruiser, Salamis Cruiser, RGM-79 GM, RB-79 Ball Victory Condition: Destroy All Federation Ships Defeat Conditions: 3 Federation Ships Escape Area Zanzibar Destroyed Player Unit Destroyed Bernard Path Mission 1: War in the Pocket Unit: MS-06FZ Zaku II FZ Weapons: MMP-80 Machine Gun (Empty) Allies: 4 Mine Controllers, Mines Enemies: RX-78-NT1 "Alex" Victory Condition: Destroy Alex Gundam Defeat Conditions: Player Unit Destroyed First, you must know that you have NO AMMO! This means you have to play cat and mouse with the Alex. Start of by whipping out your heat hawk and moving back for 2 to 3 seconds. Wait for the Alex to get blown up by the mines and check its life by the indicator. However, the Alex will blow up the Mine Controllers as it comes for you. At this point, its up to luck. It is your choice to use the melee skill, but personally, I don't recommend it as you can be caught with your pants down as the Alex critcial hits you into oblivion. I suggest slashing then backing off until it is dead. However, luring it to more mines is an option. Watch out for its gattling gun as it has around 300 bullets in it. The Alex can kill you from a distance if you are not careful. To get the S, just equip a bazooka, a shield and set the Cannon skill. As the Alex comes up the hill, blast it till it dies. Aina Path Mission 1: Test Pilot Unit: MS-06RD-4 Zaku II Rick Dom Prototype Weapons: 120mm Zaku Machine Gun Allies: Musai, 3 Zaku II F-type Enemies: Target Saberfish RGM-79 GM, RB-79 Ball Victory Condition: Test RD4 Unit Defeat Sanders' Team Defeat Conditions: Player Unit Destroyed Mission 2: Test Flight Unit: Apsalas I Weapons: None (Minovsky Craft Overdrive as Infight) Allies: 2 Dopp Enemies: 3 RX-79[G] Gundam, Hover Car Victory Condition: Escape Battle Area Defeat Conditions: Player Unit Destroyed Mission 3: Desert Ambush Unit: Apsalas II Weapons: Mega Particle Cannon Allies: None Enemies: 3 RX-79[G] Gundam, Hover Car, Aerial Mines Victory Condition: Destroy Federation Forces Defeat Conditions: Player Unit Destroyed Mission 4: Apsalas Unit: Apsalas II Weapons: Mega Particle Cannon Allies: None Enemies: 6 RX-79[G] Ground Gundam, 3 Hover Car, 6 RGM-79[G] Ground GM Victory Condition: Destroy Federation Forces Defeat Conditions: Player Unit Destroyed Mission 5: Underground Fortress Jaburo Unit: Apsalas II Weapons: Mega Particle Cannon Allies: Gouf Custom Enemies: RGM-79 GM, Type-61 MBT, AA Cannon, AA Missile, Bunker Victory Condition: Find and destroy Jaburo entrance Defeat Conditions: Gouf Custom Destroyed Player Unit Destroyed Norris Path Mission 1: First Contact Unit: MS-06J Zaku II J-type Weapons: MMP-80 Machine Gun, Cracker Allies: Bunkers, 4 Zaku II J-type, 2 Attack Helicopter Enemies: 3 RX-79[G] Ground Gundam, Hover Car Victory Condition: Defeat Shiro Defeat Conditions: Player Unit Destroyed Mission 2: Thundering Mountain Unit: MS-07B-3 Gouf Custom Weapons: Heat Rod Allies: None Enemies: RX-79[G] EZ8 Gundam EZ8, 2 RX-79[G] Ground Gundam, Hover Car 3 RX-75 MPT Guntank Mass Product Type Victory Condition: Destroy all Guntank MPT Units Defeat Conditions: Player Unit Destroyed Time Over Mission 3: Underground Fortress Jaburo Unit: MS-07B-3 Gouf Custom Weapons: Heat Rod Allies: Dom, Zaku II J-type, 2 Gaw Enemies: RGM-79 GM, Type-61 MBT, AA Cannon, AA Missile, Bunker Victory Condition: Find and destroy all AA Batteries Find Jaburo entrance Destroy Federation Forces Defeat Conditions: Player Unit Destroyed Time Over Lalah Path Mission 1: Shining Space Unit: MAN-08 Elmeth Weapons: Bits Allies: 2 Rick Dom, Gelgoog Char Custom Enemies: Magellan Cruiser, RGM-79 GM, RB-79 Ball, FF-X7[Bst] Core Booster, 2 RX-77-2 Guncannon, RX-78-2 Gundam M.C. Victory Condition: Destroy Gundam M.C. Defeat Conditions: Gelgoog Char Custom Destroyed Player Unit Destroyed ------------------------------------------------------------------------------ 4.3 Hardcore Missions ------------------------------------------------------------------------------ After all missions have been completed (100% Game Completion), a Japanese dialog will open and indicate that the Hardcore missions have been unlocked. However, it also notes the conditions in unlocking and playing these missions. 1. The mission ranking must be an S to unlock 2. Only the original pilot of the mission can play it 3. Changing of weapons or MS is not allowed There are 6 Federal Hardcore Missions and 6 Zeon Hardcore Missions E.F.F. Side Amuro Mission: Conscon's Pride Unit: FF-X7 Core Fighter Weapons: Missile Allies: 2 Core Fighter, White Base Enemies: 12 MS-06 Zaku II, 2 Musai, Chibe MS-06FZ Zaku II FZ Victory Condition: Destroy Chibe Destroy Aina's Zaku II FZ Defeat Conditions: White Base Destroyed Player Unit Destroyed Shiro Mission: Destroy Apsalas Unit: Type-61 Main Battle Tank Weapons: 150mm Cannons Allies: 32 Type-61 Main Battle Tank Enemies: 33 Magella Attack Victory Condition: Destroy Zeon Forces Defeat Conditions: Player Unit Destroyed Cool! Tank Fight! Set the Cannon, Anti-shell, Land Mobility and Quick Reload skills and prepare for the fight of your life. 33 Type-61s VS 33 Magella Tanks. Those are the numbers. However, you can beat those odds. Cut across the line and advance from the left. Stay out of the range of the enemy's front line. When you reach their flank, activate Direct Hit and pound them. Magellas cannot pivot on their axis, so they can only fire forward. However, if they separate, you're in trouble. Be thorough as Magellas will separate if damaged severely. Keep circling to the backs of the tanks to destroy them. Most Magellas excluding the uber-aces will be easy enough to destroy. When the entire back line is gone, enter the main battle and take out the stragglers. If you just stay out of the way of any Zeon cannon, you'll be fine. I think losing less allies and killing more tanks will net you the S. Also higher life will help. Unlocks Perfect Gundam Kai Mission: Entry into Jaburo Unit: RX-77-2 Guncannon Weapons: None Allies: White Base Enemies: MS-06C Zaku II C-type, MS-06FZ Zaku II FZ, MS-06J Zaku II J-type MS-05B Zaku I, MS-05B Zaku I Ral Custom, MS-06S Zaku II S-type MS-06S Zaku II S-type Char Custom, 3 MS-06S Zaku II S-type Black Trinary Custom Victory Condition: Destroy Zeon Forces Defeat Conditions: White Base Destroyed Player Unit Destroyed This is the other Hard Hardcore Mission. Ok, set Melee Proficiency, Anti-shell, Land Combat and Quick Reload skills and get ready for one of the hardest missions ever. Ok, you start out facing the Zaku II opposite you. The only problem is, you are unarmed; no subweapon and no primary weapon. The Guncannon's melee attack is severly weak, even with the Melee Proficiency skill it does 30 damage at most. Immediately after the mission briefing goes away, switch to melee and fly over to the Johnny's Zaku II. Punch it then circle around it, and punch again and again till it goes down. Once it does, boost backwards from the new Zaku II that appears. It's a good idea to lure your enemy away from the spawn point as the suits always have the double hit ability when they spawn. The next enemy is Bernie in his FZ, but just use the same tactic against him, and he should go down pretty quick. Next is Aina, no problem there. Norris can get a little damage in, but if you manage to stun or knock him down, he is no problem. Now, the first real problem shows; Ranba Ral. This old guy can literally kick your ass to hell and back. On top of his annoying MG, he has his EVIL heat hawk which will do 70+ damage to you. The tactic is to jump from afar and give him a solid punch before dashing away. It takes Ral some time to switch weapons, and this is what you need to give him the big 30 damage. Do not dash straight at him as he can kick you down with around 30 damage. As long as you keep him switching his weapons and taking the opportunities given, Ral will eventually go down. Gato shows up in a Zaku I, so just continue doing the strategy against the earlier enemies. Lalah's next in a Zaku II S-type, so you should be wary of her MG, as it does more damage. However, she sucks at piloting, so just knock her down and punch her to death. Now, the second problem shows up. Char is just like Ranba Ral, but harder to kill since he has a better suit. Use the tactics you used on Ral, as they also work on Char. Char has faster reaction time though, so you should be more careful in attacking him. Char fights a lot like Ral, so watch it. The final BIG problem comes in threes. Yup, the Black Tri-stars. They are in 3 Zaku II S-types, and all come for you. Mash and Ortega act like Lalah, so if you get them separated, you can take them out without too much trouble. Gaia, however, acts like Char and Ranba, but isn't much better. Just do the tactics you used on Char and Ranba, and he'll go down. Remember to separate them to make your life way easier. Keep your life up to get the S rank. Unlocks RX-78-3 G3 Gundam Hayato Mission: Entry into Jaburo Unit: RX-75-4 Guntank Weapons: 120mm cannons Allies: White Base Enemies: MSM-03 Gogg, MSM-04 Acguy, 5 MSM-07 Z'gok, MSM-07 Z'gok Char Custom Victory Condition: Destroy Zeon Forces Defeat Conditions: White Base Destroyed Player Unit Destroyed Set the Cannon, Anti-beam, Land Combat and Quick Reload skills. Oh, and pray... For the first waves, it's a simple matter to just shoot until they fall. However, when the character units start coming, it's best to get a position. Bring your Guntank up on the right platform right beside the White Base. Use the natural ridge to bombard the enemy waves. The first real problem is Norris. When he shows up, make him your main target as he can get up in your face and claw you to death. The next ones are the Black Trinary, along with Ranba and Char from behind. Don't panic, and focus on taking out the Black Trinary before they get to melee range; if they do, you're dead. Once they're gone, take out Ral and Char. They should be distracted by the White Base so just empty your cannons into their backside. Activate the Advise ability when they're attacking though, as the White Base goes down pretty quickly without it. S? Keep your life high. Unlocks Missile Launcher (I think) Christina Mission: War in the Pocket Unit: RX-78-NT1 "Alex" Gundam Weapons: Beam Rifle, 90mm Gattling Gun Allies: Hover Car Enemies: MS-14A Gelgoog, MS-06FZ Zaku II FZ, MS-06S Zaku II S-type MS-06C Zaku II C-type, MS-05B Zaku I Victory Condition: Destroy Zeon Forces Defeat Conditions: 1 Zeon Unit Escapes Battle Area Player Unit Destroyed I had such a hard time with this mission! Christina is the worst of all the "Ace" pilots (Bernie has better level 9 stats than her level 28 ones!) but she pilots the most powerful MS in the OYW. I leveled her to level 29 before I finally finished and got an S in this mission. Set the Long Range Fire, Anti-overheat, Land Combat and Quick Reload skills. You may be tempted to use the Combo skill, but trust me, it's not worth it. By the time the timer reaches 2:30:00, you're going to pull out your hair trying to catch all the Ace and Veteran Zakus running past you. I will detail the tasks to do in this 10 minute HC mission in sections. 10:00:00 - 8:00:00 This is the easy part; the enemies that show up are the Rookie Gelgoogs and the Veteran Zaku II FZ. The waves here are very sporatic, and they all come from the hill where Bernie used to stay so use this chance to kill using your melee weapon. You'll need to save ammo for the later waves. 7:59:99 - 5:00:00 Here is where it starts getting hard. The waves up frequency, with Zaku IICs appearing on the colony mirror blocks. Around 4 units (1 Gelgoog, 2 FZ and a Zaku IIC) will be appearing on the ground, while 2 Zaku IICs will be on the mirror blocks in one wave. Use your beam rifle properly by dashing VERY quickly behind enemy units and popping 1 or 2 shots up their ass. Ace Zaku II S-types also show up, around the time the C-types show up as well. Prioritize the Ace suits, as they move very quickly and can dodge your shots. 4:59:99 - 2:30:00 This is where it becomes frantic. The waves are almost continuous, with all types of Zakus and the Gelgoogs rushing past you. Prioritize according to pilot skill (Ace-Veteran-Rookie) and continue backshooting them with the BR. Also, note their position using the Map; if they get too far, mark them priority one. If you overheat, use the gattling gun as it can do some serious damage. You will have to do a very quick sweep of the mirror area up to the hill area to stop any suit from getting past you. I estimate around 2 sweeps a minute, plus combat time. 2:29:99 - 0:00:00 By now, you should be tired from killing literally hordes of MS. This is the home stretch, and no character MS appear, so keep yourself busy by killing the rest of the waves still alive. There is nothing to worry about unless you become overwhelmed by the amount STILL coming. Remember to prioritize kills and keep an eye on your mission map. You'll be very happy when you finally succeed in this mission. I'm sure with the amount of MS you kill, you'll get the S for sure. Unlocks RX-78-NT1 Alex Sayla Mission: Sayla Sorties Unit: RX-79[G] Ground Gundam Weapons: Beam Rifle, 180mm Cannon Allies: Medea, 2 Ground Gundam GM Head Enemies: MS-06S Zaku II S-type, MS-06J Zaku II F-type, 3 MS-09 Dom, 2 Dabde Victory Condition: Destroy 2 Dabde Defeat Conditions: Medea Destroyed Player Unit Destroyed This mission requires Sayla to have a high level. I believe a Level 25 Sayla is perfect. Set the Melee Combo, Anti-overheat, Land Combat and Ship Killer skills. You start off with Karen and Christina in Ground Gundams. It's OK to leave them be or set them to support the Medea. Your first enemies are a Zaku II S-type and two J-types. These are mere annoyances. Just watch it as their missiles can knock you down and leave you open. After you clear the immediate area, make your way to the 2 Dabdes in the north. You should detect 3 Doms and a bunch of Zaku IIs. To end the mission, go up to the Dabdes and snipe their bridges until they die, while moving around to avoid the Doms. To get the S, you have to kill all the Doms by the Dabdes. By the time you reach them, you should at least have one Dom, wielding a Beam Bazooka, shooting your behind off. Try to get it alone, and activate the Direct Hit ability. With the Melee Combo skill, you should be able to take it without much trouble. Quickly move back to the Medea as the remaining Doms will follow. Set your allies to attack them and in the confusion, slash the 2 Doms to death. Watch out as all of these girls are Level 30. Principality of Zeon Side Char Mission: Shining Space Unit: MS-06S Zaku II Char Custom Weapons: 120mm Zaku Machine Gun Allies: None Enemies: 50 RB-79 Ball Victory Condition: Destroy as many Balls as possible Defeat Conditions: Use Machine Gun Player Unit Destroyed This is actually a pretty easy mission, the only catch is you have to be creative... Set the Melee Proficiency and Quick Reload skills. When you start the mission, kick as many Balls to death as fast as you can. If you reach the 48-50 mark, you get the S. Try not to use the Machine Gun as it takes away from your score and can make you fail the mission. It is possible to kill 50, so no whining. Unlocks RX-78 V.C. Gaia Mission: Odessa Day Unit: MS-09 Dom Weapons: 360mm Giant Bazooka, MMP-80 Machine Gun Allies: 2 Dom, Dabde Enemies: RGM-79[G] GM, Big-tray, 3 Bunker Victory Condition: Destroy Big Tray Defeat Conditions: Dabde Destroyed Player Unit Destroyed Current RANK A: 795 Ral Mission: Operation Ambush Mokuba Unit: MS-05B Zaku I Ral Custom Weapons: 102mm Zaku Machine Gun Allies: Gallop Enemies: RGM-79 GM, RX-75 Guntank MPT, RX-77-2 Guncannon Victory Condition: Destroy Federation Forces Defeat Conditions: Gallop Destroyed Player Unit Destroyed This mission is one of those "kill everything while protecting something" missions. You have some choice of what skills to equip but I find that using this combination is effective: Melee Proficiency, Anti-overheat, Land Combat and Quick Reload. I believe you need to be at least level 25 to adequetly deal with this mission. The main weapon you will be using in this mission is your heat hawk. With the Melee Proficiency skill on, it should be doing around 105-130 damage per critical hit. When you start off, pick off the Rookie GMs with your Zaku Machine Gun from a distance; move around side to side to avoid their weapons. After a few cheap shots, Veterans and an Ace will show up. Dodge their Bazooka shots as they can kill you in one or two good hits. After they're gone, the Guntank MPT shows up. Avoid its fire, and circle around to the back then hack it to death. The rest of the GMs after it are piloted by characters; they are very dangerous. Remember to apply hit and run tactics on these guys as one lucky saber slash from them is enough to kill you. The last enemy is a Guncannon with Spray Missile Launchers. This guy is hard to kill, but once you get behind him, he's dead. Just cut him open. Enjoy your new weapon after this. To get the S, you need to keep your life as high as possible. Make sure to keep your shield as it is your only defense from a fatal bazooka shot or saber slash. Unlocks Beam Bazooka Aina Mission: Test Pilot Unit: MS-06RD-4 Zaku II Rick Dom Prototype Weapons: 120mm Zaku Machine Gun, Rakuten Bazooka Allies: Zanzibar Enemies: 4 RGM-79 GM, RX-77-2 Guncannon 4 RGM-79 GM, RX-78-2 Gundam 4 RGM-79 GM, RX-77-2 Guncannon 4 RGM-79 GM, RX-78-3 Gundam G3 RX-78-6 Mudrock Victory Condition: Destroy Federation Forces Defeat Conditions: Zanzibar Destroyed Player Unit Destroyed This one is similar to Ral's Hardcore mission, just in space. Set the Cannon, Anti-overheat, Space Combat and Quick Reload skills. The one thing to remember is to keep the Zanzibar alive. When the Gundam types show up, make sure to activate the Advise ability to keep it alive. The Zanzibar itself is a distraction, and it is what you need to win this mission. The GMs are no problem, just avoid their missiles and shoot them from behind with the Rakuten Bazooka. The Guncannons are also minor, just avoid their long range attacks and hit them from the back with your bazooka. The big problems are the Gundam types. The RX-78-2 is a pain because it is fast. Wait for it to ignore you and as soon as it starts attacking the Zanzibar, pump as many bazooka shells into its behind. It takes a few tries since it gets stunned and attacks you, so just be patient. The RX-78-3 is even faster, but is still susceptible to the same tactic. However, it does more damage so watch it. The Mudrock is the hardest one as it has 300mm cannons AND a Beam Rifle, so it is double dangerous. The tactic on the other Gundams works, but it can be close, especially since the Zanzibar should be pretty heavily damaged. Make sure to have sufficient ammo to take him out because without the bazooka, it's near to hopeless. I think that the reward for this mission isn't worth it, though. Unlocks YMS-15 Gyan The S? Keep your life high. Bernard Mission: War in the Pocket Unit: Attack Helicopter Weapons: 20mm Vulcan Allies: Attack Helicopter Enemies: Type-61 MBT Victory Condition: Destroy Amuro's Type-61 Defeat Conditions: Player Unit Destroyed Set the skills to Explosive Proficiency, Anti-Explosive, Land Combat and Quick Reload. The objective is just to kill Amuro, so order your team to attack Amuro. Follow behind them, and take out the tanks that are distracted by your attacking allies. The helicopter handles like a space unit, so don't get confused by the controls. Make sure to save your missiles as they are your trump cards. With all your allies bearing down on Amuro, it will be an easy matter to slip in the finishing blow. As long as you kill around 8 other tanks, and not lose that many people, you should get the S. Unlocks NC Bazooka Lalah Mission: Shining Space Unit: MAN-08 Elmeth Weapons: Bit Allies: None Enemies: RX-78-2 Gundam Victory Condition: Destroy "True" Gundam Defeat Conditions: Player Unit Destroyed The "True" Gundam is the one using a Beam Rifle. What Lalah says after you kill a Gundam tells you if you got the right one. Killing the "True" Gundam gives you the S. Shimatta! - C Rank Yatta! Taii-san Yarimashita! - S Rank ------------------------------------------------------------------------------ 5. Others ------------------------------------------------------------------------------ Good Leveling Stages: E.F.F. Amuro Mission 10: Texas Operation Use the default Gundam, just equip it with a shield. Set the Combo skill and the anti-power down defense skill. With the Combo Skill, it should be easy to take out the Gyan. The Gelgoog is much harder, but if you get a good position and knock him down, it will be an easy win. Also use the Beam Rifle as it is a big advantage in this particular stage. If you are at higher levels and want a bigger payoff, try using weaker units. Amuro Mission 12: Space Fortress A Baoa Qu This mission gives around 500+ experience in the level 20s, but is pretty long. To make it easier, set the correct skills and equipment and just keep killing units and preventing your ships from getting destroyed. After, just take out the Zeong and the mission is over. Note that you only get the 500+ pts. if you use the default unit. Shiro Mission 5: Thundering Mountain This mission is a good alternative to Amuro's Mission 10. Using the Gundam here can net you around 300+ points in the early 20s and around 250 points in the 25+ range. Suggested equipment are the bazookas as they knock Norris down. Principality of Zeon Bernard Mission 1: War in the Pocket Equip any Bazooka, preferrably a Giant/ Rakuten or better, N.C. Use the Zaku I and equip it with a shield. When the mission starts, all you have to do is get in range of the Alex and keep firing till it blows up. At early levels, this mission gives up around 500+ exp. Even at the highest levels, you still get around 220+ experience. Hey, it's the only decent leveling stage. Char Mission 7: Texas Operation Using the normal Gelgoog, it should give around 200+ experience in the mid-10s to early 20s. However, using a Zaku I can net you at least around 600 points in the upper 20s. Just be warned that it is Amuro you are fighting, not some useless test pilot. ------------------------------------------------------------------------------ 6. Recognition ------------------------------------------------------------------------------ Bandai Entertainment - for developing the one Gundam game that I still can't complete, but love to death. Gamefaqs.com - for inspiring me to create this FAQ, as well as giving me the guidance and place to make and post it. My cousin Christopher - for helping me finish Shiro's hardcore mission. MAHQ.net - for the information of the ships and model numbers of the MS. Eric Saari - for the additional source material from the GameFAQs boards and Japanese site links. David Cheng, GPO3 and Githon - for the translations of some of the abilities and mission strategies from the board topics. mike luonggo - for the info on unlocking the Perfect Gundam.