Kidou Senshi Gandamu: Senshitachi no Kiseki aka Mobile Suit Gundam: Ace Pilot aka Mobile Suit Gundam: Path of the Soldiers aka "That Gamecube Gundam game" Overly-detailed Guide by Githon Version 1.17 Last Updated 06/27/2004 -------------------------------------------------------------------------------- Table of Contents: 01 - Introduction (Incomplete) 02 - Updates 03 - Controls 04 - Abilities 05 - Skills 06 - HUD (Not Yet) 07 - MS/MA Information - Federation Space & Ground Use - Federation Space-Use Only - Federation Ground-Use Only - Zeon Space & Ground Use - Zeon Space-Use Only - Zeon Ground-Use Only - Unique Craft - Weapon Information (Not Yet) 08 - Pilot Information (Not Yet) 09 - Walkthroughs (Incomplete) - Tutorial - Amuro Ray - Shiro Amada - Christina Mackenzie - Kai Shiden - Sayla Mass - Hayato Kobayashi - Char Aznable - Ramba Ral (Not Yet) - Norris Packard (Not Yet) - Anavel Gato (Not Yet) - Bernard Wiseman (Not Yet) - Johnny Ridden (Not Yet) - Gaia (Not Yet) - Aina Sahalin (Not Yet) - Hardcore Missions (Not Yet) 10 - Unlockables (Not Yet) 11 - Credits/Copyright/Contact Information (Incomplete) -------------------------------------------------------------------------------- [ 01 INTRODUCTION ] These Walkthroughs are written in the order of assuming you play all the way through pilots unlocking everything, and play the Pilots in the order you earn them: IE, you A/S Rank all of Amuro's missions, then A/S Rank all of Shiro's, Chris', Kai's in that order, since that's how you unlocked them. Crazy, I know. But if you have a better skill unlocked from some other level, I advise you to take it. Warning: Excessive amounts of verbosity contained herein may cause headaches, nausea, loss of appetite, dry mouth, double vision, tremors, depression, and cancer in lab rats. Unless otherwise instructed by your practicing physician, avoided prolonged contact with this document. You don't wanna give the cute little lab rats cancer, do you? -------------------------------------------------------------------------------- [ 02 UPDATES ] 06/27/2004 Added Char. Needs a bit of cleaning. But still very functional. Also added Abilities and Skills. They still need commentary. 06/26/2004 Added Hayato. Still needs some verification (Since some of the enemy MS data is taken from Kai's walkthrough), but I'm confident enough to post it. Also note that the unlock information needs some tweaking (IE Skills are unlocked at level 2 with a B, and level 3 with an A. S is irrelevant). 06/25/2004 Added Kai and Sayla walkthroughs. All that's left is Hayato, and I'm done with the Fed standard missions. 06/20/2004 D'oh. The 14th was one of those days it seems. I removed the Not Yet tags from Shiro and Chris in the table of contents. I also added the Unique Craft (Core Fighter, Type-61, etc) to the MS/MA listing, which was completely and totally done, and I merely neglected to paste it in during the last update. Again: Oops :) 06/14/2004 Added Shiro and Chris. They required a lot less editing than I thought to make them suitable for upload. So I could've put them up on the 9th. Oops :) Added MS/MA Stats. Commentary and notes on special attacks to follow. Added those little --- breaks between sections/missions to make it easier to read. Thanks for the suggestion LqdPanda! 06/09/2004 Strung together chunks of the guide that I had ready. Please note that a lot of the sections labeled In Progress/Not Yet are either a painfully simple matter (Such as the HUD), or are available and just need some editing (MS/MA Information, Walkthrough for Shiro & Chris). I figured it's just high time I get this thing online. -------------------------------------------------------------------------------- [ 03 CONTROLS ] Menu Controls: Control Stick - Scroll through options A - Select B - Cancel/Go Back In-Game Controls: Start - Time Stop (Pause) DPad Up - Activate Aiming skill DPad Down - Deactivate Aiming skill DPad Right - Mission Map DPad Left - Ability Select Control Stick - Rotate (Space) Control Stick - Move relative to camera (Ground) Control Stick (While Guarding) - Move in direction held (Space) Control Stick (While Guarding) - C-Stick - Move Camera A - Fire selected main weapon B - Infight (Melee) X - Lock on/Change Target Hold X - Deactivate Lock Y - Fire sub weapon Z - Switch weapons L - Guard/Brake (Space)/Lock Camera behind Player Unit Double-Click L - Move backwards (Space) R - Move (Space) R - Ground boost/dash (Ground) Click R - Boost (Space) Click R - Jump (Ground) L+B - Special Attack L+Z - Toggle two-handed firing mode -------------------------------------------------------------------------------- [ 04 ABILITIES ] Direct Hit (3P): Improves pilot's aim and increases the chance of scoring a direct hit. Quick Sense (2P): Improves pilot's evasiveness, causing enemy's shots to graze/miss you. Predict (1P): Increases speed of locking on. Strong Will (1P): Lowers Pressure Level faster. Hide (3P): Hides you from enemy radar. Awaken (3P): Game slows down dramatically, colors are inverted. Player's MS is invulnerable. Speed Up (1P): MS moves more quickly. Advise (2P): Increase the defense on any allied unit. Leadership (1P): All allies within a certain radius will have their Pressure Level lowered. All enemies within same range will be Found. Threaten (2P): Increases Pressure Level of all enemies in range. -------------------------------------------------------------------------------- [ 05 SKILLS ] Group A (Weapon): Continuous Fire (3 Kanji): Increases fire rate/ammo of beams and machine guns. Quick Fire (3 Kanji): Increases fire rate/ammo of bazookas, cannons, and missiles Combo (2 Kanji): Increases number of melee attacks you can do in a row. Number increases as skill levels up. Beam Power Up (2 Kana, 2 Kanji): Increases damage done by (projectile) beams. Shell Power Up (4 Kanji): Increases damage done by bullets. HE Power Up (4 Kanji): Increases damage done by explosives. Melee Power Up (4 Kanji): Increases damage done by hand-to-hand combat. Group B (Defense): Anti-Beam (1 Kanji, 2 Kana): Decreases damage taken by (projectile) beams. Anti-Shell (2 Kanji): Decreases damage taken by bullets. Anti-HE (2 Kanji): Decreases damage taken by explosives. Anti-Stun (1 Kanji, 3 Kana): Decreases time unit is affected by stun. Anti-Speed Down (6 Kanji): Decreases time unit is affected by speed-down. Anti-Overheat (5 Kanji): Decreases time unit is overheated. Anti-Power Down (1 Kanji, 4 Kana, 2 Kanji): Decreases time unit is affected by power-down. Group C (Movement): Front/Back Dash (2 Kanji, 4 Kana): Faster/Further Front/Back dash. Lateral Dash (2 Kanji, 4 Kana): Faster/Further Left/Right dash. Improved Water Mobility (3 Kanji): Increases speed/agility of movements in water. Improved Space Mobility (3 Kanji): Increases speed/agility of movements in space. Improved Ground Mobility (4 Kanji): Increases speed/agility of movements on the ground. Group D (Systems): Aiming (5 Kana): Most weapons can be used with the scope for pinpoint first-person accuracy. Quick Draw (6 Kana): Speeds up weapon switching Quick Reload (7 Kana): Quick Reload, Speeds up reload time Ship Killer (5 Kana): Does more damage to ships. Level 3 allows targeting of the bridge for an even faster kill. Lock-On (1 Kanji, 1 Kana, 1 Kanji, 2 Kana): Allows sub-weapon lock on enemy projectiles, so they can be shot down. -------------------------------------------------------------------------------- [ 06 HUD ] In Progress -------------------------------------------------------------------------------- [ 07 MS/MA INFORMATION ] [ FEDERATION SPACE & GROUND USE ] Model: RX-78-2 Name: Gundam Armor: 4 Move Speed: 2 Turn Speed: 2 Vernier: 3 Power: 2 Radar: 3 Weight Capacity: 1 Mobility; Land: 2 Water: 2 Space: 3 Weapon I: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-77-2), 90mm Machine Gun, Hyper Bazooka, Rocket Launcher, Missile Launcher, Gundam Hammer, Hyper Hammer Weapon II: Same, None Sub Weapon: 60mm Vulcan Melee: Beam Sabre Shield: Federation Tower Style ------------------------------------ Model: RX-78-2 M.C. Name: Gundam; Magnetic Coating Armor: 4 Move Speed: 3 Turn Speed: 3 Vernier: 3 Power: 2 Radar: 3 Weight Capacity: 1 Mobility; Land: 3 Water: 2 Space: 3 Weapon I: Same as Gundam Weapon II: Same as Gundam Sub Weapon: 60mm Vulcan Melee: Beam Sabre Shield: Federation Tower Style ------------------------------------ Model: RX-77-2 Name: Guncannon Armor: 4 Move Speed: 1 Turn Speed: 2 Vernier: 2 Power: 2 Radar: 4 Weight Capacity: 2 Mobility; Land: 3 Water: 1 Space: 2 Weapon I: 240mm Cannon, Spray Missile Launcher Weapon II: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-77-2), Beam Rifle (RX-79[G]), 90mm Machine Gun, 100mm Machine Gun, 180mm Cannon (RX-79[G]), Hand Grenade (EFF), None Sub Weapon: 60mm Vulcan Melee: Grapple Shield: N/A ------------------------------------ Model: RGM-79 Name: GM Armor: 1 Move Speed: 2 Turn Speed: 2 Vernier: 2 Power: 1 Radar: 1 Weight Capacity: 1 Mobility; Land: 2 Water: 1 Space: 3 Weapon I: Beam Spray Gun, 90mm Machine Gun, 100mm Machine Gun, Hyper Bazooka, Rocket Launcher, Missile Launcher, Hand Grenade (EFF), Gundam Hammer Weapon II: Same, None Sub Weapon: 60mm Vulcan Melee: Beam Sabre Shield: Federation Tower Style ------------------------------------ Model: RX-78NT-1 Name: Gundam Alex Armor: 4 Move Speed: 4 Turn Speed: 5 Vernier: 5 Power: 2 Radar: 5 Weight Capacity: 1 Mobility; Land: 2 Water: 2 Space: 3 Weapon I: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-79[G]), Beam Rifle (RX-78NT-1), 90mm Machine Gun, Hyper Bazooka, Gundam Hammer, Hyper Hammer, None Weapon II: Gatling Gun [Fixed] Sub Weapon: 60mm Vulcan Melee: Beam Sabre Shield: Federation Tower Style (?) ------------------------------------ Model: RX-78-3 Name: G-3 Gundam Armor: 3 Move Speed: 3 Turn Speed: 4 Vernier: 3 Power: 5 Radar: 3 Weight Capacity: 1 Mobility; Land: 2 Water: 2 Space: 3 Weapon I: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-77-2), Beam Rifle (RX-78NT-1), 90mm Machine Gun, 100mm Machine Gun, Hyper Bazooka, Rocket Launcher, Missile Launcher, Hand Grenade (EFF), Gundam Hammer, Hyper Hammer Weapon II: Same, None Sub Weapon: 60mm Vulcan Melee: Beam Sabre Shield: Federation Tower Style ------------------------------------ Model: RX-78-6 Name: Mudrock Gundam Armor: 4 Move Speed: 1 Turn Speed: 2 Vernier: 4 Power: 3 Radar: 4 Weight Capacity: 3 Mobility; Land: 2 Water: 1 Space: 3 Weapon I: 300mm Cannon [Fixed] Weapon II: Beam Spray Gun, Beam Rifle (RX-78-2), Beam Rifle (RX-77-2), 90mm Machine Gun, 100mm Machine Gun, 180mm Cannon (RX-79[G]), Hand Grenade (EFF), None Sub Weapon: 60mm Vulcan Melee: Beam Sabre Shield: Gundam MK-II / Mudrock Style ------------------------------------ Model: PERFECT GUNDAM Name: Perfect Gundam Armor: 5 Move Speed: 1 Turn Speed: 2 Vernier: 4 Power: 2 Radar: 3 Weight Capacity: 3 Mobility; Land: 2 Water: 1 Space: 3 Weapon I: Double Beam Gun [Fixed] Weapon II: Shoulder Cannon [Fixed] Sub Weapon: 60mm Vulcan Melee: Beam Sabre Shield: Federation Tower Style (?) -------------------------------------------------------------------------------- [ FEDERATION SPACE-USE ONLY ] Model: RB-79 Name: Ball Armor: 0 Move Speed: 1 Turn Speed: 2 Vernier: 1 Power: 0 Radar: 3 Weight Capacity: 0 Mobility; Land: N/A Water: N/A Space: 3 Weapon I: 180mm Cannon (Ball) [Fixed] Weapon II: None [Fixed] Sub Weapon: None Melee: Claw Arm Shield: N/A -------------------------------------------------------------------------------- [ FEDERATION GROUND-USE ONLY ] Model: RX-75 Name: Guntank Armor: 3 Move Speed: 1 Turn Speed: 0 Vernier: 1 Power: 1 Radar: 4 Weight Capacity: 3 Mobility; Land: 3 Water: 0 Space: N/A Weapon I: 120mm Cannon (Guntank) [Fixed] Weapon II: None [Fixed] Sub Weapon: BOB Missiles Melee: Rapid Turn Shield: N/A ------------------------------------ Model: RX-79[G] Name: Gundam [Ground Type] Armor: 4 Move Speed: 1 Turn Speed: 2 Vernier: 2 Power: 2 Radar: 3 Weight Capacity: 2 Mobility; Land: 3 Water: 2 Space: N/A Weapon I: Beam Rifle (RX-79[G] type), "100mm Machine Gun, 180mm Cannon (RX-79[G] type), Hyper Bazooka, Rocket Launcher, Missile Launcher [08th MS Team Set]", Hand Grenade (EFF) Weapon II: Same, None Sub Weapon: Chest Vulcan Melee: Beam Sabre Shield: Tackle Style ------------------------------------ Model: RX-79[G]Ez-8 Name: Gundam Ez8 (Extra Zero 8) Armor: 4 Move Speed: 2 Turn Speed: 2 Vernier: 2 Power: 2 Radar: 3 Weight Capacity: 2 Mobility; Land: 3 Water: 2 Space: N/A Weapon I: Beam Rifle (RX-79[G] type), [08th MS Team Set], Hand Grenade (EFF) Weapon II: Same, None Sub Weapon: 35mm Vulcan Melee: Beam Sabre Shield: Tackle Style ------------------------------------ Model: RX-79[G] (GM Type) Name: GM Head Gundam [Ground Type] Armor: 4 Move Speed: 1 Turn Speed: 2 Vernier: 2 Power: 2 Radar: 1 Weight Capacity: 2 Mobility; Land: 3 Water: 2 Space: N/A Weapon I: Beam Rifle (RX-79[G]), [08th MS Team Set] Weapon II: Same, None Sub Weapon: Chest Vulcan Melee: Beam Sabre Shield: Tackle Style ------------------------------------ Model: RGM-79[G] Name: GM [Ground Type] Armor: 3 Move Speed: 1 Turn Speed: 2 Vernier: 1 Power: 1 Radar: 1 Weight Capacity: 2 Mobility; Land: 3 Water: 2 Space: N/A Weapon I: 90mm Machine Gun, [08th MS Team Set], Hand Grenade (Federation) Weapon II: Same, None Sub Weapon: None Melee: Beam Sabre Shield: Tackle Style ------------------------------------ Model: RX-75 M.P. Name: Mass Production Guntank Armor: 2 Move Speed: 1 Turn Speed: 0 Vernier: 1 Power: 0 Radar: 5 Weight Capacity: 3 Mobility; Land: 3 Water: 0 Space: N/A Weapon I: 120mm Cannon (Guntank) [Fixed] Weapon II: None [Fixed] Sub Weapon: BOB Missiles Melee: Rapid Turn Shield: N/A -------------------------------------------------------------------------------- [ ZEON SPACE & GROUND USE ] Model: MS-06S (Char) Name: Zaku II S Char Aznable Custom Armor: 1 Move Speed: 2 Turn Speed: 2 Vernier: 2 Power: 1 Radar: 1 Weight Capacity: 1 Mobility; Land: 2 Water: 1 Space: 3 Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175 Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, N.C. Bazooka Weapon II: Same minus 120mm Zaku M. Gun, None Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: YMS-14 (Char) Name: Gelgoog S Char Aznable Custom Armor: 3 Move Speed: 2 Turn Speed: 3 Vernier: 4 Power: 2 Radar: 3 Weight Capacity: 2 Mobility; Land: 2 Water: 1 Space: 3 Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R., None Weapon II: Same Sub Weapon: None Melee: Beam Naginata Shield: Zeon Tower Style ------------------------------------ Model: MS-05B (Ramba) Name: Zaku I B Ramba Ral Custom Armor: 0 Move Speed: 0 Turn Speed: 1 Vernier: 1 Power: 0 Radar: 0 Weight Capacity: 2 Mobility; Land: 3 Water: 0 Space: 3 Weapon I: MMP-80 Machine Gun, 175 Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, 105mm Zaku M. Gun, N.C. Bazooka, None Weapon II: Same minus 105mm Zaku M. Gun Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-05B (Black Tri-Star) Name: Zaku I B Black Tri-Star Custom Armor: 0 Move Speed: 1 Turn Speed: 1 Vernier: 1 Power: 0 Radar: 0 Weight Capacity: 1 Mobility; Land: 2 Water: 0 Space: 3 Weapon I: MMP-80 Machine Gun, 175 Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, 105mm Zaku M. Gun, N.C. Bazooka, None Weapon II: Same minus 105mm Zaku M. Gun Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: YMS-15 Name: Gyan Armor: 3 Move Speed: 3 Turn Speed: 4 Vernier: 3 Power: 2 Radar: 3 Weight Capacity: 2 Mobility; Land: 3 Water: 2 Space: 2 Weapon I: Beam Sabre (Gyan) [Fixed] Weapon II: Hide Bomb [Fixed] Sub Weapon: Needle Missile Melee: Stab Shield: Gyan Buckler Shield [Fixed] ------------------------------------ Model: MS-06FZ Name: Zaku II FZ Armor: 1 Move Speed: 1 Turn Speed: 2 Vernier: 2 Power: 1 Radar: 1 Weight Capacity: 2 Mobility; Land: 2 Water: 1 Space: 3 Weapon I: MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, None Weapon II: Same Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-14A (Gato) Name: Gelgoog A Anavel Gato Custom Armor: 3 Move Speed: 2 Turn Speed: 3 Vernier: 3 Power: 2 Radar: 3 Weight Capacity: 2 Mobility; Land: 2 Water: 1 Space: 3 Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R., None Weapon II: Same Sub Weapon: None Melee: Beam Naginata Shield: Puncher Style ------------------------------------ Model: MS-06R-2 (Raiden) Name: Zaku II R-2 Jonny Raiden Custom Armor: 1 Move Speed: 2 Turn Speed: 2 Vernier: 3 Power: 1 Radar: 1 Weight Capacity: 1 Mobility; Land: 1 Water: 0 Space: 3 Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker Weapon II: Same minus 120mm Zaku M. Gun, None Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-14B (Raiden) Name: Gelgoog B Jonny Raiden Custom Armor: 3 Move Speed: 2 Turn Speed: 3 Vernier: 4 Power: 2 Radar: 3 Weight Capacity: 2 Mobility; Land: 1 Water: 0 Space: 3 Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R., None Weapon II: Same Sub Weapon: None Melee: Beam Naginata Shield: Zeon Tower Style ------------------------------------ Model: MS-05B Name: Zaku I B Armor: 0 Move Speed: 0 Turn Speed: 1 Vernier: 0 Power: 0 Radar: 0 Weight Capacity: 1 Mobility; Land: 1 Water: 0 Space: 2 Weapon I: MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, 105mm Zaku M. Gun, N.C. Bazooka, None Weapon II: Same minus 105mm Zaku M. Gun Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-06F Name: Zaku II F Armor: 0 Move Speed: 1 Turn Speed: 1 Vernier: 1 Power: 0 Radar: 1 Weight Capacity: 2 Mobility; Land: 1 Water: 1 Space: 3 Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, N.C. Bazooka Weapon II: Same minus 120mm Zaku M. Gun, None Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-14A Name: Gelgoog A Armor: 3 Move Speed: 2 Turn Speed: 3 Vernier: 3 Power: 2 Radar: 3 Weight Capacity: 2 Mobility; Land: 2 Water: 1 Space: 3 Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R., None Weapon II: Same Sub Weapon: None Melee: Beam Naginata Shield: Zeon Tower Style ------------------------------------ Model: MS-06R-1A (Black Tri-Star) Name: Zaku II R-1A Black Tri-Star Custom Armor: 0 Move Speed: 2 Turn Speed: 2 Vernier: 3 Power: 2 Radar: 1 Weight Capacity: 2 Mobility; Land: 1 Water: 0 Space: 3 Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker Weapon II: Same minus 120mm Zaku M. Gun, None Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-14B (Black Tri-Star) Name: Gelgoog B Black Tri-Star Custom Armor: 3 Move Speed: 2 Turn Speed: 3 Vernier: 4 Power: 2 Radar: 3 Weight Capacity: 2 Mobility; Land: 1 Water: 0 Space: 3 Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Beam RIfle (MS-14), Beam Bazooka, Trial Product B.R., None Weapon II: Same Sub Weapon: None Melee: Beam Naginata Shield: Zeon Tower Style ------------------------------------ Model: RX-78 Ver.CHAR Name: Gundam Char Custom Armor: 4 Move Speed: 2 Turn Speed: 2 Vernier: 3 Power: 2 Radar: 3 Weight Capacity: 1 Mobility; Land: 2 Water: 2 Space: 3 Weapon I: Beam Rifle (RX-78-2), MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, Beam Rifle (MS-14), Beam Bazooka, Trial Product B.R. Weapon II: Same, None Sub Weapon: 60mm Vulcan Melee: Beam Sabre Shield: Federation Tower Style -------------------------------------------------------------------------------- [ ZEON SPACE-USE ONLY ] Model: MS-09R (Gato) Name: Rick Dom Anavel Gato Custom Armor: 2 Move Speed: 2 Turn Speed: 2 Vernier: 3 Power: 1 Radar: 2 Weight Capacity: 3 Mobility; Land: N/A Water: N/A Space: 2 Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, Beam Bazooka, None Weapon II: Same Sub Weapon: Spread Beam Melee: Heat Sabre Shield: Puncher Style ------------------------------------ Model: MS-06C Name: Zaku II C Armor: 0 Move Speed: 0 Turn Speed: 1 Vernier: 0 Power: 0 Radar: 1 Weight Capacity: 3 Mobility; Land: N/A Water: N/A Space: 3 Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, N.C. Bazooka Weapon II: Same minus 120mm Zaku M. Gun, None Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-06RD-4 Name: Test-type Zaku Armor: 0 Move Speed: 2 Turn Speed: 2 Vernier: 3 Power: 1 Radar: 2 Weight Capacity: 1 Mobility; Land: N/A Water: N/A Space: 3 Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker Weapon II: Same minus 120mm Zaku M. Gun, None Sub Weapon: None Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-06R Name: Rick Dom Armor: 2 Move Speed: 2 Turn Speed: 2 Vernier: 3 Power: 1 Radar: 2 Weight Capacity: 3 Mobility; Land: N/A Water: N/A Space: 2 Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker, Beam Bazooka, None Weapon II: Same Sub Weapon: Spread Beam Melee: Heat Sabre Shield: Puncher Style ------------------------------------ Model: MS-09R (Black Tri-Star) Name: Rick Dom Black Tri-Star Custom Armor: 2 Move Speed: 2 Turn Speed: 2 Vernier: 3 Power: 1 Radar: 2 Weight Capacity: 3 Mobility; Land: N/A Water: N/A Space: 2 Weapon I: Same as Rick Dom Weapon II: Same as Rick Dom Sub Weapon: Spread Beam Melee: Heat Sabre Shield: Puncher Style ------------------------------------ Model: MSN-02 Name: Zeong Armor: 5 Move Speed: 2 Turn Speed: 3 Vernier: 4 Power: 4 Radar: 4 Weight Capacity: 5 Mobility; Land: N/A Water: N/A Space: 3 Weapon I: Mega Particle Cannon (Zeong) [Fixed] Weapon II: None [Fixed] Sub Weapon: Head M.P.C. Melee: Body M.P.C. Shield: N/A -------------------------------------------------------------------------------- [ ZEON GROUND-USE ONLY ] Model: MSM-07S (Char) Name: Z'Gok S Char Aznable Custom Armor: 2 Move Speed: 2 Turn Speed: 2 Vernier: 1 Power: 2 Radar: 1 Weight Capacity: 3 Mobility; Land: 3 Water: 3 Space: N/A Weapon I: One Arm M.P.C. [Fixed] Weapon II: Both Arms M.P.C. [Fixed] Sub Weapon: Missile Melee: Claw Arm Shield: N/A ------------------------------------ Model: YMS-07B (Ramba) Name: Gouf B Ramba Ral Custom Armor: 2 Move Speed: 2 Turn Speed: 2 Vernier: 2 Power: 1 Radar: 1 Weight Capacity: 1 Mobility; Land: 3 Water: 2 Space: N/A Weapon I: Heat Rod (Gouf) [Fixed] Weapon II: None, MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Cracker Sub Weapon: Finger Vulcan Melee: Heat Sword Shield: Gouf Normal Style ------------------------------------ Model: MS-07B-3 Name: Gouf Custom Armor: 2 Move Speed: 2 Turn Speed: 2 Vernier: 2 Power: 1 Radar: 2 Weight Capacity: 0 Mobility; Land: 3 Water: 2 Space: N/A Weapon I: Heat Rod (Gouf Custom) [Fixed] Weapon II: Same as Gouf Sub Weapon: Gatling Gun (Shield not required) Melee: Heat Sword Shield: Gouf Gatling Style ------------------------------------ Model: MS-06J Name: Zaku II J Armor: 0 Move Speed: 1 Turn Speed: 1 Vernier: 1 Power: 0 Radar: 1 Weight Capacity: 2 Mobility; Land: 3 Water: 2 Space: N/A Weapon I: 120mm Zaku M. Gun, MMP-80 Machine Gun, 175mm Recoilless Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker Weapon II: Same minus 120mm Zaku M. Gun, None Sub Weapon: Missile Launcher Melee: Heat Hawk Shield: Puncher Style ------------------------------------ Model: MS-09 Name: Dom Armor: 2 Move Speed: 5 Turn Speed: 2 Vernier: 1 Power: 1 Radar: 2 Weight Capacity: 4 Mobility; Land: 3 Water: 0 Space: N/A Weapon I: MMP-80 Machine Gun, 280mm Zaku Bazooka, 360mm Giant Bazooka, 880mm RB-T27 Bazooka, Hand Grenade (Zeon), Cracker Weapon II: Same, None Sub Weapon: Spread Beam Melee: Heat Sabre Shield: Puncher Style ------------------------------------ Model: MS-09 (Black Tri-Star) Name: Dom Black Tri-Star Custom Armor: 2 Move Speed: 5 Turn Speed: 2 Vernier: 1 Power: 1 Radar: 2 Weight Capacity: 4 Mobility; Land: 3 Water: 0 Space: N/A Weapon I: Same as Dom Weapon II: Same as Dom Sub Weapon: Spread Beam Melee: Heat Sabre Shield: Puncher Style ------------------------------------ Model: MSM-04 Name: Acguy Armor: 1 Move Speed: 1 Turn Speed: 2 Vernier: 0 Power: 2 Radar: 1 Weight Capacity: 5 Mobility; Land: 3 Water: 3 Space: N/A Weapon I: Mega Particle Cannon (Acguy) [Fixed] Weapon II: Mini Missile [Fixed] Sub Weapon: Vulcan Melee: Claw Arm Shield: N/A ------------------------------------ Model: MSM-07 Name: Z'Gok Armor: 2 Move Speed: 2 Turn Speed: 2 Vernier: 1 Power: 2 Radar: 1 Weight Capacity: 3 Mobility; Land: 3 Water: 3 Space: N/A Weapon I: One Arm M.P.C. [Fixed] Weapon II: Both Arms M.P.C. [Fixed] Sub Weapon: Missile Melee: Claw Arm Shield: N/A ------------------------------------ Model: MSM-03 Name: Gogg Armor: 3 Move Speed: 0 Turn Speed: 1 Vernier: 1 Power: 1 Radar: 0 Weight Capacity: 4 Mobility; Land: 2 Water: 3 Space: N/A Weapon I: Mega Particle Cannon (Gogg) [Fixed] Weapon II: None [Fixed] Sub Weapon: Missile Melee: Claw Arm Shield: N/A -------------------------------------------------------------------------------- [ UNIQUE CRAFT ] Model: ATTACK HELICOPTER Name: Attack Heli Armor: 0 Move Speed: 3 Turn Speed: 0 Vernier: 5 Power: 0 Radar: 1 Weight Capacity: 0 Mobility; Land: 2 Water: N/A Space: N/A Weapon I: 20mm Vulcan [Fixed] Weapon II: None [Fixed] Sub Weapon: Missile Melee: None Shield: N/A Location: Bernie Hardcore Mission ------------------------------------ Model: MAN-08 Name: Elmeth Armor: 5 Move Speed: 3 Turn Speed: 3 Vernier: 4 Power: 4 Radar: 5 Weight Capacity: 5 Mobility; Land: N/A Water: N/A Space: 3 Weapon I: Bit [Fixed] Weapon II: None [Fixed] Sub Weapon: M.P.C. Melee: None Shield: N/A Location: Lalah Mission 01, Lalah Hardcore Mission ------------------------------------ Model: APSARAS Name: Apsalus I (?) Armor: 5 Move Speed: 5 Turn Speed: 2 Vernier: 5 Power: 4 Radar: 1 Weight Capacity: 5 Mobility; Land: 3 Water: 3 Space: N/A Weapon I: None [Fixed] ? Weapon II: None [Fixed] Sub Weapon: None ? Melee: M.C. Over Drive Shield: N/A Location: Aina Mission 02 ------------------------------------ Model: APSARAS Name: Apsalus II Armor: 5 Move Speed: 5 Turn Speed: 2 Vernier: 5 Power: 4 Radar: 1 Weight Capacity: 5 Mobility; Land: 3 Water: 3 Space: N/A Weapon I: Mega Particle Cannon (Apsalus) [Fixed] Weapon II: None [Fixed] Sub Weapon: Spread Beam (Apsalus) Melee: M.C. Over Drive Shield: N/A Location: Aina Mission 03-05 ------------------------------------ Model: COREFIGHTER Name: Core Fighter Armor: 0 Move Speed: 5 Turn Speed: 0 Vernier: 1 Power: 1 Radar: 5 Weight Capacity: 0 Mobility; Land: 3 Water: N/A Space: 3 Weapon I: Missile Launcher [Fixed] Weapon II: None [Fixed] Sub Weapon: 30mm Vulcan Melee: None Shield: N/A Location: Amuro Hardcore Mission ------------------------------------ Model: TYPE-61 Name: Type-61 Tank Armor: 0 Move Speed: 1 Turn Speed: 0 Vernier: 0 Power: 0 Radar: 0 Weight Capacity: 0 Mobility; Land: 3 Water: 0 Space: N/A Weapon I: 150mm Cannon [Fixed] Weapon II: None [Fixed] Sub Weapon: None Melee: None Shield: N/A Location: Shiro Hardcore Mission -------------------------------------------------------------------------------- [ WEAPON INFORMATION ] In Progress -------------------------------------------------------------------------------- [ 08 PILOT INFORMATION ] In Progress -------------------------------------------------------------------------------- [ 09 WALKTHROUGHS ] [ TUTORIAL ] Tutorial Mission 01 Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield Skills: None Mission Briefing: Not Yet Available Victory Condition: Complete all tasks Defeat Condition: Destruction of Player Unit Time Limit: Normal Enemies: MS-06F MS-06B MS-06S Special Enemies: None Special Allies: None First, just press A to scroll through the dialog, press Start to clear the mission map, then press A to scroll through dialog until a blue square pops up in the center of the screen. It will have the number 20 in it. Task 1: You have 20 seconds to use the control stick to move around. You won't go anywhere, just spin and whatnot. I'm not sure if you have to move the entire 20 seconds, but it's not like it'll hurt you to play with it. It may even give you a passing grade even if you don't touch the thing. So press A and go ahead. You can use the C stick to look around if you want as well, but it's not required. Task 2: The next blue dialog (Which also says 20 in it, as well as L) is instructing you to hold down the L trigger and move the control stick, causing you to strafe in the direction you're pressing. You don't have to click the L stick, but you do have to push it down through all the levels of analog. The Gundam will raise it's shield if you've pressed it far enough. Note that you can still spin around like in Task #1, but that probably won't satisfy the mission requirement. You can, as before, use the C stick to rotate the camera. Note that if you rotate the camera while holding L, you rotate your MS, and you can use this to scoot along to Buoy #3 if you'd like. Or you can double-click (and hold) L to move in reverse. Again, you may automatically pass this test. Task 3: Please Read Task 3.5 first. This blue dialog merely says R (Well, R, several kanji, and some katakana), which will cause you to boost forward. No other buttons are functional, so you will simply coast along until you get to where you're supposed to be. Holding R will cause you to move forward, clicking it will cause you to boost faster, using up thrust power. There is no time limit, so do what you wish. Task 3 will end when you get to Buoy 2. This test won't automatically pass, but you can't fail it. After you do this, it will give you 10 seconds of free boosting. I don't know why, but obviously you can't fail this. Task 3.5: The mission automatically goes into Task 3.5 after completing Task 3's 10 second free boosting. This is most likely to confuse you. You'll have a yellow arrow pointing behind you. You'll have to click L twice (and hold) to cause you to move in reverse. Pressing R while in reverse will cause you to thrust backwards. You need to move back Buoy 3. Failing this task may lose the S rank, but the test will continue. Task 4: You'll have to scroll through a few blocks of text, but eventually you'll come to the familiar blue box which will slowly list X, L, and R. It's basically telling you you can use X to lock on, L to guard/strafe, R to boost, and the control stick to generally move around. Go boost up towards your friend, Mr. Zaku Targetting Dummy, and crash in to him a few times. Task 5: The box will list 1, X, L, R, A, and 10. It wants you to go shoot at the Zaku. Specifically, it's telling you to boost closer so you're in range, and then hit A to shoot him. Don't get directly in his face and fire, as it's possible your rifle barrel will be past him, and you'll be shooting right behind him. Task 5.5: This task will begin automatically. The exercise is to lock on to and fire at a Zaku. You start in range, so it's no problem. Wait for the red lock on circle to appear, and tap A. You win! Task 6: The box lists 2, X, C, and A. You need to rotate the camera around until the Zaku is visible and is locked on to. Then hit A to fire. Unfortunately, since you cannot use the control stick to rotate the Gundam to face, it's likely your first shot will be off and the Zaku will barely survive. Shoot him again, and laugh at his feeble attempts to escape his inevitable fate. Task 7?: Your beam rifle is out of ammo. Tap Z (While not holding L) to switch to the bazooka. Move in closer if you'd like. But shoot him. Task 7.5?: Now your bazooka is out of ammo. Apparently you had a busy day. So hit B to pull out your beam sabre. Boost towards him, and when the red lock-on appears, hit A to kill him. Task 8: 1, R, 4, and 60 appear on this box. It's instructing you to go to Buoy #4. Rotate due north (Facing the yellow arrow) and hold R. You've got 60 seconds to get to buoy 4 (Which will appear shortly, along with Whitebase). Task 9: This box will have a circled 1, and the number 2. It wants you to access the mission map. Either hit Start and select Mission Map, or press Right on the Dpad to jump directly to it. A big text box with all sorts of scary kanji will pop up. Hit A to clear it, then hit Start to exit the pause/map screen. Task 10: This box has a circled 2, R, L, and A. Essentially, it's telling you to access the mission map so you can see where the enemy is, yanno, in case the big arrows weren't enough of a clue. It's a fair way away. You'll eventually come across your good friend the Zaku Targeting dummy, so cut him in half. Task 10.5: Five enemy Zakus show up. Kill the MS-06S Zaku (Who's likely shooting at you) to clear the Mission. Obtaining S Rank: I'm not sure if time is a factor, but if you complete all your tasks and kill all the Zakus at the end (Killing the MS-06S last, as that ends the mission), you'll easily S rank. In fact, I believe I got a 1000 point S rank even without completing task 3.5. Rank A: Rank S: Unlocks RB-79 -------------------------------------------------------------------------------- Tutorial Mission 02 Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield Skills: None Mission Briefing: Victory Condition: Complete all tasks Defeat Condition: Destruction of Player Unit Time Limit: Normal Enemies: MS-06F MS-06J Special Enemies: None Special Allies: None Again, just keep hitting A until you're at the game screen and the familiar instruction box pops up. You'll notice many of the tasks given to you are nearly identical to the Tutorial Mission 01. Task 1: A circled 1, as well as R, 2, 3, and 90 will be in this box. You've got 90 seconds to go from Buoy 1, to Buoy 2, and then to Buoy 3. A yellow objective arrow will show you the way. Use R to jump over obstacles, hop to go faster, dash along the ground, and whatever. It's easily done in 30 seconds. Task 2: Circled 1, X, and A. It wants you to shoot the tank. Do so. Task 2.5: Now you're given 3 tanks to choose from. Shoot one of them. Task 3: Use the C stick to rotate the camera around to lock on to the tank, and shoot it. Task 4: Beam rifle is out of ammo. Tap Z to switch to the bazooka, close in, and shoot a tank. Task 5: Now the bazooka is out of ammo. Hit B to switch to the beam saber, and again, kill a tank. Task 6: You have to get to Buoy 4 again. Follow the yellow arrow to Whitebase. Task 7: Access the mission map. It tells you the same things it told you in Tutorial Mission 01. Task 8: Follow the red arrow to our friend Mr. Zaku. Cut him in half. Task 8.5: Identical to task 10.5 from Tutorial Mission 01, except this time you're looking to kill the MS-06F to end the mission. Obtaining S Rank: Complete all the tasks, and kill all the Zakus in task 8.5 (Saving the MS-06F for last) Rank B: Unlocks nothing Rank A: Rank S: Unlocks RGM-79[G] -------------------------------------------------------------------------------- [ AMURO RAY ] Amuro Mission 01 Equipment: RX-78-2 Gundam / Hyper Bazooka / Shield After completing: The Gundam Hammer becomes equipped in Weapon Slot II, Char will equip a 120mm Zaku M. Gun in his Weapon Slot II, and Whitebase will have it's WB 0Clip weapon Skills: None Mission Briefing: While attempting atmospheric reentry, Whitebase is attacked by Char's Musai. Amuro launches in Gundam to fend him off. Victory Condition: Defeat Char's MS-06S Zaku II Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 03:07 Special Enemies: MS-06F - Komu Lv 4 / 53 Armor / 120mm Zaku M. Gun MS-06F - Crown Lv 5 / 54 Armor / 120mm Zaku M. Gun MS-06S - Char Lv 8 / 98 Armor / 280mm Zaku Bazooka Special Allies: Whitebase- Bright Lv 4 / 433 Armor / WB 50Clip When the mission begins, you'll automatically lock on to the Veteran to your left. Raise your shield, and once he comes in range, fire. Close in and continue your assault on him and Komu. It's really not hard. Once you defeat the both of them, head west towards Crown and Char. When Char is in range, you may want to activate Amuro's Direct Hit ability to help you dish out the punishment. Since all you have to do to complete the mission is defeat Char, you can immediately head west and open fire on him. However, you'll end up with a terrible rank, and will have 4 Zakus breathing down your neck. Incidentally, at around 2:30 mission time remaining is when everything catches on fire. Obtaining S Rank: Kill the Veteran, Komu, and Crown before you defeat Char. Rank C-A: Unlocks Group B Skill: Anti-Shell -------------------------------------------------------------------------------- Amuro Mission 02 Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield Skills: None Mission Briefing: While moving through a canyon, Whitebase detects enemy units closing in. It needs to advance through the canyon to open air to escape. Guncannon and Guntank are deployed in front of Whitebase, while the Gunparry crashes with Gundam far off from the action, behind enemy lines. The southern two groups will quickly overtake Whitebase in a pincer attack if the Gundam does not intervene. Victory Condition: Whitebase escapes the area Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 10:00 Normal Enemies: Magella Attacks MS-06Fs Dopps Special Enemies: MS-06S - Char Lv NUMBER/ 109 Armor / 120mm Zaku M. Gun / 280mm Zaku Bazooka Special Allies: Whitebase - Bright Lv 5 / 451 Armor / WB 50Clip / WB 0Clip RX-77-2 - Kai Lv 1 / 227 Armor / 240mm Cannon / Beam Rifle (RX-77-2) RX-75 - Hayato Lv 1 / 127 Armor / 120mm Cannon (Guntank) As soon as the mission starts, begin dashing towards the red arrow. In short order, you'll come across groups of Magella Attacks and a Zaku or two. If you think you can take them down in a hurry, do so. It'll save you a hassle later. I wouldn't waste your rifle or bazooka ammo on the tanks, though, so use vulcans, the beam saber, and your shield tackle. What's real fun is, if you hack apart the groups as you come to them, you'll end up slightly north of Whitebase and come up behind a Zaku that's completely oblivious to your presence, and you can do to him what you will. In VERY short order, Dopps will begin spawning from the north and making attack runs on Whitebase. This is problematic, because the only rapid-fire weapon you are armed with are the Gundam's vulcans, which have terrible range. My recommendation is to jump up on top of Whitebase, so you'll be in a good position to see the Dopps and shoot them down with your vulcans when they approach. You'll also be in an excellent position to whip out the beam saber, take a flying leap at them, and cut them down, which delights me to no end. Another option would be to climb on the western canyon wall and get the Dopps as they turn to make another attack run. The rifle and bazooka aren't terribly effective at shooting down the planes. The bazooka seems to have a proximity fuse, and of course has an explosive effect, but it locks on very slowly, and you only get 5 shots per clip. The rifle is just a little too inaccurate/slow, and better saved for enemy Zakus and other ground targets that appear. Once Whitebase is almost clear of the canyon, the mission status will update, and the victory condition will change to defeating Char's MS-06S. The place Char appears seems to be dependent on a few factors I don't quite understand, but it generally seems to be near your current location. Char'll bring along a few Magella Attacks and MS-06Fs. Now, when Char shows up, you might think to just take a flying leap over whatever mesa may be between you and him and cut him to pieces; Not a good idea. It's quite likely the large number of Zakus and tanks will tear you apart from every angle. Instead, try to bait Char away from his wingmen. You can then go pick them off one by one using your bazooka/beam rifle/beam saber if you're feeling daring. But when you battle Char himself, the beam saber is the way to go. The beam rifle will likely only manage indirect hits, and will drain your power, preventing the precious precious evasive dashes from saving you from getting heat hawked by Char. You can, of course, use the bazooka, but it will likely have problems connecting as well, and Char will perpetually and aggressively try to get into melee combat. Just remember to hold Y whenever you're facing him, and use your shield tackle at every opportunity to knock him down and do that extra bit of damage. Obtaining S Rank: Killing all the Zakus Char brings along with him when he appears should do the trick. Rank A: Unlocks Group A Skill: Shell Power Up -------------------------------------------------------------------------------- Amuro Mission 03 Equipment: RX-78-2 Gundam / Hyper Bazooka / Shield Skills: Anti-shell Mission Briefing: Whitebase has landed, and detected 3 enemy units nearby. Gundam, Guncannon, and Guntank are sent to defend the ship. Victory Condition: Defeat Ramba's YMS-07B Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 6:00 Normal Enemies: None Special Enemies: YMS-07B - Ramba Lv 13 / 184 Armor / Heat Rod (YMS-07B) / Shield MS-06F - Akuus Lv 7 / 57 Armor / 120mm Zaku M. Gun / Cracker MS-06F - Kozun Lv 8 / 58 Armor / 120mm Zaku M. Gun / Cracker Special Allies: Whitebase - Bright Lv 4 / 442 Armor / WB 50Clip / WB 0Clip RX-75 - Hayato Lv 1 / 127 Armor / 120mm Cannon (Guntank) RX-77-2 - Kai Lv 2 / 229 Armor / 240mm Cannon Advance forward until you come across the 3 enemy MS. Probably the best strategy would be to lock on to the Zaku on your right and kill him with the bazooka first. If you're lucky, your first shot will just blow him up. You can then turn your attention to the 2nd Zaku and kill him in a similar, but likely less expedient, fashion. The advantage to this is, not only will you not have 3 enemies encircling you (Which is what they love to do), but it should give you enough points for an S rank. Then you can turn your full attention on Ramba Ral. One thing to look out for though. You'll often get a cutscene showing the Gouf kicking the Gundam, and this may cause you to become stunned/raise your pressure gauge. So be ready for that. For a quicker/easier win, send your allies to keep Ral occupied while you dispatch his cronies. Or send your allies to dispatch his cronies while you keep Ral occupied. The former should earn you more points though. Obtaining S Rank: The default loadout will do fine. Target the Zaku to your right first, and kill him in the most expedient way available (Which will likely be the bazooka). Then turn to your left and kill the second Zaku. Then take out Ramba Ral. Make sure you get the credit for all 3 kills, and not your allies. Rank A: Unlocks Group D Skill: Lock On -------------------------------------------------------------------------------- Amuro Mission 04 Equipment: RX-77-2 Guncannon / 240mm Cannon Skills: Anti-shell Mission Briefing: Sayla has run off with the Gundam, unaware of the impending ambush by Ramba Ral. Guncannon and Guntank are deployed to fetch her, and once again chase off Ramba and his gang. Victory Condition: Sayla's Survival Defeat Condition: Destruction of Player Unit Destruction of Whitebase Destruction of Gundam Time Limit: 4:00 (After ambush) Normal Enemies: None Special Enemies: MS-06J - Akuus Lv 8 / 63 Armor / 120mm Zaku M. Gun / Cracker YMS-07B - Ramba Lv 14 / 185 Armor / Heat Rod (YMS-07B) / Shield MS-06J - Kozun Lv 10 / 65 Armor / 120mm Zaku M. Gun / Cracker Gallop - Hamon Lv 12 / 140 Armor / Gallop 600 / Gallop Infinity Special Allies: Whitebase - Bright Lv 6 / 460 Armor / WB 50Clip / WB 0Clip RX-78-2 - Sayla Lv 1 / 135 Armor / Beam Rifle (RX-78-2) / Shield RX-75 - Hayato Lv 2 / 132 Armor / 120mm Cannon (Guntank) This mission is going to be a little different. Not only do you have to switch to the Guncannon (Which is decidedly more sluggish than the Gundam you're accustomed to), but you have to protect the ever-inept Sayla from dying, which takes at least a little luck. When the mission begins, Sayla has 1 minute to get to the Advance zone. Once she reaches it (and I think you have to be "in range"), she'll be ambushed by Ramba Ral, and the objective will change to the destruction of the YMS-07B Gouf. Unfortunately for you, Sayla won't take orders, so you can't have her run away. ALSO unfortunate is the fact that the Gallop is charging Whitebase, and will destroy it in short order. As usual, make use of your vulcans when you're close up. Also, you may want to get up close and personal with the Guncannon, since you DO do more damage if you hit with both cannon shells instead of just one. It's likely that if both shells connect, both Akuus and Kozun will go down in one volly each. As usual, for a quick and dirty win, just rush your objective (The Gouf) and open fire. Obtaining S Rank: It might be possible that, if you take little enough damage, you can S rank from just killing the two zakus and then the Gouf. However, if that's true, you'd only barely get the S rank. So instead, follow far behind Sayla to the advance zone, and once she triggers the ambush, head west towards the red X on your map. That's Hamon's Gallop. Quickly (Quickly quickly quickly) get to it, destroy it, and head back for Sayla. Hopefully, Sayla's not dead yet. NOW destroy the two Zakus, and then the Gouf. And that will net you an S Rank. Rank A: Unlocks Group C Skill: Improved Side Dash -------------------------------------------------------------------------------- Amuro Mission 05 Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Shield Skills: Anti-shell Mission Briefing: Amuro, having gotten over his temper-tantrum, returns to find Whitebase cornered and under attack by Ramba Ral (Yet Again!) Victory Condition: Whitebase's Survival Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 2:00 / 4:00 (After reaching Whitebase) Normal Enemies: MS-06J Special Enemies: Gallop - Hamon Lv 15 / 148 Armor / Gallop 600 / Gallop Infinity YMS-07B - Ramba Lv 16 / 188 Armor / Heat Rod (YMS-07B) / Shield MS-06J - Stetch? Lv 11 / 66 Armor / 120mm Zaku M. Gun / Cracker Special Allies: Whitebase - Bright Lv 8 / 479 Armor / WB 50Clip / WB 0Clip RX-77-2 - Kai Lv 4 / 232 Armor / 240mm Cannon RX-75 - Hayato Lv 3 / 137 Armor / 120mm Cannon (RX-75) Corefighter - Ryu Lv 5 / 30 Armor / Missile Launcher When the mission begins, you'll be on the opposite side of the map from Whitebase. It's already under attack, so you'll want to get there in a hurry. However, the Gallop is to your left. Since it's a big, slow moving target, your Beam Rifle will easily destroy it with little wasted time. If you decide not to bother, though, it shouldn't pose a problem. Once you get to Whitebase, the victory condition will update to the destruction of the Gouf. It might say to destroy all the enemy MS, however, with the Guncannon, Guntank, and Whitebase all laying down flak, the Zakus will likely be taken out anyway. Obtaining S Rank: Simply destroying the two Zakus and Ramba Ral without losing any allies seems to do it. Blowing up the Gallop on your way to Whitebase could only help further. Rank A: Unlocks Group B Skill: Anti-HE -------------------------------------------------------------------------------- Amuro Mission 06 Equipment: RX-78-2 / Beam Rifle (RX-78-2) / Shield Skills: Anti-HE Mission Briefing: Lt. Matilda and the Midia Supply Corps are rearming and repairing Whitebase, when a large wave of Dopp fighters begin to attack. Whitebase deploys its MS and the Core Booster to defend the ship and Midia group. Victory Condition: Destruction of Dopps Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 5:00 (After destroying Dopps) Normal Enemies: Dopps Special Enemies: MS-09 - Gaia Lv 13 / 141 Armor / 360mm Giant Bazooka MS-09 - Mash Lv 12 / 163 Armor / 360mm Giant Bazooka MS-09 - Ortega Lv 12 / 163 Armor / 360mm Giant Bazooka Special Allies: Whitebase - Bright Lv 7 / 470 Armor / WB 50Clip / WB 0Clip RX-77-2 - Kai Lv 5 / 232 Armor / 240mm Cannon RX-75 - Hayato Lv 5 / 149 Armor / 120mm Cannon (RX-75) Core Booster - Sayla Lv 2 / 32 Armor / MPC (Core Booster) / Missiles Midia - Matilda Lv 12 / 40 Armor / WEAPON At the beginning of the mission, a swarm of Dopps will just fly towards Whitebase. I'd say switch to your beam saber and use the vulcans/saber to shoot down the fighters. I'd also say the Lock-on skill (Which will target certain projectiles with your vulcans) would be a hinderance in this case. It's highly unlikely the Dopps will destroy Whitebase before your allies destroy them all, even if you don't do anything. So save yourself the trouble of wasting vulcan ammo on their crappy missiles and skip the Lock on skill. If one of the Dopps goes too high, hop up on the hill to the east to get a good jump at it. Once all the Dopps have been defeated, the mission objective will change to the destruction of the Black Tri-Stars. The easiest and safest way to accomplish this is to set Kai and Hayato to Help you, or Defend near Whitebase. Then have Sayla move up towards the red X on the mission map until she's in radar range to detect the Tri-Stars. Move to the edge of your safe little canyon, and one of the Tri-Stars should pop up on the screen and say something. Have Sayla return to Whitebase, and fall back towards Whitebase (Specifically, in range of it's guns). Your trap is now set. Once you make your first exchange of fire with any of the Tri-Stars, you'll get a cutscene of Gaia calling for a Jet Stream Attack. When the cutscene ends, the enemy MS or your own may have moved, so be prepared. Now, lure them close enough to Whitebase, and command Whitebase to Bombard one of them. If you want, it may be a good idea to have all your allies set to Attack the same Tri-Star. Remember to make use of Amuro's Direct Fire ability, as a direct hit with the Beam Rifle when they're lined up for a Jet Stream Attack can actually hit all three of them. If they die before they're in range of Whitebase's Bombard command, that's okay too. Obtaining S Rank: Shooting down a few planes, then getting credit for all 3 Tri-Star kills should do the trick. Rank C: Unlocks Pilot: Shiro Amada Rank C-A: Unlocks D Group Skill: Aiming -------------------------------------------------------------------------------- Amuro Mission 07 Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) / Shield Skills: Anti-HE Mission Briefing: Jaburo (and Whitebase) are under assault from enemy MS. Victory Condition: Defeat enemy MS Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 8:00 Normal Enemies: MSM-04 Special Enemies: MSM-04 - Ramuji Lv 12 / 118 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Kraft Lv 11 / 116 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-07S - Char Lv 16 / 199 Armor / One Arm M.P.C. / Both Arms M.P.C. MSM-04 - Iwanofu Lv 12 / 118 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Akahana Lv 12 / 118 Armor / Mega Particle Cannon (MSM-04) / Mini Missile Special Allies: Whitebase - Bright Lv 10 / 519 Armor RX-77-2 - Kai Lv 6 / 234 Armor / 240mm Cannon / Beam Rifle (RX-77-2) RX-75 - Hayato Lv 6 / 154 Armor / 120mm Cannon (RX-75) Fanfan - Woody Lv 12 / 6 Armor / Missile Launcher When the mission begins, you'll have a GM and two enemy Acguys to the west, and Whitebase/Guncannon/Guntank with 4 Acguys to the east. The Whitebase gang can handle themselves, however, the GM cannot. So head west first and take down the Acguys, then east to help Kai and Hayato finish mopping up. Odds are they haven't really killed anyone, which'll give you an opportunity to score extra points off the weakened MS. At a seemly random moment you'll get a cutscene of Char, and your mission status will update with destroying Char's MS-07S as the Victory Condition. Char will almost certainly be closer to you than the associates he brought with him. If you've got some rifle ammo left, take a few pot-shots at Char, but don't let him return the favor. He's got beam weaponry now as well, and you've probably seen how bad that can hurt. Keep that shield up. You'll probably be unable to get a good shot on Char unless you use Direct Hit, and even then it won't be for a whole lot. Once you drain Char's armor, he'll run away, and the mission will end. Obtaining S Rank: If you got an A rank the first time you played through, you now have the excellent Group A skill; Combo. I suggest you make use of this skill most of the time when playing Amuro. Also, if you've simply completed the mission, you can add the Hyper Bazooka. It'll decrease Vernier power, but it'll make quick work of the cannon-fodder enemies around Whitebase. It's also a more effective weapon against Char's Z'Gok, since it'll knock him down. To get the S rank, just make sure you kill off Iwanofu and Akahana before Char, after you've dealt with the enemies in the north half of the stage. Rank C-A: Unlocks A Group Skill: Combo Rank S: Unlocks MS: RGM-79 -------------------------------------------------------------------------------- Amuro Mission 08 Equipment: RX-78-2 / Beam Rifle (RX-78-2) / Shield Skills: Combo, Anti-HE Mission Briefing: Whitebase is approaching the spacedock of the neutral Side 6. However, Zeon forces lie between the ship and safety, so Whitebase's full compliment is deployed to cut their way through. Victory Condition: Destroy 6 MS Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 3:00 / 3:00 (After Chibe appears) Normal Enemies: MS-09R Musai Special Enemies: Chibe - Konsukon Lv 11 / 391 Armor / Chibe 0Clip Special Allies: Whitebase - Bright Lv 11 / 235 Armor / WB 50Clip / WB 0Clip RX-77-2 - Kai Lv 8 / 281 Armor / 240mm Cannon / Beam Rifle (RX-77-2) RX-77-2 - Hayato Lv 7 / 253 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Core Booster - Sayla Lv 4 / 33 Armor / MPC (Core Booster) / Missiles Core Booster - Sleggar Lv 13 / 57 Armor / MPC (Core Booster) / Missiles Since Whitebase is damaged, it's probably best to set everyone to Help it. However, you may want to set Kai to Help you, so he'll follow you around and help to keep you getting surrounded and stuck in a "Shot by a bazooka, lose control, shot by a bazooka, lose control" loop. Which is generally not a bad idea in any mission. You're introduced to your new friends, the Rick Doms. They carry large bazookas which can hurt baaaad. They also have more armor than a Zaku II, and can easily take more than one direct hit from the RX-78-2 Beam Rifle, regardless of circumstance. In any case, move forward and shoot down the Dom in front of you. Yes, this is the infamous "Counting" scene from Gundam. If you've never seen the show, you may remember it from the dreaded Mission 6 in Zeonic Front. Now, everyone say it with me: "Hitotsu!" Note that the destruction of an enemy MS won't count towards the mission goal unless you personally deliver the final blow. So if you chip them down to 1 armor point left and Sayla comes along and fires a machine gun round into them, sucks for you. Once you've moved far enough North, your mission status will update, and the Victory Condition will change to the destruction of the Chibe. The only have 12 Doms, so they'll stop coming after that, leaving you free to move northwest and destroy the warships. Given that MS are designed for anti-ship purposes, the Musais and Chibe are mostly helpless to defend themselves. Particularly if you move behind them to their engines, where few (if any) of their guns reach. Obtaining S Rank: Destroying all 12 Doms and all 3 Ships (Ending with the Chibe) will get you the S. Rank C-A: Unlocks A Group Skill: Beam Power Up -------------------------------------------------------------------------------- Amuro Mission 09 Equipment: RX-78-2 / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield After Completion: The Hyper Bazooka becomes equipped in Weapon Slot II Skills: Anti-HE Mission Briefing: The Federation has launched it's attack against Solomon. Whitebase has been placed into the 3rd Fleet. The Public Units will move forward and fire missiles that will spread an anti-beam field. The 3rd fleet will then close to attack, allowing the 1st Fleet to strike directly at Solomon. Victory Condition: Public Units survive to launch their missiles. Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 10:00 (First Area) / 5:00 (Second Area) / 5:00 (Third Area) Normal Enemies: MS-06F MS-09R Musai Special Enemies: MA-08 - Dozul Lv 20 / 679 Armor / BZ 0Clip / Shield Special Allies: Whitebase - Bright Lv 11 / 506 Armor / WB 50Clip / WB 0Clip RX-77-2 - Kai Lv 10 / 303 Armor / 240mm Cannon / Beam Rifle (RX-77-2) RX-77-2 - Hayato Lv 9 / 270 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Core Booster - Sayla Lv 8 / 37 Armor / MPC (Core Booster) / Missiles Core Booster - Sleggar Lv 13 / 57 Armor / MPC (Core Booster) / Missiles Magellan - Wakeen Lv 10 / 278 Armor / Magellan 0Clip Part 1: This stage is looong, which should be readily apparent from the fact that it says "Part 1". You may want to set Kai or Hayato to Help you, and the other to Help Whitebase. Begin the mission, and move forward, using your Beam Rifle liberally, since you have a whole LOT of resupplies available to you. If you want to be real mean to the poor rookies, switch to two-handed firing mode and pick them off from a great distance. Make sure to pick off the ships, as if they close in, they can wreak destruction on your allied Salamis. Of course, your Salamis can do likewise, but it's a real hit-or-miss (Excuse the pun) kind of thing. As a general rule, if you see a ship about to die (We're talking doomed to hell), use all the repairs/resupplies you could need, even if you can get by without them. It's not a waste if you were going to lose them anyway. Once the Public units have deployed the anti-beam field, the mission status changes the Victory Condition to Whitebase escaping to the Advance zone. You'll spend the rest of the first part of the mission chasing randomly spawning Rick Doms and Zaku IIs away from your allies. Part 2: Once Whitebase reaches the Advance zone, you'll get a loading screen, and start the second part of the mission, which is identical to the first (Except that there is no Public-related Victory Condition). Everything will reset. Your allies will lose their orders, your ammo and armor will go back to full, and resupplies/repairs/bombardments of warships will be refilled. Rinse and repeat your strategy for Part 1. Note that you won't fight any more Zakus Part 3: I told you it is a long stage. Mercifully, you're almost done. Once Whitebase reaches the Advance zone (again), you'll get a brief loading screen, followed by a movie, followed by another loading screen (obnoxiously enough). You can set all the Balls and GMs up north to run (Set them to move almost due north, then due east, that's usually their best bet), but unless you rush the Big Zam, it will probably take most (if not all) of them out. Otherwise, you'll probably want to set at least Kai to Help you, and move north to take out the Rick Doms. Eventually (I'm not sure what triggers it, maybe destroying all the Rick Doms), a cutscene will appear, and Sleggar will crash into the Big Zam, taking it down to 90 Armor. Move in and hack away. Whatever you do, though, don't let that massive MPC hit you. I've seen it do !583! damage to an ally MS. It won't do quite as much to you, but it'll still sting. Upon destroying the Big Zam, the mission (finally) ends. Obtaining S Rank: For REAL easy points, fly all the way north to the Advance zone, where Musais will constantly spawn as you kill them. Fly back and forth shooting them all. Note that Whitebase is finicky (Read: Probably won't) about moving north when you're so far away, particularly if it's under attack. So make sure you leave enough time to go back to Whitebase and have it slowly coast along to it's destination. This is true of all Federation Battle of Solomon missions. Rank C-A: Unlocks C Group Skill: Space Movement Up -------------------------------------------------------------------------------- Amuro Mission 10 : Texas Colony Equipment: RX-78-2 Gundam / Beam Rifle (RX-78-2) Skills: Combo, Lock On Mission Briefing: Not Yet Available Victory Condition: Destruction of the Gyan Defeat Condition: Destruction of Player Unit Time Limit: 3:00 / 3:00 (After defeating Gyan) Normal Enemies: None Special Enemies: YMS-15 - M'Quve Lv 15 / 207 Armor / Beam Saber (Gyan) / Hide Bomb / Shield YMS-14 - Char Lv 19 / 262 Armor / Beam Rifle (MS-14) / Shield Special Allies: None It's just you versus M'Quve, then you versus Char. And apart from the occasional landmine (Which is bad, since they can stun you), there's no interference at all. To begin with, head north. When you come to the big rectangular mesa, jump up on top of it, rather than going around. Right when you reach the mesa, the Gyan will detect you, so he'll be at a disadvantage, having to run up to the mesa and then jump, allowing you a couple free shots from your perch. In fact, he may just stupidly stand at the bottom of the mesa, allowing you to hop and shoot him in the head (Which will likely be a direct hit) until he dies. After you kill M'Quve, the Victory Condition will change to defeating Char's Gelgoog. Move further north, and Char will begin charging you almost immediately. If you watch the red arrow, you can see when he, literally, tries to get the jump on you. If you get into ranged combat with him, it's important to be careful. Not only does he have a weapon comparable to yours, but it has more ammo... and he didn't just leave a fight with the Gyan. He also has a shield, which is just further bad news for you. In fact, my first playthrough of it for this guide, I had full health, stepped on a mine, and Char promptly blew me away. And it's not like I don't have practice doing this. One decent tactic is to lure him close enough so he switches to melee, then back away and shoot him. He won't be able to hit you. He will, of course, either lunge at you, or switch back to his rifle, the latter being when you want to tackle him and then take your free shot. You can also try to run him out of ammo, but he's got a lot, and you don't have a whole lot of time. You'll likely have to just slug it out with him in melee combat. Try to fight smart. Knock him down, take two swings at his back (Assuming you're using Combo, otherwise take one), then back off. If you take more, you'll be delayed long enough for him to hit you, and Char will ultimately win that sort of fight. Obtaining S Rank: Equip a shield. Having a shield makes things so much easier. Mines won't stun you, and you get an extra free 100 armor. You may want to opt for the beam spray gun and a heavy weapon (Beam rifle/Bazooka) rather than both heavy weapons. The beam spray gun and your vulcans will quickly tear M'Quve up, and you won't lose vernier power from being overloaded. Rank C-A: Unlocks D Group Skill: Ship Killer -------------------------------------------------------------------------------- Amuro Mission 11 Equipment: RX-78-2 M.C. Gundam / Beam Rifle (RX-78-2) / Shield Skills: Combo, Anti-HE, Improved Space Mobility, Ship Killer Mission Briefing: Not Yet Available Victory Condition: CONDITION1 Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 5:00 / 4:00 (After destruction of Zanzibar) Normal Enemies: Musai MS-09R Special Enemies: Zanzibar - Marigan Lv 10 / 346 Armor / Zanzibar 0Clip / Zanzibar 0Clip Gwazine - Kycillia Lv 18 / 665 Armor / Gwazine 0Clip MAN-08 - Lalah Lv 12 / 285 Armor / Bit MS-09R - Batashamu Lv 10 / 141 Armor / WEAPON YMS-14 - Char Lv 20 / 264 Armor / Beam Rifle (MS-14) / Beam Rifle (MS-14) / Shield Special Allies: Whitebase - Bright Lv 14 / 534 Armor / WB 50Clip / WB 0Clip RX-77-2 - Kai Lv 13 / 330 Armor / 240mm Cannon / Beam Rifle (RX-77-2) RX-77-2 - Hayato Lv 12 / 295 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Core Booster - Sayla Lv 8 / 37 Armor / MPC (Core Booster) / Missile At this point, with the Ship Killer skill, you should hopefully be able to just lock on to a Musai, fire, kill it in one shot, and move on to the next. After destroying 3 Musais, the Victory Condition will update to the destruction of the Zanzibar, which is in the Southeast corner. During this level, you should be introduced to your first generic ace. Multiple ones in fact, all piloting Rick Doms. Make sure you give him some attention, as ignoring enemy ace MS can have some bad consequences. Enemy MS will continue to spawn until you destroy the Zanzibar. If you're using Ship Killer, it will go down almost immediately. After destroying the Zanzibar, you'll get a loading screen (Which means everything resets), and your Victory Condition will change to the destruction of Char's Gelgoog. However, Char isn't around just yet. Set Sayla to Help Whitebase (To keep her out of trouble), then head north to encounter the Elmeth. The background will change, and your allies and the other enemy radar signals will disappear from the map, leaving just you, the Elmeth, and the Elmeth's Bits. Ignore the bits, and attack the Elmeth itself. However, do NOT destroy it. Destroying the Elmeth will fail the mission. Getting it down to under 170 armor seems to do the trick. Lalah and Amuro will launch into a philosophical discussion about the free market or something, and Char will show up, bringing back with him the two Rick Doms you saw in the background before. You may want to deal with them quickly before Char, to keep the three of them from surrounding you. Also, you need to be wary of Char from now on, since he has reached level 20 and can now use Level 3 skills. If he gives you too much trouble, you may want to retreat back towards Whitebase to repair/resupply, and to get some cover fire from the warship and Sayla. Obtaining S Rank: Don't bother trying to fight the endless waves of MS that show up for the S rank. There's a trick to this level. And the trick is that in the first part of the mission, Kycillia is hiding out in the Northwest corner of the map. After you blow up the Musais, pay her a visit. She's worth a whole lot of points. Rank C: Unlocks Pilot: Christina Mackenzie Rank C-A: Unlocks A Group Skill: Continuous Fire -------------------------------------------------------------------------------- Amuro Mission 12 : S Field Equipment: RX-78-2 M.C. Gundam / Hyper Bazooka / Beam Rifle (RX-78-2) / Shield Skills: Continuous Fire/Combo, Anti-HE, Ship Killer Mission Briefing: Not Yet Available Victory Condition: All Federation Ships leave the area Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 10:00 (Part 1) / 5:00 (Part 2) Normal Enemies: MS-06F MS-14A MS-09R Special Enemies: MSN-02 - Char Lv 21 / 399 Armor / Mega Particle Cannon (MSN-02) Special Allies: Whitebase - Bright Lv 15 / 543 Armor / WB 50Clip / WB 0Clip RX-77-2 - Kai Lv 15 / 330 Armor / 240mm Cannon RX-77-2 - Hayato Lv 14 / 308 Armor / 240mm Cannon Core Booster - Sayla Lv 14 / 43 Armor / MPC (Core Booster) / Missiles Part 1: This'll work much in the same way as Solomon, except there is now an excess of rookie pilots, and instead of Doms, you have Gelgoogs. What's worse, most of the rookies have Gelgoogs. Now you may be saying "Now Githon, if all the Gelgoogs are flown by clueless newbies who blankly float right by you, isn't that good?". Pshaw I say! Rookies scare me. Yes, they'll idiotically and blindly ignore you while you're breathing down they're neck. Why is that bad? Because they're all blindly heading towards (and firing at) Whitebase. With beam rifles. Whitebase can't dodge. Whitebase can't block. Whitebase can't be repaired. Whitebase can't even really fire back. The Veterans and Aces, if they're about to blow up Whitebase and you show up, they'll turn and shoot at them, and you can use your mad skillz and agile MS to brutalize them without getting the crap shot out of you. But the rookies? They'll just float from where they spawn till they've got the barrel of their gun pressed against Whitebase's hull, and blindly fire. Fortunately, they tend to be slow, so you usually have some time to stop their mindless assault. To you, personally, they aren't a threat. In fact, since they have their shield on their back, they'll usually stop before firing, too. This segment will end once all the Federation ships have either crossed into the advance zone, or been destroyed. Once Whitebase leaves, however, so do Kai, Hayato, and Sayla. Part 2: Everything resets, and your Victory Condition updates to defeating Char's Zeong. Fortunately for you, there's no Whitebase to babysit. You may want to order the Salamis to fall back, though, to give them more room to breathe. Char is supported by Zaku Veteran, Rick Dom Veteran and Gelgoog Rookies. Not to mention the Zeong's hands, which will spend most of the time flying around making your life miserable. If your health gets low, make a break for the Salamis. Keeping in mind that the Zeong is faster than the Gundam, but Char will likely only attempt to keep up with you without using boost power. Once you get up close to the Zeong, Amuro will taunt Char with the fact that he's too close for Char to effectively attack from multiple directions. If you stay close to Char, he'll likely try to launch his hands and run away. Stay on him. If you've got rifle ammo left, activate Direct Hit and blast the hell out of him. Rifle works better than the bazooka for this purpose. Defeating Char ends the mission, as well as Amuro's Storyline. Congratulations! Obtaining S Rank: Rinse and Repeat Battle of Solomon S Rank info. Fly to Advance zone, blow up ships. The main difference being, enemy MS will obnoxiously spawn here (at least to a point), and that the Federation ships are a lot happier about moving forward when you're not around. This is true of all Federation Battle of A Baoa Qu missions. Rank C: Unlocks Pilot: Kai Shiden / Unlocks Weapon: Gundam Hammer Rank S: Unlocks MS: RX-78-2 Gundam -------------------------------------------------------------------------------- [ SHIRO AMADA ] Shiro Mission 01 Equipment: RX-79[G] / 100mm Machine Gun / Shield Skills: Combo, Anti-HE Mission Briefing: Not Yet Available Victory Condition: Destruction of Enemy Units Defeat Condition: Destruction of Player Unit Destruction of Team Member Time Limit: 5:00 Normal Enemies: Tochka (Pillbox) MS-06J Special Enemies: MS-06J - Norris Lv 12 / 75 Armor / 120mm Zaku M. Gun / Cracker Special Allies: RX-79[G] - Karen Lv 6 / 250 Armor / Missile Launcher / 100mm Machine Gun / Shield RX-79[G] - Sanders Lv 5 / 245 Armor / Rocket Launcher / 100mm Machine Gun / Shield Hover Truck - Eladore Lv 4 / 10 Armor You'll want to move forward rapidly, since your allies are already engaged in a (likely) pointless battle to the north. Once you get to the hill, there will be a LOT of enemy contacts. Most of them are pillboxes, which, as far as I've ever noticed, don't really shoot at you. However, blending in with all those targeting reticules are entrenched Zakus who will open fire on you, so try to take them out. Eventually (I'm not sure what triggers it), Norris and his Zaku II J will come out of nowhere and try to make your life miserable. He's gonna try to shield tackle and melee you. Don't let him. However, you don't wanna get in ranged combat, since he's got frikkin' missile launchers on his legs. Once you've wailed on him sufficiently, the mission ends. Obtaining S Rank: Blow up a lot of pillboxes and don't take a lot of damage. It's an easy S Rank. Rank A: Rank S: Unlocks B Group Skill: Anti-Beam / Unlocks MS: RX-79[G] -------------------------------------------------------------------------------- Shiro Mission 02 Equipment: RX-79[G] / 100mm Machine Gun / Shield Skills: Combo, Anti-HE Mission Briefing: Not Yet Available Victory Condition: Destruction of Enemy Units Defeat Condition: Destruction of Player Unit Destruction of any of your team. Time Limit: 7:00 Normal Enemies: MS-06J Special Enemies: Apsalas - Aina Lv 10 / 233 Armor / Mega Particle Cannon (Apsalas) Special Allies: RX-79[G] - Karen Lv 9 / 265 Armor / 100mm Machine Gun / Shield RX-79[G] - Sanders Lv 9 / 265 Armor / 180mm Cannon / 100mm Machine Gun / Shield Hover Truck - Eladore Lv 7 / 11 Armor You've got 7 minutes to rampage about and wipe everyone off the map. Due to Shiro's poor taste in weaponry, you might want to switch to the beam saber and use that most of the time. Now, what you want to be careful of is the fact that you quite easily become surrounded, and your mobility is greatly decreased in water. Which translates into you, a half dozen Zakus, and a blur of Heat Hawks pounding on your skull. After you blow up enough enemies or specific enemies or something, the Apsalas will make it's appearance. It will make strafing runs at you, and occasionally menace you with it's Minovsky Craft Overdrive system. Use your machine gun (and Vulcans when they're in range) to just tear her up. The occasional shield tackle when she comes close doesn't hurt, either. Obtaining S Rank: This shouldn't be too hard of an S Rank either. If you've beaten it already, get a more effective weapon. If not, well... without taking much damage, I got 984 points for a mere 13 MS. Rank A: Rank S: Unlock C Group Skill: Land Speed Up / Unlock Weapon: Beam Rifle (RX-79[G]) -------------------------------------------------------------------------------- Shiro Mission 03 Equipment: RX-79[G] / Beam Rifle (RX-79[G]) / Shield Skills: Continuous Fire, Anti-Beam Mission Briefing: Not Yet Available Victory Condition: Defeat enemy MA Defeat Condition: Destruction of Player Unit Destruction of any team member Time Limit: 4:00 Normal Enemies: Dopp Special Enemies: Apsalas - Aina Lv 11 / 239 Armor / Mega Particle Cannon (Apsalas) Special Allies: RX-79[G] - Karen Lv 10 / 270 Armor / Beam Rifle (RX-79[G]) / Shield RX-79[G] - Miguel Lv 10 / 270 Armor / Beam Rifle (RX-79[G]) / Shield Hover Truck - Sanders Lv 8 / 11 Armor For anyone curious, Miguel is Eladore's sidekick in the Hover Truck. However, Eladore was wounded, and Miguel was spazzing out, so Sanders took the Truck on the basis that in his state, he'd miss what was going on, and the team would end up ambushed and killed. How Sanders managed to lose a level, however, I don't know. Anyway, if you're feeling cautious, order the Hover Truck to move directly to the middle of your mine field. That way, the Apsalus won't be able to accidentally vaporize him with the MC Overdrive. Now, when the mission begins, turn right and jump out of the canyon. The Apsalus will likely follow you, fire its spray cannon while moving towards you, then activate it's MC Overdrive. You don't wanna be there when that goes off, so move away. Make use of your direct fire ability, and you can make quick work of the Apsalus. However, it can make quick work of you if it manages to tag you. Remember though, you can go to Sanders for repairs/resupply, and get your shield replaced. Obtaining S Rank: This is just annoying. First off, give your allies a weak weapon (Such as the Machine Gun) to make sure they can't steal the Apsalus kill from you. You should also have them hide in the minefield to keep them out of the way/protect them. Now, during the mission, you'll get an announcement that Dopps have shown up. You have to destroy them before you kill the Apsalus. For this purpose, you'll probably want to bring a Hyper Bazooka in addition to the rifle. But at low levels, it's probably still going to be a royal pain. Good luck with that. Rank B: Unlocks D Group Skill: Quick Reload Lv 2 Rank A: Unlocks D Group Skill: Quick Reload Lv 3 Shiro Mission 04 Equipment: RX-79[G]Ez-8 / Beam Rifle (RX-79[G]) / 100mm Machine Gun / Shield Skills: Continuous Fire, Anti-HE, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Destruction of all enemy units Defeat Condition: Destruction of Player Unit Destruction of Team Member Time Limit: 7:00 Normal Enemies: MS-06J Magella Attack Special Enemies: None Special Allies: RX-79[G] - Karen Lv 11 / 275 Armor / Beam Rifle (RX-79[G]) / 100mm Machine Gun / Shield RX-79[G] - Sanders Lv 11 / 275 Armor / Beam Rifle (RX-79[G]) / 100mm Machine Gun / Shield Hover Truck - Eladore Lv 9 / 11 Armor Yow. Lots of enemies in this stage. What's worse is they can quickly swamp any one of your allies, and if they kill any of them; Game Over. For starters, you'll probably want to have everyone (Yourself included) move northwest. The distant position will likely protect the Hover Truck. After that, set either Karen or Sanders to help the other, and then set the other to help you (So they'll follow). Now you'll want to slowly work your way south from the west so the entire enemy line won't rush you. Note that, despite your caution, enemies may randomly spawn, oh, say, right behind you. So unless you want to be engaged in an eternal (Well, less than 10 minute) battle, constantly work your way through the enemy targets. Once you've managed to clear the map (That seems to include randomly spawned ones), the mission ends. Obtaining S Rank: There doesn't seem to be any real trick to it. Assuming everyone survives relatively intact, the sheer number of enemies should get the S Rank. Rank A: Rank S: Unlock A Group Skill: Melee Power Up / Unlock MS: RX-79[G] GM Head -------------------------------------------------------------------------------- Shiro Mission 05 Equipment: RX-79[G]Ez-8 / 100mm Machine Gun / Shield Skills: Melee Power Up/Combo, Anti-Shell, Ground Speed Up, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Survival of a Guntank Defeat Condition: Destruction of Player Unit Destruction of Team Member Destruction of Gutanks Time Limit: 5:00 / 5:00 (After Gouf appears) Normal Enemies: MS-06J MS-09 Special Enemies: MS-07B-3 - Norris Lv 24 / 168 Armor / Heat Rod (MS-07B-3) / Shield Special Allies: RX-79[G] GM Head - Karen Lv 12 / 280 Armor / Beam Rifle (RX-79[G]) / 100mm Machine Gun / Shield RX-79[G] - Sanders Lv 13 / 285 Armor / 180mm Cannon / 100mm Machine Gun / Shield Hover Truck - Eladore Lv 10 / 11 Armor If you're not a very high level, this is probably going to suck hard for you. Particularly due to Shiro's usual poor choice of arms (And that's ripe for a pun there). To start off, set Karen and Sanders to guard their Guntank. Then order Sanders' Tank Northwest, your tank Northeast, and Karen's Southeast. You might want to send the Hover Truck Southeast as well for good measure. Why are we doing this? Because the big nasty Gouf Custom is gonna pop out RIGHT where Sanders is, and if the Guntank is there, Norris will instantly kill it. When the mission begins, you'll have a Zaku to your right set to attack you. Dispatch him quickly, then turn your attention to the Dom. Once you've killed them, your tank is safe. Hustle south to Karen and her Guntank, because you're gonna have to help her and Sanders. Once those two are down, you'll, obviously, want to run over to Sanders. When you've destroyed all the fodder, a message will pop up from Eladore. He's telling you he hears something, but he's not sure what it is. He'll then figure out its an elevator, and Norris will make his dramatic entrance. Your Victory Condition will update to his destruction. When Eladore starts talking, don't pause, since it'll continue the dialog. Instead, use that time to get into position. Norris will spawn right inside that building with the corner blown out. If you're feeling daring/sneaky/mean, cram yourself right in that corner, so when he spawns, you'll be DIRECTLY behind him. Also note that, had you not ordered the Guntank to move, it'd be dead already. Norris will likely take off in his pursuit of the Guntanks (Generally preferring to go after Sanders' first). STAY ON HIM. Be totally relentless. While you're catching up to him, be firing your machine gun. However, try not to destroy buildings in front of him, since he'll frequently get stuck against them for a moment, allowing you precious time to catch up. When you start getting close, pull out the beam saber and slash him in the back. Tackle him too. Spray the vulcans. Just don't let up, because he's hard to get a clean hit on, and all he has to do is get close to each tank to win, because they'll just spontaneously combust. Sucks for you. Don't be tricked into setting your wingmen to attack him, though, because they'll just be playing catch-up forever. As usual, make use of the direct hit ability, as it'll help with your melee attacks. And cross your fingers. Obtaining S Rank: Okay, this is gonna be easier for you the second time around. Arm the Beam Rifle and Hyper Bazooka. Now laugh maniacally. I assume you see where this is going. Use Direct Hit on Norris and shoot him in the back. Rank A: Rank S: Unlocks Pilot: Sayla Mass / Unlocks MS: RX-75 M.P. / Unlocks MS: RX-79[G]Ez-8 -------------------------------------------------------------------------------- [ CHRISTINA MACKENZIE ] Chris Mission 01 : Libot Colony Equipment: RX-78NT-1 / Gatling Gun Skills: Melee Power Up, Ground Speed Up, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Destruction of Zaku FZ Defeat Condition: Destruction of Player Unit Time Limit: 5:00 Normal Enemies: None Special Enemies: MS-06FZ - Bernie Lv 8 / 102 Armor Special Allies: None Welcome to Chris' first and only (Not counting the Hardcore) mission. This is gonna suck for you the first time through. Bernie is hiding at the top of the hill, in the middle of a minefield, and he's not coming out unless you come to get him first. You have 20 gatling shots (Which will do you no good), no vulcans, and no shield. And to top it all off, Chris is easily the worst pilot in the game. What do you have going for you? Bernie has no ammo, and MS to MS, the Alex is better than the FZ. Unfortunately, the first time you play, Bernie's got 6 levels on you and almost twice your health. You may have trouble even getting in range of Bernie. When the mission starts, if you quickly hop onto the edge of the hill, then take a BIIIG leap right on top of the first balloon (Yes, there's only one Zaku FZ. Those two giant santa balloons are not Zakus in disguise), you probably won't hit one, and you'll get Bernie's attention. Promptly jump all the way back out of the minefield, and into the 'river' where you started. Bernie will chase. Get him to hop down into the river with you, then jump back out and head for the base (The southern half of the map). This will help you by giving you some obstacles between you and him for you to exploit. Specifically, when he's run face-first into a building for long enough, he'll either attack it (Destroying it and giving you an opportunity to attack), or he'll jump over it and you, giving you a chance to melee him in the back and jump away. If he hits you, you'll want to attempt a vertical jump away from him IMMEDIATELY. It's likely that, not only will you not survive more than one even decent hit, but you'll be slowed down by the blow and he'll immediately try to hit you again. It's a little unnerving, but rather than standing behind the building, stand on the edge of it. You'll be in a better position to hit him back. However, if he jumps, look out, because he will gladly hit you mid-jump and ruin your day. A good trick I've found is that, when the opportunity should arise, shield-tackle him (Preferably from an angle where if it doesn't knock him down, he can't immediately melee you), move around behind him, and melee once. Behind him, not only do you have a better chance of doing a decent amount of damage, but he'll often get up and melee thin air, giving you a chance to jump away. If you're having trouble killing him (Which you probably will), go to someone else's stage, and level up Chris for a while. If you can do it at level 2, however, congratulations, that's quite a feat. Unless he was just having a stupid day or something. Either way, once you've beaten it, you've finished Chris' Plotline. Congrats. Obtaining S Rank: It's time for sweet, sweet revenge. Having beaten the level, you can now arm Alex with numerous weapons, and more importantly, a shield. Take whichever weapon you want, it doesn't really matter, because the gatling gun (Now fully loaded) will more than do the job against the unarmed FZ. Maybe it's just me, but the Alex seems a lot more sluggish. It's possible, if not likely, that the game mercifully gives you a stat boost until the mission has been complete once. Lure Bernie over to the river area. If he just dumbly stands at the edge, feel free to hop up and fire a few rounds into him until he wises up and jumps in. Then tear him up. With your shield, you can take a LOT more abuse from him, and you won't get stunned at the drop of a hat. More importantly, you now have a massive range advantage. So tear him up. Rank B: Unlocks Weapon: 90mm Machine Gun Rank A: Rank S: Unlocks Weapon: Missile Launcher -------------------------------------------------------------------------------- [ KAI SHIDEN ] Kai Mission 01 Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2) Skills: Improved Ground Mobility, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Whitebase escapes the area Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 10:00 Normal Enemies: MS-06F Magella Attack Dopp Special Enemies: MS-06S - Char Lv 15 / 115 Armor / 120mm Zaku M. Gun / 280mm Zaku Bazooka Special Allies: Whitebase - Bright Lv 4 / 442 Armor / WB 50Clip / WB 0Clip RX-78-2 - Amuro Lv 6 / 241 Armor / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield RX-75 - Hayato Lv 1 / 127 Armor / 120mm Cannon (RX-75) Look familiar? Yes, it's exactly the same setup as Amuro Mission 02, and things are going to play out much in the same manner. However, this time you take on the role of Kai and the Guncannon, so things are gonna work a little differently for you. For starters? You're right next to Whitebase, no mad dash required. The bad part? You're slow, and you've got no shield. You've got another problem; the Dopps. In the Gundam, you could easily jump up to meet them. But the Guncannon is much heavier, slower, and has weaker thrusters. Air-to-air combat isn't going to be so successful this time around. However, there's a bright side. Your 240mm Cannons, though slow to fire and a little low on ammo, are very effective in taking down the fighters, since they'll detonate when near and blow the Dopp out of the sky. Amuro will likely keep all the tanks and Zakus that would normally be rushing you from the east from advancing, so keep your focus on the Dopps and anything directly in Whitebase's path... particularly the blockade at the end of the canyon. And once again, your Victory Condition will update to the destruction of Char's Zaku. Char will, as usual, rudely hunt you down without mercy... unless you get too far from Whitebase, in which case he'll gladly blow it up for you. Don't try to get in a melee fight with him. Your little Guncannon fists are no match for his heat hawk and dreaded side-kick. He will, of course, try to get in a melee fight with you. Which, really, isn't a good idea on his part, given the fact that you've got two massive cannons mounted on your shoulders. Back away from him ever-so-slightly (Still within vulcan range even) and fire. Both shells should hit him. Repeat until he's dead. It shouldn't be a problem. As an aside, while writing this I came across a funny glitch. I blew away one of Char's little Zaku friends, and he just stood there. Normally it would have exploded a second later, but no, it just stood there paralyzed until the mission ended. It was kinda cool. Obtaining S Rank: Like Amuro Mission 02, killing all the Zakus that appear with Char should get the S-rank. I didn't even get the kill on Char, and I still got it. Rank A: Rank S: Unlocks A Group Skill: HE Power Up Lv 3 -------------------------------------------------------------------------------- Kai Mission 02 Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2) Skills: HE Power Up, Anti-HE, Improved Ground Mobility, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Destruction of incoming Dopps Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 5:00 (After destroying Dopps) Normal Enemies: Dopp Special Enemies: MS-09 - Gaia Lv 14 / 145 Armor / 360mm Giant Bazooka MS-09 - Ortega Lv 13 / 166 Armor / 360mm Giant Bazooka MS-09 - Mash Lv 13 / 166 Armor / 360mm Giant Bazooka Special Allies: Whitebase - Bright Lv 7 / 490 Armor RX-75 - Hayato Lv 6 / 154 Armor / 120mm Cannon (RX-75) Core Booster - Sayla Lv 2 / 31 Armor / MPC (Core Booster) / Missiles RX-78-2 - Amuro Lv 10 / 250 Armor / Beam Rifle (RX-78-2) / Shield Midia - Matilda Lv 8 / 37 Armor / WEAPON Detecting a pattern yet? Another recap of an Amuro mission, 06 this time. It's not surprising, really, given the fact that you're playing a character that was your ally on almost every mission. The only difference I see is the levels of allies and enemies. When the mission starts, the Dopp swarm will attack. Depending on your luck, this can go better or worse than the first time around with Amuro. Much like on Kai's first mission, though, substitute the jump and melee strategy with simply firing the cannons. When the Dopps have all been destroyed, you'll likely want to move back towards Whitebase and resupply for your battle with the Tri-Stars. The trap detailed in Amuro Mission 06 won't work again, since Whitebase is unarmed this time around. Additionally, Kai isn't quite as strong-willed as Amuro, and so Confusion mode is something you'll have to watch out for. You've also got no direct-hit ability, so your shots will be less effective. Wow, sucks for you. You'll want to utilize your allies to help take down the Tri-Stars armor for you. Amuro will do an excellent job of hacking away at them. Hayato will do an excellent job of spontaneously combusting. Set your wingmen to Attack one of the Tri-Stars, and focus your fire on the same one. The faster you reduce their numbers, the easier it'll be. Remember, the Midias can resupply and repair you, so make use of that. Obtaining S Rank: Wow, this is going to be a lot peskier than when you did it with Amuro. You've got no shield to absorb hits on you, so what you'll want to do instead is have your allies do the dirty work. Get them involved in a brawl with the Tri-Stars, while you stand back and fire away with your cannons. Hopefully your allies won't take too much of a beating, and you'll be able to repair your armor to full before the mission ends. Rank A: Unlocks C Group Skill: The second Step skill Lv 3 -------------------------------------------------------------------------------- Kai Mission 03 : Jaburo A Block Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2) Skills: HE Power Up, Anti-Beam, Improved Ground Mobility, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Defeat enemy MS Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 8:00 Normal Enemies: MSM-03 Special Enemies: MSM-04 - Ramuji Lv 13 / 120 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Kraft Lv 13 / 120 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-07S - Char Lv 18 / 202 Armor / One Arm M.P.C. / Both Arms M.P.C. MSM-04 - Iwanofu Lv 14 / 122 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Akahana Lv 15 / 124 Armor / Mega Particle Cannon (MSM-04) / Mini Missile Special Allies: Whitebase - Bright Lv 10 / 519 Armor RX-75 - Hayato Lv 6 / 154 Armor / 120mm Cannon (RX-75) RX-78-2 - Amuro Lv 13 / 257 Armor / Beam Rifle (RX-78-2) / Shield Fanfan - Woody Lv 12 / 6 Armor / Missile Launcher Surprise, again we're back to an Amuro Mission. When the mission starts, you'll immediately be confronted by a wave of 2 Acguys and 2 Goggs. You'll likely want to set the Gundam to come Help you. Target the middle of the group (Preferably a Gogg) first, and open fire with your cannons. Focus your fire on the Goggs first, since they'll fall easier (Being no-name pilots), and thinning out the number of enemies you're against is almost always the best strategy. By the time you've done that, the cavalry (Amuro) will probably have arrived and begun wailing on the pesky Acguys. Once they've all been dispatched with, head west to pick off the remaining Goggs. Bring Amuro along, but leave Hayato to defend Whitebase (In case Char slips by you and decides he feels like blowing it up). Head south, and you'll run into Char. The mission status will update. Lay into him with your cannons. Hopefully, he'll occupy himself with Amuro (Or at the very least, Amuro will occupy him with a few beam saber slashes), leaving you free to blow him away in the usual manner. Obtaining S Rank: The death of every enemy on the map, as well as keeping your armor up, should be enough to guarantee the S Rank. Rank A: Unlocks B Group Skill: Anti-Stun Lv 3 Rank S: Unlocks Unit: RX-77-2 -------------------------------------------------------------------------------- Kai Mission 04 Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2) Skills: Continuous Fire, Anti-HE, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Destruction of 6 enemy MS Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: TIME Normal Enemies: MS-09R Musai Special Enemies: None Special Allies: Whitebase - Bright Lv 11 / 235 Armor / WB 50Clip / WB 0Clip RX-78-2 - Amuro Lv 15 / 261 Armor / Beam Rifle (RX-78-2) / Shield RX-77-2 - Hayato Lv 7 / 253 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Core Booster - Sayla Lv 4 / 33 Armor / MPC (Core Booster) / Missiles Core Booster - Sleggar Lv 13 / 57 Armor / MPC (Core Booster) / Missiles *sniff sniff* Do I smell something? Oh, that's it, it's another Amuro level! Amuro Mission 08 this time. Same deal as before. Blow away some MS, and mission status updates to destruction of the Chibe. However, since you're in the inferior MS using an inferior pilot, and quite possibly an inferior level, you might want to play things a little smarter. Switch to your beam rifle, and switch it to two-handed mode. Take things slow, and pick the Doms off from far away. They'll generally just float towards you until they start getting close to their 360mm's max range. However, your rifle has superior range anyway, and switching it to 2-hands only increases it. Just watch your ammo, since it won't last you long, and Whitebase is a little far from the action for frequent resupply. Obtaining S Rank: A good MS kill count, as well as blowing away the two Musais, should be plenty. Rank A: Rank S: Unlocks A Group Skill: Quick Fire Lv 3 / Unlocks Weapon: Spray Missile Launcher -------------------------------------------------------------------------------- Kai Mission 05 : S Field Equipment: RX-77-2 / 240mm Cannon / Beam Rifle (RX-77-2) Skills: Quick Fire, Anti-HE, Quick Reload Mission Briefing: Not Yet Available Victory Condition: CONDITION1 Defeat Condition: CONDITION1 CONDITION2 Time Limit: TIME Normal Enemies: MS-06F MS-09R MS-14A Musai Chibe Special Enemies: None Special Allies: Whitebase - Bright Lv 14 / 534 Armor / WB 50Clip / WB 0Clip RX-78-2 - Amuro Lv 18 / 270 Armor / Beam Rifle (RX-78-2) / Shield RX-77-2 - Hayato Lv 13 / 303 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Core Booster - Sayla Lv 12 / 41 Armor / MPC (Core Booster) / Missiles Assuming you unlocked it in Kai's Mission 04, you now have the beloved Quick Fire skill, which should do a lot to satisfy all your shell-firing needs. Anyway, shockingly, this is just a liiittle different than Amuro's ABQ mission. Terrifying, I know. It's two parts again, however the second part is nearly identical to the first. The only difference is that Amuro will be MIA, and you'll be ambushed by an enemy MS team hell-bent on wasting Whitebase. Part 1: Identical to Amuro's ABQ Part 1, excluding the fact that you leave with Whitebase (And thus, less Musai-hunting opportunity) Since Amuro won't be around for Part 2, make use of him while you can. I suggest having him Help whichever is the forward-most Salamis, since it will be the one directly in the Line of Fire of the constantly-spawning Musais. Set Hayato to Help another Salamis. Set the RB-79 Balls to Help their respective GM, and set each GM to Help a Salamis. Set Sayla to Help the remaining Salamis, unless you really feel you need something guarding Whitebase, in which case, send her there, and just keep an eye out on the less-guarded one yourself. Part 2: Everything resets due to the load. Whitebase now has 267 armor remaining, and it's VERY important you keep that as high as you can. Set everyone to Help Whitebase. Screw the Salamis, they can go to hell for all I care. Whitebase is gonna want as much armor as it can get. When Whitebase closes in on the Advance zone (I'm not sure of the exact trigger, though they usually seem to show up around the 2 minutes remaining mark), you'll get a cutscene. This is the bad part. Six Gelgoog Rookies, along with a Musai, will appear out of nowhere and zergrush Whitebase. Yeah. That's bad. Four of them will spawn to the North of Whitebase (Two of which have 360mm Bazookas rather than the standard Beam Rifle), so if you manage to be right in front of/behind them, you can lay into them with the cannons and the Quickfire skill to knock them away to prevent the popular rookie tactic of "1. Put gun against Whitebase 2. Pull Trigger", but there's a degree of luck to it. Once the Gelgoog RDS (Rookie Death Squad) is eliminated, Whitebase is mostly out of danger. Enemies will still spawn, but they'll be the usual non-Zergrushing kind. If the Gelgoogs gave you a run for your money, you aren't gonna like Hayato's Mission 05. It's twice as bad. Either way, congrats, you're done with Kai... until the epic Guncannon melee dual. Have fun. Obtaining S Rank: Rinse and Repeat Battle of Solomon S Rank info. Fly to Advance zone, blow up ships. The main difference being, enemy MS will obnoxiously spawn here (at least to a point), and that the Federation ships are a lot happier about moving forward when you're not around. This is true of all Federation Battle of A Baoa Qu missions. Rank A: Unlocks Weapon: Hand Grenade (EFF) Rank S: Unlocks Weapon: Beam Rifle (RX-78-2) -------------------------------------------------------------------------------- [ SAYLA MASS ] Sayla Mission 01 Equipment: RX-78-2 / Beam Rifle (RX-78-2) / Shield Skills: Combo, Anti-Shell, Improved Ground Mobility, Ship-Killer Mission Briefing: Not Yet Available Victory Condition: Defeat Condition: Time Limit: 5:00 Normal Enemies: None Special Enemies: YMS-07B - Ramba Lv 15 / 186 Armor / Heat Rod (YMS-07B) / Shield MS-06J - Akous Lv 8 / 63 Armor / 120mm Zaku M. Gun / Cracker MS-06J - Kozun Lv 10 / 65 Armor / 120mm Zaku M. Gun / Cracker Gallop - Hamon Lv 12 / 140 Armor / Gallop 0Clip / Gallop Infinity Clip Special Allies: Whitebase - Bright Lv 6 / 460 Armor / WB 50Clip / WB 0Clip RX-77-2 - Amuro Lv 6 / 279 Armor / 240mm Cannon RX-75 - Hayato Lv 2 / 132 Armor / 120mm Cannon (RX-75) Welcome to Sayla's only normal mission. This is going to sting. How much? Well, lets compare the starting Sayla to the starting Chris. Chris has more than twice the aiming and will, plus a much better MS, against a far inferior enemy force. Sayla has better defense and slightly better reflex and acceleration, but she's gonna be busy being smacked around by Ral's gang while in Confusion mode. And lucky you, you get a lovely ammo problem just like Chris, with only 5 shots left in the rifle. "You should level up a little" is the understatement of the century. This is probably my most hated level. Move to the Advance zone (Or alternatively, towards the Gallop to the west, that's heading for Whitebase... but don't directly intercept it using the closest intercept point, since Ral will spawn behind you and promptly send you into Confusion mode then cut you in half from behind in one slice. Also note you can't fire on it till Ral shows), and the Ramba ambush will occur. Victory Condition will update to the more usual "Destroy Gouf, failure on destruction of player or Whitebase". Unfortunately, you can't give your allies commands in this mission, so you can't have them occupy Ral for you while you go about your business. The worst part of this mission is the fact that Ral will cause your Pressure Gauge to absolutely SKYROCKET, sending you into Confusion mode constantly. I don't know much you can do to combat this, except try to stay as far away from him as possible. Your best bet for simply clearly the level is to take a big jump towards the Advance zone and land on the hill there. Ral and co will spawn at the bottom of the hill, and your overheat gauge will reset. Then take a backwards leap back to Amuro and Hayato, pretty much where you started. Then jump away again and head for the Gallop. Amuro and Hayato will quite possibly chase off Ramba Ral before you even get there. At least, if you're lucky. Obtaining S Rank: First of all, level up (Raise your hand if you saw THAT coming). This is also one of my most hated S-Ranks. To get it, you're going to have to destroy the Gallop and Kozun, and then Ramba Ral. Yes, that's Kozun, not, NOT Akous. Killing Akous will cause Ramba Ral to run away, and Ral not being destroyed will NOT get enough points for the S. Switch Combo for Continuous Fire. You'll want to move to the Gallop in order to have Ral attack (Rather than going to the Advance zone). Destroy the Gallop (Hopefully while moving away from Ral & Co), then turn your attention to Kozun. This is the pesky part, since your allies (Whom you can't command) may destroy Akous, causing Ral to run and losing your S-Rank. If Ral starts chasing you after you've taken down Kozun, start hopping away. You should be able to outrun him enough to get your pressure all the way down and then turn, activate direct fire, and pump some BR shots into him. Your allies should (Hopefully) follow you and try to kill Ral rather than loitering around with Akous. Rank B: Unlocks Pilot: Hayato Kobayashi / Unlocks D Group Skill: Quick Draw Lv 2 Rank A: UNLOCKABLE Rank S: Unlocks D Group Skill: Quick Draw Lv 3 / Unlocks MS: RX-78-6 -------------------------------------------------------------------------------- [ HAYATO KOBAYASHI ] Hayato Mission 01 Equipment: RX-75 / 120mm Cannon (RX-75) Skills: Quick Fire, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Whitebase escapes the area Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 10:00 Normal Enemies: MS-06F Magella Attack Dopp Special Enemies: MS-06S - Char Lv 15 / 115 Armor / 120mm Zaku M. Gun / 280mm Zaku Bazooka Special Allies: Whitebase - Bright Lv 4 / 442 Armor / WB 50Clip / WB 0Clip RX-78-2 - Amuro Lv 6 / 241 Armor / Beam Rifle (RX-78-2) / Hyper Bazooka / Shield RX-77-2 - Kai Lv 1 / 227 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Hayato's missions are identical to Kai's in every way, except for the fact that you start 3 inches east of Whitebase instead of 3 inches west, and the fact that your ground missions have the awesome Guntank. You'll play this mission much in the same way as you did with the Guncannon. However, the Guntank's main weapon has a better range, better damage (Well, maybe), and a MUCH bigger blast radius. Your Sub weapon is also excellent for taking Dopps out of the air, should they come in range of it. But you'll be dropping enemies left and right. However, don't run off and help Amuro (Even though you can shoot over cliffs and blow away 3 Magella Attack Tanks at once), since Whitebase will encounter enemies and take an awful beating. Amuro may be able to afford the luxury of running around like a psychotic adolescent, but you aren't. Moving off to Amuro to get his attention is fine though, just don't stay too long. The Guntank's main failing is that, unlike the MP version, it's torso cannot rotate independent of it's base. So if something gets you in close-range combat, you're in pretty big trouble. Turn whichever way is quicker to get them aligned with your treads (IE, if its faster to turn directly AWAY from them, do THAT, then hit B without L to do a quick turn), fire your guns, and jump up and back. I believe a serviceable strategy to use against Char is to hop on the western canyon wall to cause him to spawn somewhere he can't just hack into you. After he appears, you'll be able to move down and teach him to do the Guntank Hop. When you get a lock on anyone (Preferably with your cannons aiming at an angle, behind a rock), fire at them and watch them bounce. Then get Char reasonably close, knock him down with your cannon fire, then hit L+B to unleash Guntank-y fury upon him, blasting the crap out of his Zaku. Obtaining S Rank: Again, blowing away all the Zakus that come with Char should do it fine. Rank A: Rank S: Unlocks C Group Skill: Improved Water Mobility Lv 3 -------------------------------------------------------------------------------- Hayato Mission 02 Equipment: RX-75 / 120mm Cannon (RX-75) Skills: Quick Fire, Anti-HE, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Destruction of incoming Dopps Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 5:00 (After destroying Dopps) Normal Enemies: Dopp Special Enemies: MS-09 - Gaia Lv 14 / 145 Armor / 360mm Giant Bazooka MS-09 - Ortega Lv 13 / 166 Armor / 360mm Giant Bazooka MS-09 - Mash Lv 13 / 166 Armor / 360mm Giant Bazooka Special Allies: Whitebase - Bright Lv 7 / 490 Armor RX-77-2 - Kai Lv 8 / 266 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Core Booster - Sayla Lv 2 / 31 Armor / MPC (Core Booster) / Missiles RX-78-2 - Amuro Lv 10 / 250 Armor / Beam Rifle (RX-78-2) / Shield Midia - Matilda Lv 8 / 37 Armor / WEAPON One again, identical to Kai's Mission 02. Since you're in the Guntank, you'll likely be responsible for the majority of the Dopps' destruction. The range and blast radius of your weapons will be knocking them out of the skies left and right. Then the mission status will update to the destruction of the Tri-Stars. Play it similar to how you did with Amuro, though you're gonna want to make sure you have support to prevent you from getting caught in an all-out melee-fest, since that's something you CAN NOT win. I suggest hopping up on the hill east of Whitebase as a sniping location. If you get real, REAL lucky like I (just now) did, only one of the Tri-Stars will come out, leaving you to absolutely massacre him with your L+B barrage (Just like you did Char) and resupply, so you can do it yet again. But even if they don't do something that tremendously stupid, it doesn't matter. L+B will still slaughter. Obtaining S Rank: Press L+B. You win! Seriously though, assuming you can beat the level, you can likely S-Rank easy as hell. Just take out a few Dopps and the Tri-Stars without getting the snot kicked out of you. Rank A: Rank S: Unlocks B Group Skill: Anti-Energy Down -------------------------------------------------------------------------------- Hayato Mission 03 : Jaburo A Block Equipment: RX-75 / 120mm Cannon (RX-75) Skills: Quick Fire, Anti-Beam, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Defeat enemy MS Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: 8:00 Normal Enemies: MSM-03 Special Enemies: MSM-04 - Ramuji Lv 13 / 120 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Kraft Lv 13 / 120 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-07S - Char Lv 18 / 202 Armor / One Arm M.P.C. / Both Arms M.P.C. MSM-04 - Iwanofu Lv 14 / 122 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Akahana Lv 15 / 124 Armor / Mega Particle Cannon (MSM-04) / Mini Missile Special Allies: Whitebase - Bright Lv 5 / 471 Armor RX-77-2 - Kai Lv 6 / 234 Armor / 240mm Cannon / Beam Rifle (RX-77-2) RX-78-2 - Amuro Lv 13 / 257 Armor / Beam Rifle (RX-78-2) / Shield Fanfan - Woody Lv 12 / 6 Armor / Missile Launcher Well, you're immediately confronted by the same wave of enemies as you were with Kai. Nuke at will, and use your L+B Barrage wherever it suits you most. I believe my record for annihilating them is something on the order of 2.3 seconds (Yeah, that's a little exaggerated, but not much. I did it in under 20 at level 5 just now, no damage). Head west, and have the 2 Goggs do the Guntank Hop. It's likely one will be destroyed before the other can even fire. If you're up for some real fun, fire at one, then fire at the other, then fire at the first. They'll both do the Guntank Hop and neither will be able to get anywhere. After this, head back towards Whitebase to Resupply, so you'll regain your L+B Barrage (Assuming you used it against the first wave of MS coming in to Jaburo). Now turn your attention to Char and his lackeys. Teach them a new dance step; The Guntank Hop (Before anyone asks, no, I NEVER get tired of saying that. Guntank Hop Guntank Hop Guntank Hop. Never fear though, for, alas, this is the last terrestrial mission, and thus, the end of the Guntank Hop. We've had good times together though, Guntank Hop, ye shall be missed). Obtaining S Rank: You may want to equip the Anti-Overheat skill you gain for clearing this mission, since it'll help you with boosting around. You shouldn't have a problem S-Ranking until you get to the part where you blow away Char and his pals. The two Acguys will likely try to gang up on you, and Amuro will possibly kill Char before you get a chance to fight anything. You may want to swing wide to the west, and hopefully catch one Acguy off in the back by himself. Leave Amuro set to Help Whitebase, in case Char decides to go blow it up. It may also be a good idea to have the GM that starts to the west set to Help you, as he'll provide a decent distraction. Rank B: Unlocks B Group Skill: Anti-Overheat Lv 2 Rank A: Rank S: Unlocks B Group Skill: Anti-Overheat Lv 3 / Unlocks Weapon: 180mm Cannon (RX-79[G]) -------------------------------------------------------------------------------- Hayato Mission 04 Equipment: RX-77-2 Guncannon / 240mm Cannon / Beam Rifle (RX-77-2) Skills: Continuous Fire, Anti-HE, Quick Reload Mission Briefing: Not Yet Available Victory Condition: Destruction of 6 enemy MS Defeat Condition: Destruction of Player Unit Destruction of Whitebase Time Limit: TIME Normal Enemies: MS-09R Musai Special Enemies: None Special Allies: Whitebase - Bright Lv 8 / 235 Armor / WB 50Clip / WB 0Clip RX-78-2 - Amuro Lv 15 / 261 Armor / Beam Rifle (RX-78-2) / Shield RX-77-2 - Kai Lv 8 / 281 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Core Booster - Sayla Lv 4 / 33 Armor / MPC (Core Booster) / Missiles Core Booster - Sleggar Lv 13 / 57 Armor / MPC (Core Booster) / Missiles Alas, we head to space, and thus leave the precious Guntank and it's mighty Guntank Hop behind, as well as anything that differentiated Hayato's missions thus far from Kai's, save the fact that Bright's levels jump around crazy-like. Except Bright's level difference doesn't matter on this mission, since his HP are pre-set to 235 anyway. You can play this EXACTLY like you did with Kai. However, since you hopefully have the Quick Fire skill, you could instead opt to equip that, have Kai Help you, have everyone else Help Whitebase, and do things yourself. Just watch out for the delay on your cannons, so that the Rick Doms don't tag you back. Obtaining S Rank: Same as before. Blow up a decent number of MS, and the ships. Rank A: Rank S: Unlocks B Group Skill: Anti-Speed Down / Unlocks Weapon: Rocket Launcher -------------------------------------------------------------------------------- Hayato Mission 05 : S Field Equipment: RX-77-2 / 240mm Cannon / Beam Rifle (RX-77-2) Skills: Continuous Fire, Anti-HE, Quick Reload Mission Briefing: Not Yet Available Victory Condition: CONDITION1 Defeat Condition: CONDITION1 CONDITION2 Time Limit: TIME Normal Enemies: MS-06F MS-09R MS-14A Musai Chibe Special Enemies: None Special Allies: Whitebase - Bright Lv 14 / 534 Armor / WB 50Clip / WB 0Clip RX-78-2 - Amuro Lv 18 / 270 Armor / Beam Rifle (RX-78-2) / Shield RX-77-2 - Kai Lv 16 / 336 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Core Booster - Sayla Lv 12 / 41 Armor / MPC (Core Booster) / Missiles Yeah, this is the same as Kai's mission. The only difference being that Hayato isn't quite as good as Kai, and the vile VDS (Veteran Death Squad. Yeah, no rookies for you!) is piloting Zaku Kais armed with all sorts of nasty things. But we'll cross that bridge when we reach it. Part 1: Set things up as you did before. Have 1 named ally Help each Salamis, then have the RB-79s cover the GMs, and the GMs cover a Salamis or two. It may be easiest to just have most of the MS set to Help Whitebase, then rush north and pick off Musai for a while. Part 2: It's even more vital to keep Whitebase's health up here than it was in Kai's mission. NOTHING but Whitebase matters here. Once you've fought for a while, the evil RDS will appear in their Zaku Kais. They can hack Whitebase's health down almost INSTANTLY. If you're not there, Whitebase is DEAD. STAY WITH WHITEBASE! Preferably in front of Whitebase, facing north, ready to release all your pent-up rage on the incoming FZs. Try to get them to attack you, rather than Whitebase, because you're FAR more likely to survive the assault. If you see one attacking Whitebase in the Rookie 2-step tactic (Which I described in Kai's Mission 05), KILL HIM IMMEDIATELY. Once the Veteran Death Squad has been dispatched with, enemies will keep spawning like mad, because they know Hayato is the man and they can't let up. So don't let your guard down, since Whitebase will likely be low on health from the VDS assault. And it really, REALLY sucks to survive that onslaught just to lose afterwards. Congratulations. Not only did you fend off the dreaded Zaku FZ assault, and complete Hayato's storyline, but if you followed my guide, you're now done with the Federation side of things. Way to go. Obtaining S Rank: Rinse and Repeat Battle of Solomon S Rank info. Fly to Advance zone, blow up ships. The main difference being, enemy MS will obnoxiously spawn here (at least to a point), and that the Federation ships are a lot happier about moving forward when you're not around. This is true of all Federation Battle of A Baoa Qu missions. Rank A: Rank S: Unlocks MS: RX-75 / Unlock Weapon: Beam Rifle (RX-77-2) -------------------------------------------------------------------------------- [ CHAR AZNABLE ] Char Mission 01 Equipment: MS-06S (Char, Loum Version) / N.C. Bazooka / 120mm Zaku M. Gun Skills: None Mission Briefing: Not Yet Available Victory Condition: Destruction of all enemies (?) Defeat Condition: Destruction of Player Unit Death of Dozul Zabi Time Limit: 5:00 Normal Enemies: Saberfish Salamis Magellan Special Enemies: None Special Allies: Falmel - Dozul Lv 13 / 223 Armor / Falmel 50Clip And now we come to the Zeon side of things. Personally, I think the Zeon missions are usually more interesting. Rather than rushing around slaughtering everything indiscriminately. in the same ultra-MS the whole time, you frequently change MS and are usually against 3 enemies that will crush you unless you use tact. So here's your first Zeon mission, where you rush around slaughtering everything indiscriminately ^_^. Just as an aside, Char's Zaku in this mission doesn't sport the usual command antenna. Anyway, this mission introduces you to my favorite weapon, and I hope it'll be one of yours, the NC Bazooka. It fires nukes. Yes. Nukes. Things explode big. Much fun. Now, before any of you 0083 fanboys out there get disappointed, remember that nuclear weapons don't all deliver blasts of biblical proportions. But this think will whack just about any run-of-the-mill enemy in, at most, two direct hits. You'll be able to use this to level up like mad by killing the Whitebase crew in just one clip. Anyway, to the task at hand: You've gotta blow up some warships. Since you've only got 8 nukes (I can't believe I just said that), don't waste any on the fighters. Either switch to the machine gun to shoot them down, or use the more handy and infinitely cooler L+B attack to use Char's infamous sidekick to blow them up. As for the warships; Salamis get 1 nuke, Magellans get 2. If they don't die after that, DON'T use up an extra nuke. Switch to the MG, shield tackle, and fire into it. As a general rule, you'll want to attack Salamis and Magellans from behind where their thrusters are, since their guns can't hit you there. This mission shouldn't be a problem, as long as you've got a grasp of the controls and gameplay mechanics. And if you've beaten the entire Federation side, I'd hope you should be able to slaughter this easily. Obtaining S Rank: Set your allies to stay back Helping the ships so they can't swipe your kills. Then go blow everything up. Rank A: Rank S: Unlocks D Group Skill: Aiming Lv 3 -------------------------------------------------------------------------------- Char Mission 02 Equipment: MS-06S (Char) / 280mm Zaku Bazooka / 120mm Zaku M. Gun Skills: None Mission Briefing: Not Yet Available Victory Condition: Defeat Whitebase Defeat Condition: Destruction of Player Unit Time Limit: 2:00 Normal Enemies: None Special Enemies: RX-78-2 - Amuro Lv 6 / 241 Armor / Hyper Bazooka / Shield Whitebase - Bright Lv 4 / 433 Armor / WB 50Clip / WB 0Clip Special Allies: MS-06F - Crowne Lv 5 / 54 Armor / 280mm Zaku Bazooka MS-06F - Komu Lv 6 / 55 Armor / 120mm Zaku M. Gun / 280mm Zaku Bazooka Probably the biggest problem with Char is that the man doesn't seem to like shields. Maybe it's just some programmer weirdness and they said "Well, Zakus look dumb without the shoulder shield, so we won't count that. And since Char didn't ever have a puncher shield, we'll just have his Zaku shieldless". Good for you when you fight him, not so good when you ARE him. Well, since the battle of Loum, the Antarctic Treaty has been signed, which means no more nukes for you. To commemorate the occasion, the game pits you against the Gundam. Yay. However, all you have to do to clear the mission is wail on Whitebase a little bit. You won't get a good rank, but you'll pass. Obtaining S Rank: Blow up the Gundam. If you went and beat the mission the easy way, just equip everyone with shields (and maybe the other machine gun, since it's lighter). A good technique, since he's using the bazooka, is to head at him straight on (but don't get close) and fire at the same time as him. You can move out of the way, but he'll just float there like a moron and get knocked around. Move in closer, and he'll recover and begin heading towards you, at which point you fire again. Rinse and repeat. If he's dumb enough to try to melee you, move backwards and fire. Use L+B when applicable. Once he's dead, pump some lead into Whitebase. It's an easy 1000 point S Rank. Rank C-A: Unlocks D Group Skill: Lock-On Rank S: Unlocks Unit: MS-06F -------------------------------------------------------------------------------- Char Mission 03 Equipment: MS-06S (Char) / 120mm Zaku M. Gun / 280mm Zaku Bazooka Skills: None Mission Briefing: Not Yet Available Victory Condition: Defeat Whitebase Defeat Condition: Destruction of Player Unit Death of Garma Escape of Whitebase Time Limit: Unlimited Normal Enemies: None Special Enemies: Whitebase - Bright Lv 8 / 479 Armor / WB 50Clip / WB 0Clip RX-75 - Hayato Lv 5 / 149 Armor / 120mm Cannon (RX-75) RX-78-2 - Amuro Lv 8 / 246 Armor / Beam Rifle (RX-78-2) / Shield RX-77-2 - Kai Lv 6 / 234 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Special Allies: Dopp - Garma Lv 8 / 37 Armor / Missiles (Dopp) As a general rule of thumb, any Zeon pilot up against Whitebase will complete the mission quickly by just jumping on Whitebase and firing like mad. This works exceedingly well on this mission. When you begin, Whitebase will be in the middle of the canyon, with the Guntrio standing under it. All of your allies will be zergrushing from the North, East, and South. If you chose the assassinate Whitebase plan, note that the Gundam may, in fact, hop up to join you, which can be a scary thing. Obtaining S Rank: For an S Rank, you're gonna have to do a little more than spending a mere 30 seconds blowing up a ship from the top of a mesa. That's right, you're gonna have to hop down and join the Gunboys in the canyon. The only help your allies are going to provide here is that when you're too far to see the enemy, you can follow the tell-tale "78 dmg... 36 dmg... 104 DMG... BOOM!" off in the distance to know where they are. Use the terrain to your advantage. If you engage multiple Gun* (Yes, that's a wildcard) units at once, you're doomed. Oh, and bring a shield, 'cause those beam sabers sting. Utilize the direct hit ability and the bazooka against the Gundam. You should be able to knock off most of his health, then finish the job with the MG or the heat hawk. Once you've done enough damage, Amuro will run away. Turn your attention to the Guntank, since he should be very easy prey for you now that the Gundam isn't around to harass you. Specifically, land behind him and pump machine gun rounds into his back. He'll run away, leaving you with only Kai left. An MS with no melee weapons? Get in his face. Or better yet, behind him, and kick away. If you're firing machine gun rounds as you close in, you might not even get a chance to swap to heat hawk before he runs away. Then all that's left is Whitebase, which is a simple matter of jumping up to it and blowing it up using your preferred methods. Rank C: Unlocks Pilot: Ramba Ral Rank C-A: Unlocks B Group Skill: Anti-Beam -------------------------------------------------------------------------------- Char Mission 04 Equipment: MSM-07S (Char) / One Arm M.P.C. / Both Arms M.P.C. Skills: Anti-Beam Mission Briefing: Not Yet Available Victory Condition: Locate Jaburo Gates Defeat Condition: Destruction of Player Unit Time Limit: 7:00 Normal Enemies: Tochka (Pillbox) Type-61 AA Cannon Watch D. RGM-79 Special Enemies: None Special Allies: MSM-04 - Akahana Lv 8 / 110 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Iwanofu Lv 6 / 105 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Ramuji Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Kraft Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini Missile Well, you've finally gotten a useful skill: Anti-Beam. Now what nasty MS do you know that that could be useful against? You also switch to your new MS, the Z'Gok, which doesn't have a shield (Yeah, that's new for Char), but has some nasty MPCs to use. Also note that, in the Z'Gok, you'll have a major mobility advantage over the enemy GMs in the water. Anyway, you'll have 7 minutes to find and destroy the two Gates that are located, unsurprisingly, at the two Advance zones marked on your radar. You'll probably want to have all 4 of your allies set to Help you. Move to an advance zone, and you'll see a target marked Gate. Move up to it, and you'll get a little cutscene. Now blow it up (One of the reasons you'll want to have your allies around... it can take a lot of punishment), and you'll get another cutscene, and a hoard of GMs will spawn around it (The other reason you'll want them around). You'll want to run around like a headless chicken while periodically turning to fire into one. But don't get too close or hang around in one spot too long, because if they knock you down you'll be in biiiiig trouble. To make things even more obnoxious, enemies will constantly spawn at the northwest gate, wether you've blown it open or not. Also note, an enemy called "Watch D." (I assume the D is for Dog) will start screaming "Enemy Confirmed!" when you get in range and the time limit will drop to 10 seconds. If you don't blow it up before that time runs out... uh... I'm not sure what happens. I think either some GMs spawn, or they all just come running. But the mission continues, so don't sweat it too much. Regardless, go blow open both gates, and the mission completes upon the destruction of the second. Obtaining S Rank: Blow up a lot of GMs, and don't take a ton of damage. There's no special trick you can do here. Sorry. Rank C: Unlocks Pilot: Norris Packard Rank C-A: Unlocks C Group Skill: Improved Ground Mobility -------------------------------------------------------------------------------- Char Mission 05 : Jaburo A Block Equipment: MSM-07S (Char) / One Arm M.P.C. / Both Arms M.P.C. Skills: Anti-Beam Mission Briefing: Not Yet Available Victory Condition: Destruction of Whitebase (Something about the Dock and 80%) Defeat Condition: Destruction of Player Unit Time Limit: 7:00 Normal Enemies: RGM-79 Type-61 Special Enemies: RX-77-2 - Kai Lv 11 / 292 Armor / 240mm Cannon / Beam Rifle (RX-77-2) RX-75 - Hayato Lv 9 / 172 Armor / 120mm Cannon (RX-75) Whitebase - Bright Lv 12 / 538 Armor RX-78-2 - Amuro Lv 12 / 255 Armor / Beam Rifle (RX-78-2) / Shield Fanfan - Woody Lv 13 / 6 Armor / Missile Launcher Special Allies: MSM-04 - Akahana Lv 8 / 110 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Iwanofu Lv 6 / 105 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Ramuji Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Kraft Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini Missile This will likely be one of the most vicious slaughters you'll ever dish out with Char. The Z'Gok will absolutely eat the GMs on this level. Your L+B attack will often (and quite satisfyingly) one hit kill them. So there's not much to say about them except don't let them knock you down. Amuro is conspicuously missing at first. Kai and Hayato will be guarding Whitebase, the latter of which should be taken down quickly by Ramuji and Kraft. So take your time and gut Jaburo. Once you get up onto that northwest platform though, Amuro, a GM, and Lt. Woody (In the awe-inspiring 6 armor point Fanfan) will spawn nearby. Take advantage of the slow-motion from the dialog to rotate your camera to target the GM, and take him out first so he can't make you miserable. If you feel like making Amuro whine, knock out the Fanfan should the opportunity arise. Just be careful with Amuro, making your L+B attacks where you'll be able to do some damage, stun him, then get behind him and tear into him with the Both Arms MPC attack. He'll blow up. It's entirely possible Kai, Ramuji, and Kraft are all still alive loitering east of Whitebase. Go blow Kai up. Whitebase doesn't have any weapons, so unless you're worried he'll be able to get you, there's no reason not to kill him. Obtaining S Rank: Just follow the above instructions. Killing everything should give you more than an adequate amount of points for an S Rank, even if you have next-to-nothing left in the armor department. For NOT getting an S Rank, though, I'd suggest just running straight to Whitebase and firing all 8 Both Arm MPC shots into it, followed by all 3 of the One Arm MPC shots, some L+Bs, and a light sprinkling of missiles. Cook 2:30, serves 4. Rank C-A: Unlocks A Group Skill: Combo -------------------------------------------------------------------------------- Char Mission 06 Equipment: MSM-07S (Char) / One Arm M.P.C. / Both Arms M.P.C. Skills: Any skill you can get your grubby little mitts on. Mission Briefing: Not Yet Available Victory Condition: Escape to the Advance zone Defeat Condition: Destruction of Player Unit Time Limit: 7:00 Normal Enemies: RGM-79 Type-61 Special Enemies: RX-78-2 - Amuro Lv 13 / 257 Armor / Beam Rifle (RX-78-2) RX-75 - Hayato Lv 10 / 177 Armor / 120mm Cannon (RX-75) RX-77-2 - Kai Lv 12 / 297 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Special Allies: MSM-04 - Akahana Lv 8 / 110 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Iwanofu Lv 6 / 105 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Ramuji Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini Missile MSM-04 - Kraft Lv 5 / 103 Armor / Mega Particle Cannon (MSM-04) / Mini Missile Well, this is the last mission in your Pedophile Pink Z'Gok, and oh boy is it gonna be fun. Amuro will spawn roughly .03 inches behind you to the southeast and immediately annihilate all your allies. Probably the best way to simply clear the level is to RUN LIKE HELL. Immediately take off North, and don't even bother slowing down. You'll probably make it with ease. My record low score for this level is an astonishing 0 points. Incidentally, the mission also ends if you kill absolutely everything. But the running like hell, that's probably easier. Obtaining S Rank: W - O - W this one sucks. Order all your allies to move southwest, then due west, then north up into that corner there. You'll want to whack the two GMs to your northwest VERY quickly (Possibly even leaving the second one) and turn your attention to Amuro to prevent him from butchering your allies. Get a good angle lined up on the Gundam, activate direct fire, then tear into him. Odds are pretty decent that, after this confrontation, you'll be really low on armor. Probably the fastest, safest way to do it is to fire 1 shot into the first GM, L+B him to death, turn to the Gundam, fire the other 2 shots into him, L+B to stun him, activate direct hit, move behind him, and fire into his back. Works real nice if you come back with Beam Power Up after the next mission. Afterwards, take things slow, since one little cannon volley can ruin your day. Rank C-A: Unlocks C Group Skill: Improved Space Mobility -------------------------------------------------------------------------------- Char Mission 07 : Texas Colony Equipment: YMS-14 (Char) / Beam Rifle (MS-14) / Shield Skills: Anti-Beam Mission Briefing: Not Yet Available Victory Condition: Destruction of the Gundam Defeat Condition: Destruction of Player Unit Time Limit: 2:00 Normal Enemies: None Special Enemies: RX-78-2 - Amuro Lv 16 / 264 Armor / Beam Rifle (RX-78-2) Special Allies: None You've finally got a shield! Hurrah! Better yet, for once, Amuro doesn't! Despite what's shown in the mission briefing, Whitebase is not, in fact, hiding off in the corner, so don't bother looking for it. Also, interesting note: If you jump really high, you'll go through the cloud cover, and can see above you... ground, from the opposite side of the colony. Anywho, if you're a sufficient level, this mission shouldn't be any trouble at all. Use your shield, activate direct hit, and shoot him. Easy. Obtaining S Rank: There's not much to it. Blow up the Gundam, don't let him smack the crap outta you. If you're desperate, you can try to lure him west towards the mine field, but he's a little difficult to coax. Rank C-A: Unlocks A Group Skill: Beam Power Up -------------------------------------------------------------------------------- Char Mission 08 Elmeth's Lalah: Equipment: YMS-14 (Char) / Beam Rifle (MS-14) / Shield Skills: Beam Power Up, Improved Space Mobility Mission Briefing: Not Yet Available Victory Condition: Lalah destroys 6 ships (?) Defeat Condition: Destruction of Player Unit Destruction of Lalah's Elmeth Time Limit: 7:00 Normal Enemies: RGM-79 Salamis Magellan Special Enemies: None Special Allies: MAN-08 - Lalah Lv 3 / 234 Armor / Bit MS-09R - Batashamu Lv 6 / 130 Armor / WEAPON / WEAPON Not much to say about the first part. Blow stuff up. After Lalah's got her 6th kill, the Victory Condition will update to Escaping the Area. Note that Lalah doesn't have to get to the escape area, she just has to live. Given that both Char and his Gelgoog are pretty speedy, you can probably get there without incident. Obtaining S Rank: Enemies will constantly spawn in the northwest. Wail on them until you've had enough. Rank C: Unlocks Pilot: Anavel Gato Rank C-A: Unlocks D Group Skill: Ship Killer -------------------------------------------------------------------------------- Char Mission 09 Equipment: YMS-14 (Char) / Beam Rifle (MS-14) / Shield Skills: Beam Power Up, Anti-Beam, Ship Killer Mission Briefing: Not Yet Available Victory Condition: Destruction of enemy ships (?) Defeat Condition: Destruction of Player Unit Destruction of Lalah's Elmeth Destruction of Kycilla's Gwazine Time Limit: 3:00 / 5:00 (After Whitebase appears) Normal Enemies: Salamis RGM-79 RB-79 Magellan Special Enemies: RX-78-2 - Amuro Lv 18 / 270 Armor / Beam Rifle (RX-78-2) / Shield Core Booster - Sayla Lv 11 / 40 Armor / MPC (Core Booster) / Missiles RX-77-2 - Hayato Lv 12 / 295 Armor / 240mm Cannon / Beam Rifle (RX-77-2) RX-77-2 - Kai Lv 15 / 330 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Whitebase - Bright Lv 15 / 543 Armor / WB 50Clip / WB 0Clip Special Allies: MAN-08 - Lalah Lv 10 / 272 Armor / Bit MS-09R - Batashamu Lv 13 / 149 Armor / WEAPON Gwazine - Kycilla Lv 18 / 665 Armor / Gwazine 0Clip I'd suggest moving both Lalah and Kycilla to the Northwest corner, else they might be in a world of hurt in a big hurry. After you destroy everything (Or at least all the ships, I'm not sure. I'd suggest saving a ship or two for last anyway), Whitebase will show up over in the southwest area, and the victory condition will update to the destruction of the Gundam. Note that destroying the Core Booster will fail the mission. So you, yanno, might not wanna do that. As for dealing with the Gundam, you'll probably want to move backwards and fire at him when he's in range, using the Direct Hit ability. You should also try to isolate him from the rest of the Guntrio. Obtaining S Rank: Hoo-boy, lovely. What you'll probably want to do is send Kycilla and Lalah northwest (And then have Lalah go due east, just in case), have your 3 Warships move to a liiiittle more spread out, leave one enemy ship barely alive, and head to Kycilla to get a resupply. Head back, and melee the remaining ship to death. Whitebase'll spawn. Now, target Hayato and kill him. The easiest way to do that is to get in a straight line with him from a distance. If he's not facing you in an attempt to fire, you're gonna miss (That is, unless you're point-blank at his back). You'll want to stay nearby your 3 ships so you can get resupplies (For ammo and the shield) and repairs (LOTS of repairs... if you run out and need one, flee northwest to Kycillia... yeah, that's why you don't want Lalah there). After you finish off Hayato, take out Kai. You may want to spare him a use of Direct Hit, since he can be a MAJOR pest. After that, killing Amuro should earn the S Rank. If you've got the armor and ammo for it though, swing by Whitebase to blow it up first. Rank C: Unlocks Pilot: Bernard Wiseman Rank C-A: Unlocks B Group Skill: Anti-HE Rank S: Unlocks Unit: MS-09R -------------------------------------------------------------------------------- Char Mission 10 : S-Field Equipment: MSN-02 / Mega Particle Cannon (MSN-02) Skills: Beam Power Up, Anti-HE/Anti-Beam, Improved Space Mobility, Ship Killer Mission Briefing: Not Yet Available Victory Condition: Destruction of enemy ships Defeat Condition: Destruction of Player Unit Time Limit: 7:00 (Part 1) / 7:00 (Part 2) Normal Enemies: RGM-79 RB-79 Salamis Magellan Special Enemies: RX-78-2 M.C. - Amuro Lv 19 / 273 Armor / Hyper Bazooka / Beam Rifle (RX-78-2) / Shield Special Allies: None And now, your third MS change, this time to the good ol' Rosie the Robot MS, the Zeong. Part 1 is rather unremarkable, and seems more like a training area for your newfound remote weapons. Using the Zeong, there are two important things to whore: Your speed, and the fact that you can just send your hands off to kill things for you. To a lesser extent, there's also the fact that even when your hands are off completing the "Four-way attack", you're still quite heavily armed. Have fun. Part 2: Victory condition changes to the destruction of the Gundam. Shocking. And Amuro STILL isn't level 20, so no level 3 skills for him. Ha! Send your arms after Amuro, and try to stay back. Whenever he enters your built-in MPC's range, let him have it. You'll tear him up. Obtaining S Rank: Blowing up Amuro having taking minimal damage should do the trick nicely. Rank C-A: Unlocks A Group Skill: Continuous Fire -------------------------------------------------------------------------------- Char Mission 11 : S-Field Equipment: MSN-02 / Mega Particle Cannon (MSN-02) Skills: Beam Power Up, Anti-HE, Improved Space Mobility Mission Briefing: Not Yet Available Victory Condition: Destruction of enemy units Defeat Condition: Destruction of Player Unit Time Limit: 6:00 Normal Enemies: RGM-79 Magellan RB-79 Special Enemies: Core Booster - Sayla Lv 15 / 43 Armor / MPC (Core Booster) / Missiles RX-77-2 - Kai Lv 18 / 344 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Whitebase - Bright Lv 19 / 580 Armor / WB 50Clip / WB 0Clip RX-77-2 - Hayato Lv 17 / 325 Armor / 240mm Cannon / Beam Rifle (RX-77-2) Special Allies: None Ah, and now for a special what-if mission. After blowing Amuro up so many times, it seems to have finally stuck, for he is nowhere to be found. The Zeong now gets the opportunity to square off with the remainder of the Whitebase gang, which is hiding out around the middle of the map. As usual, the death of Sayla will fail the mission. However, blowing up Whitebase will NOT end it, so feel free to take out that big obvious target first. Now, send your hands off after one of the Guncannons, and set every single one of your allies to Attack him. Then, you can go about vaporizing the random enemies that show up. Between your hands and allies, you'll get some good chipping damage in on them. Now, get in a straight line with the Guncannon-in-question, and activate direct hit. Now, just BEFORE you get into range, fire the head and body MPCs. Then boost backwards. The MPCs should connect and do decent damage. Do the same to the other Guncannon. Obtaining S Rank: Since you're blowing up a bunch of ships, GMs, and most of the Whitebase Gang, hopefully simply beating the level will be enough. Rank C-A: Unlocks C Group Skill: The Second Step Skill -------------------------------------------------------------------------------- Char Mission 12 : Luna Two Equipment: MSN-02 / Mega Particle Cannon (MSN-02) Skills: Beam Power Up, Anti-Beam, Improved Space Mobility Mission Briefing: Not Yet Available Victory Condition: Destruction of enemy ships Defeat Condition: Destruction of Player Unit Time Limit: 7:00 Normal Enemies: RB-79 RGM-79 Magellan Salamis Special Enemies: RX-78-6 - Edgar Lv 18 / 329 Armor / WEAPON / WEAPON / Shield Special Allies: None It's a SECOND What-if mission. Now you attack Luna Two. Which seems like a perfectly fun happy bloodbath, until... wait, could it be? ANOTHER Gundam come to ruin your day. And you thought you were finally rid of them, didn't you? Mudrock will show up (I'm not sure of the exact trigger), and you'll have to take him out. Odds are he'll obsessively chase you, so make use of that. A good idea would be to send your hands after his friends, circle, and then just spray your body and head MPC around at them... even if the lock isn't complete yet. In fact, having a little inaccuracy to it can help make a bigger wall of death for the poor GMs. Pretty much the best strategy to use against the Mudrock (Or anyone like him) is to get him somewhere that, if he would hold still for just a second, you could blow him away, and then use the Threaten ability to push his Pressure level into the top bar. He'll freeze. Activate direct hit and tear into him. Point blank Zeong arm MPCs to the face and the head MPC with the Beam Power Up skill should nearly vaporize him. Now that he's out of your way, you just have to mop up the rest of the cannon fodder. Congratulations. You just took over Luna Two. Obtaining S Rank: You may have not needed it during the fight (Assuming you vaporized the poor guy with your massive arsenal of MPCs), but when you're down to a Magellan or so, go back to your allied ships and have them repair you. You can beat the mission with full armor, and that REALLY impresses the S Rank machine. Rank C: Unlocks Pilot: Jonny Raiden Rank A (?): Unlocks Unit: MS-06S (Char) Rank S: Unlocks Unit: MSM-07S (Char) -------------------------------------------------------------------------------- [ 10 UNLOCKABLES ] In Progress -------------------------------------------------------------------------------- [ 11 CREDITS/COPYRIGHT ] All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2004 Daniel McCready