_ ___ _ ____ _ _ | |/ (_) __| | ___ _ _/ ___| ___ _ __ ___| |__ (_) | ' /| |/ _` |/ _ \| | | \___ \ / _ \ '_ \/ __| '_ \| | | . \| | (_| | (_) | |_| |___) | __/ | | \__ \ | | | | |_|\_\_|\__,_|\___/ \__,_|____/ \___|_| |_|___/_| |_|_| ____ _ / ___|_ _ _ __ __| | __ _ _ __ ___ | | _| | | | '_ \ / _` |/ _` | '_ ` _ \ | |_| | |_| | | | | (_| | (_| | | | | | | \____|\__,_|_| |_|\__,_|\__,_|_| |_| |_| ____ _____ _____ ____ / ___|| ____| ____| _ \ \___ \| _| | _| | | | | ___) | |___| |___| |_| | |____/|_____|_____|____/ o---------------------------------------------o | Kidou Senshi Gundam SEED | | FAQ/Movelist | | Version 2.66 | | 20th July 2004 | | By SaikoMelon (skyysia@hotmail.com) | o---------------------------------------------o Table of Contents 1 . Introduction 2 . Version History 3 . Gameplay FAQ 3.1 - Controls 3.2 - Gameplay 3.3 - Phase Shift Armor 3.4 - OS and Seed Mode 3.5 - Special Moves and Combo System 3.6 - Gameplay Modes 4 . Gundam Information and Movelists: 4.A - Strike 4.B - Aile Strike 4.C - Sword Strike 4.D - Launcher Strike 4.E - Duel 4.F - Duel-AssaultShroud 4.G - Buster 4.H - Blitz 4.I - Aegis 4.J - Freedom 4.K - Justice 4.L - Astray Red Frame 4.M - Astray Blue Frame 5 . Secrets 6a . 1,000,000 SP and the Tips to Get There 6b . Judo Asheta's Hints for High Records 7 . Voice Actors/Seiyuu List 8 . Glossary of Terms 9 . Acknowledgements 10. Contact/Contribute 11. Copyrights ============================================================================= 1. Introduction ============================================================================= This guide has been written to guide the player through Gundam Seed smoothly, with full understanding of the gameplay mechanics, controls and techniques. This guide also lists the information for the various gundams. Kidou Senshi Gundam Seed is in Japanese, so many of us may not understand the manual, and might not understand some of the gameplay mechanics and features. This guide has been written and compiled to guide you through the many mechanics and features of the game. Gundam Seed is a very fun and exciting game, and one of the factors that makes it interesting is the combo-ing! Each individual Gundam has its own list of combos and special attacks. You might want to try them out in the game or while fighting it out in versus mode! Information on each individual Gundams is also provided, to ease your hunger for information on the various Gundams. I hope the information will serve you well and let you be more informed about the Gundams you use in the game! (Note: The information of the Gundams are provided with permission by the website "Alternate Universe Gundam". http://www.987.info/zaph/index.html IMPORTANT NOTE: The descriptions of the various mobile suits are more consistent with the anime rather than the game, and they might contain major plot SPOILERS. The majority of the combos for the Gundams are taken from the combo and move list from the manual. They are compiled here for easy reference. Combos for Freedom, Justice, Astray Red and Blue Frame in this guide are discovered by me.) ============================================================================= 2. Version History ============================================================================= v2.66 - Lots of combos and hints by Judo Asheta. Big time! A new section (6b.) made just for all the hints. v2.56 - A typo correction and some additions to the glossary of terms have been added. Credit goes to Hattori. 2.55 - Slight spelling correction in Astray Blue's profile. Credit goes to shadow411. 2.54 - Corrections and additions contributed by Don "Sailormoon haters unite!" Chan. 2.44 - Major update in Alternate Universe Gundam! Complete rewrites and corrections made to many gundam profiles. I've collected all the new information which Zaph has put together and updated them in my FAQ. Way to go Zaph! 8D Also, I have added a "Glossary of Terms" section, with credits to Don "Ratchet Altair fans unite!" Chan! 1.44 - Minor corrections to my own name... it appears that CJayC updated my contributor info. ^^; 1.43 - Added level 9 and 10 on the OS Levels chart. Information provided by Thomas TRAN! Also made a couple of very minor corrections(to the unlock Astray red and blue codes). 1.42 - Added an OS Levels and Requirements list. Credit goes to http://www002.upp.so-net.ne.jp/ggt provided by GameFAQs user Asagiri Yohko! 1.32 - Spelling error to Tanaka Rie's name. Corrected by Don "Ratchet Altair fans unite!" Chan! 1.31 - Smaller sections have been given sub-section headers now, and a voice actors/seiyuu list has been added. Thanks to Don "Ratchet Altair fans unite!" Chan, NagaharuJin, Asagiri Yohko and n3w_typ3 for helping me with the list! And of course, a piece of ASCII has been added on top. 1.21 - I've compiled a list of which gundams are unlocked with what stage completed as suggested by Don "Ratchet Altair fans unite!" Chan. I've also added several stage hints for the 1,000,000 SP section. Minor updates include: Changing several lines after confirming that all kills(melee or ranged) give a x 10 score multiplier, adding several lines after confirming that a combo kill(even if the first hits missed) gives you that score multiplier and correcting misc spelling mistakes. 1.11 - Several corrections made. This includes pilot and Allegiance names. Credit goes to Don "Ratchet Altair fans unite!" Chan. 1.1 - Complete change to Astray Red Frame and Astray Blue Frame information. I made the mistake of confusing them with the mass-produced Astray mobile suits. Thank You Zaph for correcting me! The names of several moves have been corrected. Credit goes to my friend, n3w_typ3. 1.0 - The guide is complete! If you find any information missing, or there is an error somewhere, do let me know. ============================================================================= 3. Gameplay FAQ ============================================================================= ***************************************************************************** 3.1 Controls: ***************************************************************************** - Directional Pad/Analog Stick: This steers and controls your gundam. - Cross Button: Thrusters The cross button activates your gundam's thrusters, enabling it to jump very high and far in a very short time. More than just a jump button, you could press a certain directional key and hitting the cross button to jump in a diagonal direction. Using the thruster to move diagonally and to manuever around is your best choice of defence - avoiding attacks. Holding the cross button in mid-thruster will hover your gundam. - Square Button: Shot The square button fires your gundam's ranged attack. A common mistake is to tap the square button for rapid fire. DO NOT TAP THE SQUARE BUTTON FOR RAPID FIRE! It will have very slow cooldown intervals, as your gundam will constantly go between the rest position and shooting position(gun down or gun raised). Therefore, the correct way to fire the rifle is to HOLD DOWN the button, where there will be a very smooth flow of ranged attack. - Triangle Button: Attack The triangle button is your gundam's melee attack. Hitting the triangle button will cause your gundam to use its knife, beam sword or whatever melee weapon it has. After the first hit from your triangle button, you might want to time and throw in some combos, by hitting a directional button and triangle at the same time. Possible combos are listed below in the Gundam Information and Movelists section. - Circle Button: Defend Holding down the circle button puts your gundam into defend mode, where it will raise its arm/shield/etc to defend itself. Defending attacks is good, however, your gundam's energy drops everytime you successfully defend against an attack. Different gundams have different shield power. Some can defend against attacks without losing much life, whilist some lose more life than others. - L1 and R1 Buttons: Target L1 and R1 buttons shuffle between different targets. Your targetting reticle will highlight the previous or next enemy when you hit L1 and R1. - Tap a direction twice: Thruster Dash Tapping forward or backwards twice will make your gundam do a thruster dash in that direction, to avoid enemy attacks or to charge into battle. ***************************************************************************** 3.2 Gameplay ***************************************************************************** - Game types: There are 2 different types of stages in the game. That is "Front to Back" stages and the "Side to Side" stages. Front to Back stages are fully 3 ones. Your enemies will appear on the further side into the screen, and you will have to shoot most of them down. Those enemies who come close to your gundam can be engaged in melee combat. Side to Side stages involve your gundam running from one side of the screen to another. These are the majority of the stages. You just have to keep running forward. Enemies will appear in front, behind you, and in the background. Enemies who go to or stay in the background can be engaged in ranged combat. Enemies who are in the foreground can be engaged in both ranged and melee combat. Sometimes, you will have special objectives. - Targetting: When an enemy comes within your range, your targetting reticle will highlight over the target enemy. Targetting is automatic, and if you wish to switch targets, hit the L1 or R1 buttons to shuffle between previous and next enemies. When your targetting reticle is highlighted over the enemy, all your ranged attacks will be targetted towards and will accurately hit the target enemy. However, if the enemy gundam is moving or maneuvering, hitting it would be much harder. - Incoming!: It is easy to tell when your enemy is going to shoot you most of the time. If haven't already noticed, your enemy's targetting reticles will appear before they fire. Avoid standing in the way of these reticles! The best way to avoid them is to hit a diagonal position and the cross button at the same time. This maneuvers you out of harm's way. If its too late to use your thrusters, then hit the circle button to block. ***************************************************************************** 3.3 Phase Shift Armor ***************************************************************************** Phase Shift Armor is the armor of the main mobile suits, excluding Astray Red and Blue Frame. Unlike the anime, Phase Shift armor in the game does not have a time limit. However, it does have a damage limit. If you'd look Underneath your energy(life) bar, you would see notches of blue. And with Striker systems and additional OS levels, you will see additional notches of green and yellow. These notches represents your Phase Shift Armor's current condition. When all the notches are depleted in your Phase Shift Armor, your energy/life will start going down when you're hit. Also, When you are using Strike and have a Striker System equipped, the Striker System will be deactivated and you will have to make do with no special equipment. ***************************************************************************** 3.4 OS and Seed Mode ***************************************************************************** On the top right hand corner of the screen, you would notice your SP(points) collecting beside the word "OS". "OS" is your gundam's operating system. When you have collected enough points, your OS levels up, and you will enter a brief period of "Seed Mode". - OS Level Up When your operating system levels up, your gundam will gain a notch of phase shift armor. Your gundam's life and phase shift armor is also regenerated to a certain extent. - Seed Mode You'll know that you're in seed mode when you see a red aura surrounding your gundam. In seed mode, your attacks grow much stronger, plus the biggest bonus, a score(SP) x 10 for each enemy destroyed. So, it would be wise to keep attacking when you're in seed mode, to score as much points as possible. Also, you're invulnerable when in seed mode. So you should not fear being hit. The period of time when seed mode lasts is very short, and therefore you should use it to its fullest extent. - OS Levels and Requirements _________________ |Lv SP Needed | |_______________| |1 -> 30000 | |_______________| |2 -> 80000 | |_______________| |3 -> 100000 | |_______________| |4 -> 100000 | |_______________| |5 -> 150000 | |_______________| |6 -> 150000 | |_______________| |7 -> 200000 | |_______________| |8 -> 200000 | |_______________| |9 -> 200000 | |_______________| |10-> 200000 | |_______________| (Note: According to Thomas TRAN, there are no special bonuses for maxing out the OS level.) ***************************************************************************** 3.5 Special Moves and Combo System ***************************************************************************** Different gundams have both different and similar special moves and combos. - Special Moves Each gundam has a fixed set of special moves. That is the quarter circle forward and square or triangle buttons. There is also a powerful special attack that will bail you out of any situation and do some major damage, but it can only be used at the cost of your energy/life. - Combo System The combo system is very tricky. What makes it tricky, is the timing. Each command has to be hit at a certain timing to connect and continue the combo. You might want to just hold down the direction and hit the button when the time comes. It takes some skill and practice, but you'll get the hang of it soon enough. ***************************************************************************** 3.6 Gameplay Modes ***************************************************************************** There are 3 gameplay modes in Kidou Senshi Gundam Seed. - Phase Mode This is the story mode. This is the only mode available to you at the start of the game. In this mode, the story of Gundam Seed is unfolded as you undertake missions. There are 10 stages in total. - Attack Mode The stage select mode. You can compete for higher scores for each individual stage. The later stages could also prove challenging as you don't have OS levels and Seed Mode in this game mode. - Versus Mode The versus mode. This mode allows you to use the other main gundams. You can pit your mech piloting skills against the computer or a friend. Be warned though, this mode is quite unbalanced. Swift melee gundams will have the upper hand. ============================================================================= 4. Gundam Information and Movelists ============================================================================= ***************************************************************************** KEY: Forward = F Backward = B Up = U Down = D Square = Sq (Shoot) Triangle = Tr (Melee/Sword) Circle = Ci (Defend) Cross = Cr (Jump) Quarter Circle Forward = QCF L1/R1 = Change lock-on target (IMPORTANT NOTE: The descriptions of the various mobile suits are more consistent with the anime rather than the game, and they might contain major plot SPOILERS) ***************************************************************************** ***************************************************************************** 4.A STRIKE ***************************************************************************** Pilot: Kira Yamato Allegiance: O.M.N.I. Enforcer Unit Type: Mobile Suit Model: GAT-X105 Height: 17.72 m Weight: 64.8 tons Armor: Phase Shift Armor Armaments: Igelstellung 75mm Anti-Air CIWS x 2 Armor Schneider Combat Knife x 2 57mm High-Energy Beam Rifle x 1 Move List: Melee Combo: QCF + Tr Multishot(Rifle): QCF + Sq Spinning Kick: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> B + Tr Combo 3: Tr -> F + Tr -> U + Tr Combo 4: Tr -> F + Tr -> F + Tr -> U + Tr Combo 5: Tr -> F + Tr -> U + Tr -> F + Tr Built by the Federal Union of the Atlantic on the neutral space colony Heliopolis, the GAT-X105 Strike Gundam is the final prototype mobile suit produced by Admiral Halberton's Gundam project. When a group of ZAFT soldiers launches a sneak attack on the colony to capture the five Gundams, Strike is the only one they fail to take. Initially flying into battle in the inexperienced hands of Murrue Ramius, Strike is therafter piloted by civilian Coordinator Kira Yamato, a citizen of Heliopolis. Each of the other four Gundams is built with a specific function in mind. Strike, however, is perhaps the most versatile of the group, because it is designed to operate in a variety of different environments. It achieves this versatility through the use of specialized mission packs. Using the Aile pack, Strike can fly under its own power within the atmosphere or achieve greater mobility in space. The Sword pack provides a large anti-ship sword that also proves devastatingly effective against enemy mobile suits. And with the Launcher pack, Strike takes control of a powerful cannon that with a single shot can blow a hole in the side of a space colony. Beyond the mission packs, Strike is a fairly basic design. Like the other four Gundams that were built alongside it, it is protected by the nigh-indestructible Phase Shift armor and powered by a battery. With the exception of the Launcher cannon, its weapons are not terribly powerful. When unequipped with a backpack, Strike's only weapons are its anti-air Igelstellung vulcans and Armor Schneider combat knives. ***************************************************************************** 4.B AILE STRIKE ***************************************************************************** Pilot: Kira Yamato Allegiance: O.M.N.I. Enforcer Unit Type: Mobile Suit Model: GAT-X105 Height: 17.72 m Weight: 85.1 tons Armor: Phase Shift Armor Armaments: Igelstellung 75mm Anti-Air CIWS x 2 Armor Schneider Combat Knife x 2 57mm High-Energy Beam Rifle x 1 Beam Saber x 2 Anti-Beam Coated Shield x 1 Move List: Mid-Air Dash: (while hovering) F -> F Double Uppercut: QCF + Tr Multishot(Rifle): QCF + Sq Spinning Sword Slash: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> F + Tr -> B + Tr Combo 3: Tr -> F + Tr -> U + Tr Combo 4: Tr -> F + Tr -> D + Tr -> D + Tr Combo 5: Tr -> F + Tr -> D + Tr -> F + Tr Built by the Federal Union of the Atlantic on the neutral space colony Heliopolis, the GAT-X105 Strike Gundam is the final prototype mobile suit produced by Admiral Halberton's Gundam project. When a group of ZAFT soldiers launches a sneak attack on the colony to capture the five Gundams, Strike is the only one they fail to take. Initially flying into battle in the inexperienced hands of Murrue Ramius, Strike is therafter piloted by civilian Coordinator Kira Yamato, a citizen of Heliopolis. Each of the other four Gundams is built with a specific function in mind. Strike, however, is perhaps the most versatile of the group, because it is designed to operate in a variety of different environments. It achieves this versatility through the use of specialized mission packs. Using the Aile pack, Strike can fly under its own power within the atmosphere or achieve greater mobility in space. BLike the other four Gundams that were built alongside it, it is protected by the nigh-indestructible Phase Shift armor and powered by a battery. The Aile Striker carries a high-energy beam rifle, a pair of beam sabers, and a shield that sports anti-beam coating to repel energy attacks that would pierce through the Phase Shift armor. ***************************************************************************** 4.C SWORD STRIKE ***************************************************************************** Pilot: Kira Yamato Allegiance: O.M.N.I. Enforcer Unit Type: Mobile Suit Model: GAT-X105 Height: 17.72 m Weight: 74.1 tons Armor: Phase Shift Armor Armaments: Igelstellung 75mm Anti-Air CIWS x 2 Armor Schneider Combat Knife x 2 Schwert Gewehr 15.57mm Anti-Ship Sword x 1 Panzer Eisen Rocket Anchor x 1 Midas Messer Beam Boomerang x 1 Move List: Double Uppercut: QCF + Tr Vulcan: QCF + Sq Spinning Sword Slash: Tr + Ci Combo List: Combo 1: Tr -> F + Tr Combo 2: Tr -> F + Tr -> B + Tr Combo 3: Tr -> F + Tr -> D + Tr -> B + Tr Combo 4: Tr -> F + Tr -> B + Tr -> B + Tr Combo 5: Tr -> D + Tr -> U + Tr Combo 6: Tr -> D + Tr -> U + Tr -> F + Tr Combo 7: Tr -> F + Tr -> U + Tr Built by the Federal Union of the Atlantic on the neutral space colony Heliopolis, the GAT-X105 Strike Gundam is the final prototype mobile suit produced by Admiral Halberton's Gundam project. When a group of ZAFT soldiers launches a sneak attack on the colony to capture the five Gundams, Strike is the only one they fail to take. Initially flying into battle in the inexperienced hands of Murrue Ramius, Strike is therafter piloted by civilian Coordinator Kira Yamato, a citizen of Heliopolis. Each of the other four Gundams is built with a specific function in mind. Strike, however, is perhaps the most versatile of the group, because it is designed to operate in a variety of different environments. It achieves this versatility through the use of specialized mission packs. The Sword pack provides a large anti-ship sword that proves devastatingly effective against enemy mobile suits. Like the other four Gundams that were built alongside it, it is protected by the nigh-indestructible Phase Shift armor and powered by a battery. Sword Striker comes equipped with the Midas Messer beam boomerang and the Panzer Eisen rocket anchor, mounted on the left arm. The anchor can be launched at opposing mobile suits as a projectile weapon. The centerpiece of the Sword pack, however, is the Schwert Gewehr anti-ship sword. With a beam running the length of its blade, the sword is capable of cutting through any foe's armor, as some unfortunate mobile suit pilots learn first-hand. ***************************************************************************** 4.D LAUNCHER STRIKE ***************************************************************************** Pilot: Kira Yamato Allegiance: O.M.N.I. Enforcer Unit Type: Mobile Suit Model: GAT-X105 Height: 17.72 m Weight: 83.7 tons Armor: Phase Shift Armor Armaments: Igelstellung 75mm Anti-Air CIWS x 2 Armor Schneider Combat Knife x 2 Agni 320mm Super-High Impulse Cannon x 1 120mm Anti-Ship Vulcan Gun 350mm Gun Launcher Move List: Descending Beam Ray: QCF + Tr Vulcan: QCF + Sq Spinning Cannon Blast: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> F + Tr -> U + Tr Combo 3: Tr -> F + Tr -> F + Tr -> B + Tr Combo 4: Tr -> F + Tr -> F + Tr -> D + Tr Built by the Federal Union of the Atlantic on the neutral space colony Heliopolis, the GAT-X105 Strike Gundam is the final prototype mobile suit produced by Admiral Halberton's Gundam project. When a group of ZAFT soldiers launches a sneak attack on the colony to capture the five Gundams, Strike is the only one they fail to take. Initially flying into battle in the inexperienced hands of Murrue Ramius, Strike is therafter piloted by civilian Coordinator Kira Yamato, a citizen of Heliopolis. Each of the other four Gundams is built with a specific function in mind. Strike, however, is perhaps the most versatile of the group, because it is designed to operate in a variety of different environments. It achieves this versatility through the use of specialized mission packs. With the Launcher pack, Strike takes control of a powerful cannon that with a single shot can blow a hole in the side of a space colony. Like the other four Gundams that were built alongside it, it is protected by the nigh-indestructible Phase Shift armor and powered by a battery. The Launcher Striker comes equipped with a combo weapons pod mounted on the right shoulder. The weapons pod contains a 120 mm anti-ship Vulcan gun and a set of 350 mm gun launchers. The primary weapon of the Launcher mode, however, is its 320 mm Agni super-high impulse cannon. This devastating weapon can tear a hole in the side of a space colony or take out several mobile suits in one shot. Even Phase Shift armor proves no match for the power of the Agni. ***************************************************************************** 4.E DUEL ***************************************************************************** Pilot: Yzak Jule Allegiance: ZAFT Unit Type: Mobile Suit Model: GAT-X102 Height: 17.50 m Weight: 69.1 tons Armor: Phase Shift Armor Armaments: Igelstellung 75mm Multi-barrel CIWS x 2 Beam Saber x 2 57mm High Energy Beam Rifle x 1 175mm Grenade Launcher Anti-Beam Coated Shield x 1 Move List: Vulcan: QCF + Sq Shield Combo: QCF + Tr Spinning Sword Slash: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> U + Tr The first unit of the Federal Union of the Atlantic's Gundam project, the GAT-X102 Duel Gundam is the most basic of the five mobile suits. Captured by Yzak Jule during the Heliopolis raid, it would remain his personal mobile suit through the end of the war between the Earth Alliance and ZAFT, undergoing countless repairs and a few modifications along the way. Although it is not designed for a specific role like Buster and Blitz, and it cannot be physically altered through transformation like Aegis or mission packs like Strike, Duel Gundam is notable as the machine on which the frames of the other Gundams, except for the transformable Aegis, were based. In addition, Duel features something that Buster and Blitz lack -- versatility. It is not a weakness that it features no special gimmicks like the Mirage Colloid particles or that it does not have a special role like long-range support fire. Unlike its two sister units, Duel is equipped to take part in battle anywhere, under any circumstances, much like the highly adaptable Strike, and to a lesser degree, Aegis. Being such a basic unit, Duel features fairly basic weapons. Mounted on its head is a pair of 75mm Igelstellung vulcans. Behind its shoulders, it carries a pair of beam sabers. It is also equipped with a 57mm high-energy beam rifle, which, unlike that used by Strike Gundam, comes with a 175mm grenade launcher mounted on the bottom. Duel is powered by a battery and protected by impenetrable Phase Shift armor. Duel Gundam remains in the possession of Yzak Jule throughout the remainder of the war. Taking serious damage in several battles, it is repaired time and again and manages to escape the final confrontation between the Earth Alliance, ZAFT, and the Clyne faction relatively intact, which is more than can be said for many of its companions. ***************************************************************************** 4.F DUEL-ASSAULTSHROUD ***************************************************************************** Pilot: Yzak Jule Allegiance: ZAFT Unit Type: Mobile Suit Model: GAT-X102 Height: 17.50 m Weight: ??? tons Armor: Phase Shift Armor Armaments: Igelstellung 75mm Multi-barrel CIWS x 2 Beam Saber x 2 57mm High Energy Beam Rifle x 1 175mm Grenade Launcher Anti-Beam Coated Shield x 1 115mm Railgun x 1 220mm 5-Barrel Missile pod x 1 Move List: Beam Attack: QCF + Sq Fire Warheads: QFC + Tr Spinning Sword Slash: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> U + Tr Combo 3: Tr -> U + Tr -> F + Tr (Just before coming down) [similar to duel(normal) QCF+TR] The first unit of the Federal Union of the Atlantic's Gundam project, the GAT-X102 Duel Gundam is the most basic of the five mobile suits. Captured by Yzak Jule during the Heliopolis raid, it would remain his personal mobile suit through the end of the war between the Earth Alliance and ZAFT, undergoing countless repairs and a few modifications along the way. Although it is not designed for a specific role like Buster and Blitz, and it cannot be physically altered through transformation like Aegis or mission packs like Strike, Duel Gundam is notable as the machine on which the frames of the other Gundams, except for the transformable Aegis, were based. In addition, Duel features something that Buster and Blitz lack -- versatility. It is not a weakness that it features no special gimmicks like the Mirage Colloid particles or that it does not have a special role like long-range support fire. Unlike its two sister units, Duel is equipped to take part in battle anywhere, under any circumstances, much like the highly adaptable Strike, and to a lesser degree, Aegis. Being such a basic unit, Duel features fairly basic weapons. Mounted on its head is a pair of 75mm Igelstellung vulcans. Behind its shoulders, it carries a pair of beam sabers. It is also equipped with a 57mm high-energy beam rifle, which, unlike that used by Strike Gundam, comes with a 175mm grenade launcher mounted on the bottom. Shortly after being captured by ZAFT, Duel is equipped with an assault shroud, providing it with extra armor and extra weapons. The new additions to its arsenal include a 115mm railgun, mounted on the right shoulder, and a 220mm 5-barrel missile pod, contained inside the left shoulder. Like its sibling Gundams, Duel is powered by a battery and protected by impenetrable Phase Shift armor. Duel Gundam remains in the possession of Yzak Jule throughout the remainder of the war. Taking serious damage in several battles, it is repaired time and again and manages to escape the final confrontation between the Earth Alliance, ZAFT, and the Clyne faction relatively intact, which is more than can be said for many of its companions. ***************************************************************************** 4.G BUSTER ***************************************************************************** Pilot: Dearka Elthman Allegiance: ZAFT Unit Type: Mobile Suit Model: GAT-X103 Height: 18.86 m Weight: 84.2 tons Armor: Phase Shift Armor Armaments: 350mm Gun Launcher x 1 94mm High Energy Rifle x 1 220mm 6-Barrel Missile Pod x 2 Move List: Artillery: QCF + Sq Descending Kick: QCF + Tr Double-Cannon Air Beam: Tr + Ci Combo List: Combo 1: Tr -> F + Tr Combo 2: Tr -> F + Tr -> U + Tr Combo 3: Tr -> U + Tr -> F + Tr Combo 4: D + Sq (also works in mid air) The second unit produced by the Federal Union of the Atlantic's Gundam project, the GAT-X103 Buster Gundam was captured by Dearka Elthman during the raid on Heliopolis, and it would remain in his possession throughout the rest of the war. Designed for long-range artillery fire, Buster features no close combat weaponry, like beam sabers or anchors. Its main weapons are its gun launcher and high energy rifle, which can be docked together or carried separately in either arm while in battle. When not in use, the gun launcher is mounted behind Buster's right arm and the high energy rifle is mounted behind its left. Additionally, each shoulder carries a 6-barrel missile pod. Like its sister units, Buster is powered by a battery and shielded by Phase Shift armor. Dearka Elthman pilots Buster Gundam into battle a number of times after capturing it on Heliopolis. Generally escaping relatively intact from most of its engagements throughout the war, Buster sustains tremendous damage in the final battle between the Earth Alliance, ZAFT, and the Clyne faction, and its remains are collected by the battleship Archangel. ***************************************************************************** 4.H BLITZ ***************************************************************************** Pilot: Nicol Amarfi Allegiance: ZAFT Unit Type: Mobile Suit Model: GAT-X207 Height: 18.63 m Weight: 73.5 tons Armor: Phase Shift Armor Armaments: Gleipnir x 1 Trikeros Shield x 1 Trikeros Features: Lancer Dart x 3 Combined Use Beam Saber/Beam Rifle x 1 Special Equipment: Mirage Colloid Move List: Lancer Dart: QCF + Sq Gleipnir(Anchor): QCF + Tr Mirage Colloid: Sq + Tr Disable Mirage Colloid: (mirage colloid activated) Sq + Tr Combo List: Combo 1: Tr -> F + Tr Combo 2: Tr -> F + Tr -> F + Tr Combo 3: Tr -> U + Tr -> F + Tr Built as part of the Federal Union of the Atlantic's Gundam project, the GAT-X207 Blitz Gundam is captured during ZAFT's attack on the neutral space colony Heliopolis and thereafter flies into battle under the control of fifteen-year-old pilot Nicol Amarfi. Like the other four Gundams, Blitz is protected by sturdy Phase Shift Armor and powered by battery so as to escape the effects of the Neutron Jammers implanted in the Earth. Its primary weapon is its Trikeros shield, mounted on its right arm. The Trikeros houses a beam saber/beam rifle and three Lancer Darts. On the left arm is mounted the Gleipnir anchor, which can be fired at enemies as a large projectile weapon. In addition to its standard armaments, Blitz Gundam carries one more special piece of equipment. The Mirage Colloid particles coating Blitz Gundam's body allow it to turn transparent and disappear from radar, effectively enabling it to vanish into thin air. The only drawback to using Mirage Colloid is the massive drain it puts on Blitz's power source, requiring that the Phase Shift armor be powered down during use. Although the Blitz Gundam becomes vulnerable to physical attack, Mirage Colloid proves quite useful at times. It is the use of this system that allows ZAFT to penetrate the Artemis Umbrella shield and destroy the Eurasian Federal Republica's asteroid stronghold, Artemis. After being captured by ZAFT, Blitz Gundam remains in the sole possession of Nical Amarfi. It is piloted numerous times by the young Coordinator against the Alliance battleship Archangel before eventually being destroyed in battle by the GAT-X105 Strike Gundam as Archangel departs from the Kingdom of Orb. ***************************************************************************** 4.I AEGIS ***************************************************************************** Pilot: Athrun Zala Allegiance: ZAFT Unit Type: Transformable Mobile Suit Model: GAT-X303 Height: 18.86 m Weight: 79.9 tons Armor: Phase Shift Armor Armaments: 60mm Beam Rifle x 1 75mm Igelstern Fire-linked Anti-aircraft Vulcan Gun x 2 Beam Saber x 4 Shield x 1 Mobile Armor Mode: 580mm Scylla Energy Cannon x 1 Move List: Mid-Air Dash: (while hovering) F -> F 580mm Scylla Energy Cannon: QCF + Sq Beam Saber Uppercut: QCF + Tr 4 Beam Sabers Attack: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> F + Tr -> U + Tr Combo 3: Tr -> F + Tr -> F + Tr -> D + Tr -> U + Tr Built by the Federal Union of the Atlantic as part of the Gundam project, the GAT-X303 Aegis Gundam is among the four Gundams captured when ZAFT attacks the supposedly neutral space colony Heliopolis. Following its capture, it is assigned to sixteen-year-old Athrun Zala for use against the Earth Alliance. As the other Gundams are, Aegis is protected by Phase Shift Armor. Its primary weapon is a 60mm beam rifle, mounted on its right leg when not in use. Additionally, it carries four beam sabers -- one mounted on each arm and leg -- and a shield that is known to double as a projectile weapon for some unfortunate Alliance pilots. Aegis Gundam's head packs a pair of 75mm Igelstern vulcan guns. Unlike the other Gundams, Aegis' design is not based on the basic frame of the GAT-X102 Duel Gundam. This is because Aegis Gundam, unlike the others, was designed to transform into a mobile armor. When in mobile armor mode, the Gundam has access to one more weapon, its powerful 580mm Scylla energy cannon. By far Aegis Gundam's most powerful weapon, the Scylla cannon packs quite a punch, posing a threat to enemy mobile suits and capital ships alike. Aegis Gundam remains Athrun Zala's personal mobile suit throughout ZAFT's pursuit of the Earth Alliance battleship Archangel. Following the ship's departure from the neutral Kingdom of Orb, Aegis Gundam fights the GAT-X105 Strike Gundam to a stalemate, then self-destructs when its Phase Shift runs out. ***************************************************************************** 4.J FREEDOM ***************************************************************************** Pilot: Kira Yamato Allegiance: Clyne Faction Manufacturer: ZAFT Unit Type: Mobile Suit Model: ZGMF-X10A Height: 18.03 m Weight: 71.5 tons Armor: Phase Shift Armor Armaments: M100 Balaena Plasma Beam Cannon x 2 MA-M01 Lacerta Beam Saber x 2 MA-M20 Lupus Beam Rifle x 1 MMI-GAU2 Picus 76mm CIWS x 2 MMI-M15 Xiphias Railgun x 2 Anti-Beam Coated Shield x 1 Special Equipment: Neutron Jammer Canceler Power Plant: Compact nuclear fission reactor, 8826 kW Move List: Xiphias Railguns: QCF + Sq Double Sword Uppercut: QCF + Tr Multi-Attack Beam: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> U + Tr Combo 3: Tr -> F + Tr -> F + Tr -> B + Tr Combo 4: Tr -> F + Tr -> F + Tr -> U + Tr Combo 5: Tr -> F + Tr -> F + Tr -> D + Tr -> D + Tr Combo 6: Tr -> F + Tr -> F + Tr -> D + Tr -> QCF + Tr Built by ZAFT using technologies borrowed from the captured Earth Alliance Gundams, the ZGMF-X10A Freedom Gundam was intended to work together with the ZGMF-X09A Justice Gundam and the battleship Eternal. However, before it could ever be fielded by its own builders, Freedom was captured by Earth Alliance pilot Kira Yamato with the aid of Lacus Clyne. Like the captured Alliance Gundams, Freedom Gundam is protected by impenetrable Phase Shift armor. However, in contrast to its predecessors, Freedom is not powered by a battery. Instead, it can operate indefinitely with a nuclear fission reactor, using ZAFT's new N-Jammer Canceller to escape the effects of the N-Jammers implanted in the Earth. In contrast to the relatively lightly-armed machines produced by the Federal Union of the Atlantic's project, Freedom Gundam is a veritable powerhouse. Stored in its wings are a pair of M100 Balaena plasma cannons, which, when in use, rest on Freedom's shoulders. On either hip is mounted its pair of MMI-M15 Xiphias railguns, which fold up when not in use. In its head, Freedom packs a pair of MMI-GAU2 Picus vulcans. On its hips, Freedom stores a pair of beam sabers, which can be connected together to create one big double-bladed beam saber. It also comes equipped with an anti-beam coated shield and the MA-M20 Lupus beam rifle. After being captured by Kira Yamato, Freedom participates in the battle between ZAFT and the Alliance at the Alliance's headquarters in Joshua, Alaska. After being reunited with the crew of the battleship Archangel, Kira and friends head to Orb and then into space, where, as the Clyne faction, they fight both the Alliance and ZAFT. In the final battle between the three powers, Freedom's METEOR platform is destroyed and Freedom Gundam itself sustains heavy damage in battle against the ZGMF-X13A Providence Gundam. ***************************************************************************** 4.K JUSTICE ***************************************************************************** Pilot: Athrun Zala Allegiance: ZAFT Clyne Faction Unit Type: Mobile Suit Model: ZGMF-X09A Height: 18.56 m Weight: 75.4 tons Armor: Phase Shift Armor Armaments: MA-M01 Lacerta Beam Saber x 2 MA-M20 Lupus Beam Rifle x 1 MM1-GAU1 Sagittus 20mm CIWS x 1 RQM51 Beam Boomerang x 2 Anti-Beam Coated Shield x 1 Special Equipment: Neutron Jammer Canceler Sub-flight System Sub-flight System Armaments: GAU5 Volucris Fixed Machine Gun x 4 M9M9 Cervus Turret-Mounted Machine Gun x 2 MA-4B Fortis Beam Cannon x 2 Power Plant: Compact nuclear fission reactor, 8826 kW Move List: MA-4B Fortis Beam Cannons: QCF + Sq Double Sword Uppercut: QCF + Tr Twin-Sabre Attack: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> B + Tr Combo 3: Tr -> D + Tr -> F + Tr Combo 4: Tr -> D + Tr -> B + Tr Combo 5: Tr -> B + Tr -> U + Tr -> F + Tr -> F + Tr -> B + Tr Using technology acquired from the captured Earth Alliance Gundams, ZAFT built the ZGMF-X09A Justice Gundam. Following the destruction of the captured Aegis Gundam, Justice was entrusted to the former pilot of Aegis, Athrun Zala. His first mission: to retrieve or destroy Freedom Gundam, stolen by his best friend, Earth Alliance pilot Kira Yamato. Like Freedom Gundam, Justice utilizes Phase Shift armor technology gleaned from the other four Gundams. And, like Freedom Gundam, it uses a Neutron Jammer Canceller to negate the effects of the Neutron Jammers buried in the Earth, thus allowing it the use of a nuclear fission reactor instead of a battery. In terms of armaments, however, it is fairly lightly armed when compared to its powerhouse counterpart. It carries the same pair of Lacerta beam sabers equipped on Freedom. Stored on the hips, these beam sabers can be connected in battle to form one long, double-bladed saber. Like Freedom, it is also equipped with a Lupus beam rifle. The similarities end there. Justice's other weaponry consists of a pair of 20mm Sagittus vulcans, mounted in the head, and a pair of beam boomerangs, mounted on either shoulder when not in use. In addition to its regular armaments, Justice Gundam wears a backpack, known as the sub-flight system, which packs its own weapons. These include a pair of Cervus machine gun turrets, a pair of Fortis beam cannons, and a quartet of Volucris machine guns. The sub-flight system can be carried on Justice's back, or separated and remote-controlled as a separate weapon to help confuse the enemy in battle. Having been set loose with Justice Gundam to recover the captured Freedom Gundam, Athrun found the mobile suit and his friend in the United Emirates of Orb, entangled in a battle with invading Earth Alliance forces. After aiding Orb in repelling the initial assault, Athrun chooses to invest his power in the cause championed by Orb and the crew of the Archangel, to navigate a middle ground between the extremes represented by ZAFT and the Alliance. Thereafter, Justice flies into battle fighting alongside Freedom, and is eventually destroyed in the final battle in a bid to disrupt the ZAFT superweapon, Genesis. ***************************************************************************** 4.L ASTRAY RED FRAME ***************************************************************************** Pilot: Lowe Gear Allegiance: Junk Guild Unit Type: Mobile Suit Model: MBF-P02 Height: 17.53 m Weight: 49.8 tons Armaments: Beam Rifle x 1 Igelstern 75mm Anti-air Vulcan Gun x 2 Beam Saber x 2 Gerbera Straight Katana x 1 Move List: Charging Heat Attack: QCF + Sq Air Slash: QCF + Tr Sword Barrage: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> D + Tr -> U + Tr -> F + Tr Combo 3: Tr -> D + Tr -> D + Tr... (inifite) Combo 4: Tr -> F + Tr -> D + Tr -> U + Tr -> U + Tr (2hits) Combo 5: Tr -> F + Tr -> F + Tr -> B + Tr -> F + Tr Built on the space colony Heliopolis by the supposedly neutral Kingdom of Orb, the Gundam Astray was supposed to be destroyed during the ZAFT attack on the colony. Two versions, the Red Frame and Blue Frame, both survived the attack, but the Gold Frame was severely damaged. ***************************************************************************** 4.M ASTRAY BLUE FRAME ***************************************************************************** Pilot: Gai Murakumo Allegiance: Serpent Tail Unit Type: Mobile Suit Model: MBF-P03 Height: 17.53 m Weight: 49.8 tons Armaments: Beam Rifle x 1 Igelstern 75mm Anti-air Vulcan Gun x 2 Beam Saber x 2 Move List: Vulcan: QCF + Sq Double Sword Uppercut: QCF + Tr Homing Artillery Barrage: Tr + Ci Combo List: Combo 1: Tr -> F + Tr -> F + Tr Combo 2: Tr -> F + Tr -> F + Tr -> B + Tr Combo 3: Tr -> F + Tr -> U + Tr Combo 4: Tr -> F + Tr -> D + Tr -> D + Tr Combo 5: Tr -> F + Tr -> D + Tr -> F + Tr Built on the space colony Heliopolis by the supposedly neutral Kingdom of Orb, the Gundam Astray was supposed to be destroyed during the ZAFT attack on the colony. Two versions, the Red Frame and Blue Frame, both survived the attack, but the Gold Frame was severely damaged. ============================================================================= 5. Secrets ============================================================================= - To unlock VS Mode: Clear the first stage of Phase Mode. New gundams will be unlocked with each subsequent stage completed. - Unlocking Gundams(VS Mode): Phase 1: Strike Phase 2: Aile Strike Phase 3: Buster Phase 4: Sword Strike Phase 5: Duel Phase 6: Launcher Strike Phase 7: Duel-AssaultShroud Phase 8: Blitz Phase 9: Aegis Phase 10: Freedom - To unlock Attack Mode: Clear Phase Mode once. - Unlock Astray Red Frame: Clear 5 stages in Attack Mode. - Unlock Astray Blue Frame: Clear all stages in Attack Mode. - Unlock Justice Complete Phase Mode with 1,000,000 SP/Points or more. ============================================================================= 6a. 1,000,000 SP and the Tips to Get There ============================================================================= - Do not continue. Continuing brings your SP back down to 0, and you start at a later part of the stage, thus missing out on many kills and oppotunities for points. - Front to Back Stages: Do not move if possible. This applies to especially the beginning of Stage 2, where merely holding down the Shot button will suffice. When you destroy multiple enemies one at a time without moving at all, mutipliers will start to add up. Example: 1st kill, 800SP. 2nd kill, 800SP x 2. 3rd kill, 800SP x 3... etc Moving or maneuvering, with control pad/analog or thrusters, will break the combo. - Always engage in melee combat if possible. It is easier to earn points in melee combat, as you can combo each individual enemy easily. To earn score multipliers for melee combat, destroy the enemy in a combo. Example: Tr -> F + Tr -> F + Tr (enemy is destroyed) 3 hits, therefore the score you get is 3 x 800 SP(example score). Only the defeating blow and combo counts. If you comboed the enemy 4 hits before, but only defeat it with 1 or first combo blow, your score will be x 1. One note: The combo/multiplier system is not very well designed. If you destroy the enemy in a single hit, but on the third hit of a combo(assuming that the first 2 hits missed) you will still get a x 3 score multiplier. - Take advantage of Seed Mode! Seed Mode grants your gundam greatly raised attack, and a x 10 multiplier for each enemy destroyed. So, raise your arms and start attacking all enemies in sight! You could easily rack up to at least 30k in points or up to 80k if Seed Mode kicks in at the right time. (You know you're in Seed Mode when you just leveled up your OS and have a red aura surrounding your gundam.) - Stage 1 Hints Most enemies die in 3 hits. Use the (Tr -> F + Tr -> F + Tr) combo to get a x 3 score multiplier for each melee kill. This combo should be easy to pull off, as you can just hold forward and tap the triangle button. - Stage 2 Hints At the starting part of the stage, holding down the square(Shot) button is sufficient. Do NOT move. Because for each subsequent kill you acheive without moving, you gain score multipliers. (x 2, x 3, x 4 etc) Only when the enemies start to target and open fire, thruster out of harm's way. On the later part of the stage, enemies will start approaching you for melee combat. Take every opportunity to engage in melee combat! Gundam Strike automatically combos the enemies, resulting in greater scores. - Stage 3 Hints The majority of enemies are now defeated in 4 melee hits. A great opportunity to chain 4 hit combos to defeat them, getting you some great scores. - For the rest of the stages, follow the strategies above and you'll stand a good chance to nab a high score! :) ============================================================================= 6b. Judo Asheta's Hints for High Records ============================================================================= "this is for the skilled ones who seriously want a high record" --- Hint for Phase 1 At start when there are Jins coming at you wait until there are two in the screen. The difficult bit is to kill both with this Combo TR>F+TR>U+TR>F+TR both with the last attack. (3hits for last attack) It gives 200X4 + 200X5. 200X4 is not shown but you can calculate it from the total. Try to do this through the whole Phase and to Kuruze if you seriously want. Another Hint for Phase 1 If you do what as what I said you be close to SEED when you are on the
elevator. Kill the jin with combo until you are on SEED. When you are on SEED 
Stand at the very right of the elevator facing left and hold on to the Square
(shoot)until you have killed the Jin after when the elevator has stopped(Comes
from the right after when the elevator has stopped) While you are on it you 
will go back to normal from SEED don't worry just keep shooting you will get 
X5 from each Jin that comes out if you do it properly. 

Note 
Don't try to get too much SP because you might end the Phase at OS3 by killing
the last guy something like that. (SEED wasted) 
-----

---
Hint for Phase 2 
Do as what the 6a. tips say except the dodging. When you get close to the 
colony lots of Jin appear at same time don't get too worried about your PS 
armour if you do this right you will get To Aegis with about 5-10PS left. At 
every screen the Jins appear at certain pattern. The Jins that stay back are 
usually the ones that appear first and are easiest to kill(3 shoot) The ones 
that come at you are the tough one and the one that give you more SP. The key 
here is to use the L1&R1 well. Note the Jin with better armour leaves the 
screen after a certain time so this is the tricky part. 
1.Always try to take the back ones out first (3shoot) 
2.Ignore the missiles etc because you can get up to OS5-7 depending on how well
you do in Phase1 
(Each OS level gives 4 current PS Armour and 1+ to the max) OS7 is not 
recommanded you usually get it near just before fighting Athrun. 
3.Shoot down the though ones when you have the oppotunity. 
4.Never go melee until the very last part of colony (just before fighting 
Aegis) where you only melee since the Jins that appear there seem to only 
melee and watch for the sniper you know. (Max X7 with melee in the Phase) 

NOTE 
If Step 1 is not done properly you will lose alot of PS armour may even PS 
down. I believe you know that in Phase2 you do not lose the equipment (Aile
striker). If this happen (PS down) it will become never impossible. 
-----

---
Hint for Phase 3 
Not much but you can try this crazy thing (I occasionally fail to do it) 
This is very suicidle thing. You know when the first ship appears and with Jin
appearing, STAND STILL and do pretty much what I do in Phase 2 (L1&R2)
1.Kill the Jins that appear so you get the multiplier(min 4 Jins) when you 
have time damage (don't destroy) the cannons of the ship. 
2.Then try to destroy the cannons which are worse alot :you know that: NOTE 
there will be more Jin (no more than two at a time) so it is up to the player 
to destroy the ship first or the Jin. I recommand to destroy the Jin as soon 
as you see them since they have combo unlike the ship which has slow firing 
rate. The PS armour will drop rapidly if the Jin get close to you, you might 
be unable to fight Duel and Buster at your full potential with low PS. When 
EVER when you fight a GUNDAM try to get the most SP from them finishing it off
with the last attack of the longest combo. 
Recommanded Frame [Aile] 
-----

---
Hint for Phase 6 
Do the same as what I said in Phase 2(NEVER MOVE) until the last part when you
are fighting the boss. Do what ever you what. Recommanded to destroy the 
hangers of the Sub at the back of the screen not just for SP but the stop the
MSes coming out. 
-----

---
Hint for Phase 7 
It is very simple to get the highest SP in this Phase all to have to do is 
damage the two Gundams that come get them both down to like near death like 
one shoot kill. Try to finish both by not moving [Stand still and shoot] Do 
this to Blitz and Aegis as well. SP you get by doing it (7000 + 7000X2)X2 + 
the shooting points each worth 40SP 
Recommanded frame [Aile] 
-----

---
Hint for Phase 10 
At very start where about 2 jin drop, go to the end of screen and jump around
(so you don't hit) and wait until more jins drop in. After when they all land
(About 5 in total) get the timing and positioning right so you can get all in
this combo TR > F+TR > F+TR > D+TR > D+TR *> QCF+TR*(doesn't always works but
when it does X6) or your combo No6 [TR > F+TR > F+TR > D+TR > QCF+TR] Not 100%
about the point of the jins'(???) but it will give you 
???X5+???X6+???X7+???X8+???X9 On the screen (top right) it will only show the
X9. If you don't believe the X5+X6 etc you can calculate it for yourself 
(remember 50 point is given for each hit with melee attack with Freedom so 
that will be about 4attack since you kill them with 5th doesn't count and 5 
jin = 4attackX50SPX5Jins To the other MS then Jin you will have to damage 
them to a certain health so you can kill with one combo to get the bonus(X?) 
and it is possible to get X10 without being on SEED. 
(Only possible in Phase 10) 

Do the similar thing through out the whole phase even to 
Duel A.S{max of X6}(killing more then one in the combo) because there is 
*kill multiplier* as well as the multiplier with the number of the attack you
destroyed the ms with which we all should know. 
-----


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

7. Voice Actors/Seiyuu List

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

Narration: Mitsuishi Kotono

Kira Yamato :: Hoshi Souichirou

Athrun Zala :: Ishida Akira

Lacus Clyne :: Tanaka Rie

Miriallia Haww: Toyoguchi Megumi

Murrue Ramius :: Mitsuishi Kotono

Fllay Allster: Kuwashima Houko

Mwu La Flagga: Koyasu Takehito

Natarle Badgiruel: Kuwashima Houko

Cagalli Yula Athha: Shindou Naomi

Dearka Elthman: Sasanuma Akira

Nicol Amarfi: Mami

Yzak Jule: Seki Tomokazu

Raww Le Klueze: Seki Toshihiko

Andrew Bartfeld: Okiayu Ryoutarou

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

8. Glossary of Terms:

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

G.U.N.D.A.M
1. (General Unilateral Neurolink Dispersive Autonomic Maneuver)
2. (General Purpose Utility Non-Discontinuity Augmentation Maneuvering Weapon
System)
3. (Generation Unsubdued Nuclear Drive Assault Module)

ZAFT
(Zodiac Alliance of Freedom Treaty) 

O.M.N.I. Enforcer 
(Oppose Militancy and Neutralise Invasion Enforcers)

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

9. Acknowledgements

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

The information of the Gundams are provided with permission by the 
website "Alternate Universe Gundam". http://www.987.info/zaph/index.html

Thank you Zaph of Alternate Universe Gundam for all your help!

The majority of the combos for the Gundams are taken from the combo and move
lists in the manual. They are compiled here for easy reference. Combos for
Freedom, Justice, Astray Red and Blue Frame in this guide are discovered
by me.

The original codes to unlock the 3 secret gundams are from the Codes and 
Secrets section of Gamefaqs, and posted by Kouli.

v1.1 - Thank You CJayC for putting this FAQ up! 8D

v1.1 - Thanks to Zaph for correcting my mistake of confusing the Astray Red and
Blue Frames with the mass-produced version!

v1.1 - Thanks to n3w_typ3 for correcting several mistakes in my guide!

v1.11 - Thanks to Don "Ratchet Altair fans unite!" Chan for correcting several
mistakes in my guide! http://www.gamefaqs.com/features/recognition/146.html

v1.21 - Unlocking Gundams(VS Mode) list suggested by Don "Ratchet Altair fans 
unite!" Chan. http://www.gamefaqs.com/features/recognition/146.html

v1.31 - A big THANK YOU! goes to Don "Ratchet Altair fans unite!" Chan, 
NagaharuJin, Asagiri Yohko and n3w_typ3 for making my voice actors/seiyuu list
possible! Thank You all! :D

v1.32 - Thank You to Don "Ratchet Altair fans unite!" Chan for correcting
Tanaka Rie's name! http://www.gamefaqs.com/features/recognition/146.html

v1.42 - Original table of OS levels and requirements were taken from this site:
http://www002.upp.so-net.ne.jp/ggt/seed.htm
Thank You Asagiri Yohko for providing me the link!

v1.43 - Thank You Thomas TRAN for providing me information for OS levels 
nine and ten, and any effects if OS level is maxed!

v2.44 - Thank You Zaph for that speedy update of the many mobile suit profiles!
You're a really hardworking webmaster! Keep up the excellence in the quality of
your work! And remember to take a break when you need one! 8D

v2.44 - Thank You Don "Ratchet Altair fans unite!" Chan for the glossary of 
terms! http://www.gamefaqs.com/features/recognition/146.html

v2.54 - Thank You Don "Sailormoon haters unite!" Chan for adding some keys and
adding the Mid-Air dash move for Aile Strike and Aegis along with the
suggestion that I add that sq + tr disables the mirage colloid for Blitz.
http://www.gamefaqs.com/features/recognition/146.html

v2.55 - Thanks to shadow411 for the spelling correction in Astray Blue's
profile.

v2.56 - Thanks to Hattori for a spelling correction and additions to the
glossary of terms.

v2.66 - MAJOR contribution by Judo Asheta! He sent in combos for Duel AS,
Buster, Astray Red and Astray Blue. He has also sent in a whole lot of tips,
which I've made a whole new section for. THANK YOU Judo Asheta! :D

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

10. Contact/Contribute

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

Some information might be missing. Some might be wrong. If you can provide 
additional information, combos, techniques or ideas, or wish to correct me do 
not hesitate to e-mail me at skyysia@hotmail.com. I will update the FAQ as 
soon as possible, and will fully credit you.

For any additional questions or requests, you can e-mail me as well. 
skyysia@hotmail.com

If you wish to chat with me, you can IM me over MSN Messenger or AIM.
MSN: skyysia@hotmail.com
AIM: SaikoMelon

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

11. Copyrights

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

This Document © 2003 Skyy Sia/SaikoMelon 

If you wish to use this FAQ for your website, publication, or anywhere else, 
you must seek the author's(my) permission. 
(Don't worry, chances are, I'll allow you to use it. I'm easy-going like that.)

Altering any content in this FAQ is not allowed. Using an altered version of my
FAQ as your own is a strictly not allowed and against copyright law.

There should be no changing of the author's name(mine) at any time, should you
happen to use this FAQ.

Sites Allowed To Use This FAQ:
www.gamefaqs.com
www.cheatcc.com
www.neoseeker.com
http://freecheatcodesforyou.tripod.com/ps2/

E-mail: skyysia@hotmail.com