_______________ / \ | _______ | | / | | | | __ __|____| ____ ___ _ _____ ____ _ _ ___ _____ | || \/ |/ _ \| __ )_ _| | | ____| / ___|| | | |_ _|_ _| | || |\/| | | | | _ \| || | | _| \___ \| | | || | | | | || | | | |_| | |_) | || |___| |___ ___) | |_| || | | | | ||_|__|_|\___/|____/___|_____|_____| |____/_\___/|___| |_| | | | | | | | \ | | _ \ / \ | \/ | | | |_____ | | | | \| | | | |/ ^ \ | |\/| | | | ' | | |_| | |\ | |_| / ___ \| | | | | | | |\___/|_| \_|____/_/ \_\_| |_| | |_______| | # " # # ### # | |#### # #_# # | | # # # # # # # \__________,____| # # ### # ### ___ _ _ ___ __ _ _ _ _ ___ ___ __ ___ |___ |\ | / / \ | | |\ | | |___ |__) (__ |___ | \| \___ \__/ |__| | \| | |___ | \ ___) _ _ _ ___ __ __ ___ ___ | |\ | (__ |__) |__| / |___ | | \| ___) | | | \___ |___ Mobile Suit Gundam: Encounters in Space System: Sony Playstation 2 Genre: Action Written By: Necropenguin Version: 1.0 Started: November 29th, 2003 Finished: February 21st, 2005 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Versions History: Version 0.4: --It's a work in progress... Version 1.0: --It's just sitting around on my hard drive. Might as well finish it. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This document is copyrighted to Necropenguin@yahoo.com, that's me, and this document may NOT be altered, reproduced, sold for profit, or especially plagiarized in any way shape or form without my permission, which you won't get so don't ask. As of now GameFAQs is authorized by my decree to display this document for public use. If I find out that my hard work (well not really hard, but you sit here and try doing this) is being ripped off I will be forced to take a rather unhappy legal action, plus I'll just plain find you and hurt you. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1) Introduction 2) Game Controls --Route Tube Controls --Battle Sphere Controls 3) Game Screen 4) Statistics List --Pilot Stats --Earth Federal Forces Unit Stats --Principality of Zeon Unit Stats --Extra Unit Stats --Weapon Stats 5) White Base Missions --White Base Tutorial --White Base Movie Mode Walkthrough --Replaying White Base Mode --White Base TV Mode 6) Thoroughbred Missions 7) Ace Pilot Missions --Char Aznable --Black Tri-Stars --Johnny Ridden --Shin Matsunaga --Yuu Kajima --Kou Uraki --Anavel Gato --Cima Garahau 8) Mission Mode --Mission Mode Create-A-Pilot Explanation --Special Bonus Multipliers --Earth Federation Missions --Principality of Zeon Missions --"So how the heck do I create a quad-50 pilot anyway?" 9) Unlocking Guide --Unlocking White Base TV Mode --Unlocking Ace Pilot Missions --Unlocking Pilots for Versus Mode --Unlocking Earth Federation Forces Units --Unlocking Principality of Zeon Units --Information about Extra Units for Versus Mode --Unlocking Mobile Suit Weapons --Unlocking Movies --Unlocking Background Game Music 10) S-Rank Scores List --White Base S-Rank Scores --Thoroughbred S-Rank Scores --Ace Pilot Mode S-Rank Scores 11) Thanks \ /------------\ / [===========================|Introduction|============================] / \------------/ \ Mobile Suit Gundam: Encounters in Space is the long-awaited sequel to the mostly sub-par Playstation 2 game, Mobile Suit Gundam: Journey to Jaburo. What had been anticipated as one of the most promising Gundam games ever to hit the states, Encounters in Space has a little something to offer everybody. What was anticipated as just the sequel of Journey to Jaburo became so much more. Instead of just covering the last one-third of the animated series Mobile Suit Gundam, Encounters in Space also dabbles into Gundam 0080, Gundam 0083, and Blue Destiny Unit. The game even provides coverage for characters who have never had voices in mainstream Gundam before with coverage of Space, To the End of a Flash, and many notable aces from Mobile Suit Variation, and even Gundam: The Ride. Overall, Encounters in Space is one of the best Gundam games released to date. \ /-------------\ / [===========================|Game Controls|===========================] / \-------------/ \ Movement and control of your unit while playing Encounters in Space is done with the game's controller... Ya know, just like every other game in existence. But, there are two different modes of play with two fundamentally different methods of control. The "Route Tube" mode is the first mode of play where your unit is pretty much on auto-pilot. The unit you are playing will constantly move forward during Route Tube mode and the task to move them around debris and attack enemies as they fly to their destination will fall to you. The second type of play is the "Battle Sphere." The unit you play will typically enter the Battle Sphere after reaching a specific destination in the Route Tube, but some missions are pretty much done completely in Battle Sphere mode. In the Battle Sphere, you have complete control of the actions of your unit. It will not constantly move forward like in the Route Tube. ----------------------------------------------------------------------- Route Tube Controls ----------------------------------------------------------------------- D-Pad Up: Ascend D-Pad Right: Move Right D-Pad Down: Descend D-Pad Left: Move Left Select Button: Call for Support (if support is available) Start Button: Pause the Game Triangle Button: Attack with Melee Weapon Circle Weapon: Attack with Sub Weapon Cross (X) Button: Activate Thrusters Square Button: Attack with Main Weapon Square Button (hold): Activate Multi-Lock (release Square to fire) L1 Button: Lock On to a target L2 Button: Activate/Deactivate Lock-Ons Left Analog Stick: Move your unit in the direction the left analog stick is moved in Right Analog Stick: Move Lock-On between on-screen targets Cross (X) + Cross (X): Do a barrel roll! (NOTE: Performing a barrel roll will disengage any Lock-On an enemy unit may have on your unit.) R1 + R2 (hold): Prepare to use a Special Attack (press Square to fire) ----------------------------------------------------------------------- Battle Sphere Controls ----------------------------------------------------------------------- D-Pad Up: Move Forward D-Pad Right: Move Right D-Pad Down: Move Backwards D-Pad Left: Move Left Triangle Button: Attack with Melee Weapon Circle Weapon: Attack with Sub Weapon. Cross (X) Button: Activate Thrusters Square Button: Attack with Main Weapon Square Button: (when action cursor turns yellow): perform a special action (ex: land on a ship, grab onto an object) Square Button (hold): Activate Multi-Lock (release Square to fire) R1 Button: Ascend R2 Button: Descend L1 Button: Lock On to a target L2 Button: Activate/Deactivate Lock-Ons Left Analog Stick: Move your unit in the direction the left analog stick is moved in Right Analog Stick: Move Lock-On between on-screen targets Cross (X) + Cross (X): Do a barrel roll! (NOTE: Performing a barrel roll will disengage any Lock-On an enemy unit may have on your unit.) R1 + R2 (hold): Prepare to use a Special Attack (press Square to fire) \ /-----------\ / [===========================|Game Screen|=============================] / \-----------/ \ During game play there will be a whole bunch of stuff that will be on screen that you should pay attention to in addition to all the crazy mobile suit pilots looking to gun you down. So lets have a look at what you'll be seeing most of the time during game play... or at last an ASCII-fied rendition of what you'll be seeing most of the time during game play. ________________________________________________________________ | HP|====================| {SCORE 150000} {TIME 00:29:37}| |SLD|====================| /LIMIT 02:33:33}| | SP|======|======|======| /---------\| | SPECIAL ATTACK | || |/--------------------\ | || || DEFENDING TARGET 1 | | || || ================== | | || || WHITE BASE | \---------|| |\--------------------/ \COM/ | | ___________________ | | / =============== | | || MS-06F | | || 126m _______/ | |\------------/ _______________ | | _/ SUPPORT || | \|--------------/ | | | | _______ [MULTIPLE LOCK-ON]| |/ 'o | Q Q Q Q Q | || o O o | ,----------------\| || DMG | | || |\_______| | || | _______ | MAIN 12 || |/ _ _ | |----------------|| || / | \ | | || |||--^--|| | || || \_|_/ | | SUB 60 || |\------- [THRUSTER==================] `----------------'| |________________________________________________________________| There we go! Isn't it great! So what does it all mean? Well lets start from the upper-left and make our way over and down while I explain exactly what the heck all those blocks, and numbers, and other miscellany actually represent. --The first thing you will notice in the upper-left corner is the unit's Health Gauge. This gauge represents the unit's armor. As you take damage from enemy attacks, running into stuff like a moron, or any other way you generally take a beating, the Health Gauge will deplete from right to left. When you have about 25% of your Health remaining your unit will begin to spark due to its heavy damage. When the Health Gauge is completely empty your unit is destroyed, and will explode just to drive that point home. Game over, fool! --Directly under the Health Gauge is the Shield Gauge. This gauge will display the general condition of the shield your unit may be carrying. Not all units have shields, so not all units will have a Shield Gauge. If your unit receives damage, and it was not attacking when hit, the damage will usually be deducted from your Shield Gauge instead of your unit's Life Gauge. If the shield becomes damaged to the point where the Shield Gauge is empty, the shield will explode in a purple flash and your unit will be stunned and knocked prone for a second. The Shield Gauge will now flash red and read "BREAK!," meaning your shield is totally broken and all further damage will drain directly from your Health Gauge. Wise use of your shield could make the difference of success or failure in a mission. --Under the Shield Gauge is the Special Gauge. The Special Gauge will slowly fill up as the mission goes on. The Special Gauge is split into three separate bars. When at least one bar becomes full, the words "SPECIAL ATTACK" will appear under the Special Gauge, signaling that you are able to use the unit's Special Attack. Special Attacks are used by holding down the R1 and R2 buttons and pressing Square. Some units do not have a Special Attack, while some units have different Special Attacks depending on how many bars are filled when a Special Attack is used. --In the top center of the screen is the SCORE counter. As you blow crap up you will get a numerical value added to your score depending on what you just fragged. (The points you earn for defeating an enemy unit are the unit's deployment cost with two zeroes tagged on the end.) The more crap you blow up, the higher your score will be. Your score will be used at the end of each mission to rank your game play. High scores will unlock extra goodies, so aim for as high a score as possible! --In the upper-right corner of the screen will be the Time displays. The first time display (the one that says "TIME") will display how long you have been playing the current mission. In some missions there may be a time limit (that's the yellow one that says "LIMIT"), which will count down until the end of the mission. --On the left side of the screen if you have locked onto a target, or there are targets to defend, they will be displayed here. The defending target's Health Gauge will be displayed here and as it takes damage it will deplete, turning different colors (green, yellow and finally red). The name of the defense target will be under their Health Gauge. Take the defense of your allies seriously, as their destruction will usually ensure the failure of the mission. --If an enemy, or ally unit, or even your pilot has something to say to you, a Communication Window will appear in the upper right-center of the screen. The character will speak their mind, and when they are done, the Communications Window will close. --When you lock onto an enemy unit the information on them will be displayed in the center of the left side of the screen. You will be able to see their Health Gauge and the model number of the mobile suit or the class of ship you are locked onto. You will also see a counter of how far away your target is (in meters) from your unit. --Sometimes during some missions, an icon that says "SUPPORT" will flash on the right side center of the screen. This indicator is the Support Lamp, and when it lights up it is indicating that there is an allied unit that is available to come in and help you out. Pressing the Select Button will request support and call that ally in to assist you. An ally will only offer support for a limited amount of time, so if you don't answer them promptly they will eventually stop offering to support you. --Underneath where the Support Lamp will appear is the Multiple Lock-On Queue. By pressing and holding down the Square Button you will activate Multi-lock mode. A large square window will appear allowing you to lock onto multiple targets at once. For each target you are locked onto a "Q" will appear in the Multi Lock-On Queue. When you release the Square Button, you will fire on all the targets you locked onto with your unit's main weapon. Firing your unit's main weapon using Multi-lock will slightly decrease the damage the shots will deal to whatever they hit, but it will not expend any of the main weapons ammunition when fired, so it is incredibly useful for managing ammo and wreaking mass havoc at the same time. --In the lower-left corner is the radar. It will display information on the enemies and allies zooming around the battlefield. Your unit is the green triangle in the center of the radar's circle. Enemy units will be displayed as red circles, and allied units will be displayed as blue circles on the radar. --Right above the radar in the lower-left corner is the Damage Indicator. It's nothing special really, just a little orange-yellow box that says "DMG" that will appear for a few seconds after your unit has taken damage resulting in a decrease in your unit's Health Gauge. It is just an indicator to let you know your unit has recently taken damage; that's all it does. --In the bottom center of the screen is the units Thruster Gauge. As you use the unit's thrusters to get an extra boost of speed or barrel roll the thrust gauge will start to fill up. When the thrusters are not in use the gauge will start to deplete again. If the Thruster Gauge should become full, the engines will "OVERHEAT!" and the bar will flash yellow and you will not be able to use the unit's thrusters again until the Thruster Gauge is completely empty again, which will take several seconds. --In the lower-right corner is the weapon information boxes. The first box is the display for the Main Weapon. It displays a small picture of the type of weapon you are using and how many shots are remaining in the weapon. When a weapon runs out of ammunition it must be reloaded, which takes a few seconds to do, during which the weapon will be unusable. On the other hand, most beam weapons recharge slowly on their own over time, regaining a charge every few seconds. When your unit draws its melee weapon, it will switch to a display of your melee weapon instead, showing that you can not use your main weapon again until you take it out again. Also, when you prepare for a Special Attack it will display a graphic to show that, when you next press Square, you will execute a Special Attack. --Below the main weapon display is the Sub Weapon display. This will display a picture of the type of sub weapon your unit has (if it even has a sub weapon) and the amount of ammunition remaining. When your sub weapon runs out of ammunition it must be reloaded, which takes a few seconds to do, during which the sub weapon will be unusable. \ /---------------\ / [==========================|Statistics List|==========================] / \---------------/ \ Here are the statistics for the pilots, units, and mobile suit weaponry. That's all there really is to it. ----------------------------------------------------------------------- Pilot Stats ----------------------------------------------------------------------- This section will detail the attributes and special skills of all of the pre-made pilots in the game, and explain what these attributes do and contribute to: --Shoot: This statistic measures how well the pilot performs when firing a ranged weapon. It will increase the Strength of any weapon that is equipped on a unit, as well as allow the pilot to be able to multi-lock onto more targets up to a maximum of eight (or a maximum of nine with the special skill Six Sense). --Fight: This statistic is a measurement of how skilled the pilot is in close combat. A higher Fight increases the Fight of the unit being piloted resulting in increased damage dealt by melee weapon attacks, as well as performing attacks with melee weapons at a faster rate. It will also decrease the amount of the Thruster Gauge consumed when boosting forward during a melee attack, increase the distance that can be traveled and the rate of speed you will travel at. --Guard: This statistic is a measurement of the pilot's ability to defend himself against incoming enemy attacks. It will increase the Armor statistic of a unit, and slightly reduce damage taken, enabling the unit to take more damage and still survive. --Mobility: This statistic measures the pilot's ability to fly the unit they are assigned. A higher Mobility skill will increase the Mobility and Maneuver of any unit, granting a greater top speed, and faster turning, as well as a slower decrease in the Thruster Gauge when using the thrusters and performing barrel rolls. --Special Skills: These are special abilities that the pilot possesses. Each pilot has their own unique set of characteristics that make them who they are. For information on what each individual skill does see the Mission Mode Create-A-Pilot Explanation section in the Mission Mode area. A pilot can only have a total of six Special Skills. Amuro Ray: ---------- Shoot: 20 Fight: 10 Guard: 15 Mobility: 20 Special Skills: Newtype Level 3 / Self-Assured / Info Analysis Fast Combat / Engineer / Six Sense Kai Shiden: ----------- Shoot: 5 Fight: -10 Guard: 0 Mobility: 0 Special Skills: Will Power / Coward / Co-op Hayato Kobayashi: ----------------- Shoot: 0 Fight: 5 Guard: 5 Mobility: 0 Special Skills: Will Power / Co-op / Support Sayla Mass: ----------- Shoot: 0 Fight: -10 Guard: 0 Mobility: 5 Special Skills: Newtype Level 1 / Co-op / Fighter Pilot Sleggar Law: ------------ Shoot: 10 Fight: 0 Guard: 0 Mobility: 5 Special Skills: Persist / Self-Assured / Sniper Fighter Pilot Ryu Jose: --------- Shoot: 0 Fight: 0 Guard: 10 Mobility: 0 Special Skills: Will Power / Persist Kou Uraki: ---------- Shoot: 10 Fight: 10 Guard: 5 Mobility: 10 Special Skills: Will Power / Engineer / MA Pilot Chuck Keith: ------------ Shoot: 0 Fight: -5 Guard: 0 Mobility: -5 Special Skills: Coward / Good Luck / Co-op South Burning: -------------- Shoot: 5 Fight: 5 Guard: 5 Mobility: 10 Special Skills: Will Power / Master / Leadership Six Sense Bernard Monsha: --------------- Shoot: 5 Fight: 0 Guard: 5 Mobility: 5 Special Skills: Self-Assured Christina McKenzie: ------------------- Shoot: 0 Fight: 10 Guard: 5 Mobility: 5 Special Skills: Will Power / Test Pilot Yuu Kajima: ----------- Shoot: 15 Fight: 10 Guard: 5 Mobility: 10 Special Skills: Hit and Run / Test Pilot / Six Sense Fighter Pilot Philip Hughes: -------------- Shoot: 10 Fight: 0 Guard: 0 Mobility: 5 Special Skills: Mood Maker / Test Pilot / Fighter Pilot MA Pilot Jack Bayard: ------------ Shoot: 0 Fight: 0 Guard: 5 Mobility: 5 Special Skills: Hang On Luce Kassel: ------------ Shoot: 10 Fight: 5 Guard: 5 Mobility: 10 Special Skills: Fast Combat / Co-op / Support Sniper Ford Romfellow: --------------- Shoot: 10 Fight: 5 Guard: 10 Mobility: 5 Special Skills: Self-Assured / Good Luck / Fast Combat Test Pilot / Grandstand Char Aznable: ------------- Shoot: 15 Fight: 20 Guard: 15 Mobility: 20 Special Skills: Newtype Level 2 / Self-Assured / Fast Combat Hit and Run / Six Sense Gaia: ----- Shoot: 10 Fight: 10 Guard: 10 Mobility: 10 Special Skills: Will Power / Leadership / Co-op Mash: ----- Shoot: 5 Fight: 5 Guard: 5 Mobility: 5 Special Skills: Co-op Ortega: ------- Shoot: 0 Fight: 15 Guard: 10 Mobility: 5 Special Skills: Fearless / Hit and Run / Co-op M'Quve: ------- Shoot: 0 Fight: 10 Guard: 0 Mobility: 0 Special Skills: Sly / Politics Challia Bull: ------------- Shoot: 5 Fight: 0 Guard: 0 Mobility: 10 Special Skills: Newtype Level 2 / MA Pilot Gadem: ------ Shoot: 0 Fight: 10 Guard: 5 Mobility: 5 Special Skills: Persist / Hit and Run / Master Lalah Sune: ----------- Shoot: 10 Fight: -10 Guard: 0 Mobility: 10 Special Skills: Newtype Level 3 / Six Sense / MA Pilot Tokwan: ------- Shoot: 0 Fight: 5 Guard: 0 Mobility: 5 Special Skills: Fearless / MA Pilot Dmitri: ------- Shoot: 0 Fight: 0 Guard: 0 Mobility: 0 Special Skills: Test Pilot / MA Pilot Gene: ----- Shoot: 0 Fight: 0 Guard: 0 Mobility: 0 Special Skills: Coward / Ambition Dozle Zabi: ----------- Shoot: 0 Fight: 20 Guard: 20 Mobility: 0 Special Skills: Fearless / Will Power / Persist Hit and Run / Stamina Anavel Gato: ------------ Shoot: 15 Fight: 15 Guard: 15 Mobility: 15 Special Skills: Fearless / Persistence / Hit and Run MA Pilot Kelly Layzner: -------------- Shoot: 10 Fight: 10 Guard: 5 Mobility: 5 Special Skills: Will Power / Engineer / MA Pilot Cima Garahau: ------------- Shoot: 15 Fight: 10 Guard: 10 Mobility: 10 Special Skills: Sly / Master / Leadership Ambition Karius: ------- Shoot: 0 Fight: 0 Guard: 5 Mobility: 5 Special Skills: Good Luck / Support Bernard Wiseman: ---------------- Shoot: 0 Fight: 5 Guard: 0 Mobility: 0 Special Skills: Will Power / Persist Nimbus Schterzen: ----------------- Shoot: 5 Fight: 10 Guard: 5 Mobility: 5 Special Skills: Persist / Sly / Self-Assured Johnny Ridden: -------------- Shoot: 15 Fight: 10 Guard: 5 Mobility: 20 Special Skills: Fast Combat / Hit and Run / Leadership Six Sense Shin Matsunaga: --------------- Shoot: 10 Fight: 15 Guard: 10 Mobility: 10 Special Skills: Fearless / Persist / Hang On Fast Combat / Hit and Run ----------------------------------------------------------------------- Earth Federal Forces Unit Stats ----------------------------------------------------------------------- These are the statistics for the Earth Federation Space Forces units that you will be able to pilot in the game. What directly follows is an explanation of what statistics are measured: --FIGHT: The attack power of the unit's close combat weapon, as well as how far the unit will travel forward when it makes a melee attack. If the unit does not have the ability to attack in close combat it will have "NONE" in place of a numerical value. The type of melee attack the unit uses, if any, will be listed in brackets next to the value. --MAIN WEAPON: The attack power of the unit's main weapon, if the unit has fixed weaponry. The unit's main weapon will be listed in brackets, along with the maximum ammunition count in parentheses. This statistic will not be listed for units that choose their weapon from the weapons list, as those are listed in the Weapon Stats section. --SUB WEAPON: The attack power of the unit's sub weapon. If the unit does not have a sub weapon it will have "NONE" instead of a numerical value. --MANEUVER: The agility and maneuverability of the unit. --MOBILITY: The speed of the unit. --ARMOR: The toughness of the unit's armor. --SHIELD: This is the strength of the unit's shield, if it has one. If the unit does not have a shield it will have "NONE" listed instead. If the units shield is an I-Field it will have "[I-FIELD]" listed next to the strength of the shield. An I-Field will nullify any ranged beam attack against the unit. --DEPLOY COST: How many deployment points it takes to deploy the unit alone. If the words "[LARGE]" appear next to the unit's points cost than that unit is a large unit. You can only deploy one large unit in a team. --SPECIAL ATTACK: The Special Attack of the unit and a description of what the attack does. Some units have multiple Special Attacks depending on how many full bars are in the Special Gauge, so the amount of bars that it costs to use the attack are listed in brackets. Some Special Attacks will be dependent on what weapon is equipped, so "DEPENDANT ON WEAPON" will be listed. Some units, after using certain Special Attacks, will have their Special Gauge "BREAK!", which means that the Special Gauge will no longer charge and no other Special Attacks can be used for the duration of the mission. Some units do not have a Special Attack, so "NONE" will be listed. So here are the stats for the Earth Federation Forces units in the game: RB-79 Ball: ----------- A combat pod developed to support the GM, the RB-79 is equipped with a low recoil cannon on a top mounted turret. It was heavily used in the Battle of Solomon and A Baoa Qu for medium and long-range fire support. FIGHT: 3.0 [Manipulator Claws] MAIN WEAPON: 3.5 [Recoilless Cannon (24)] SUB WEAPON: NONE MANEUVER: 3.0 MOBILITY: 1.0 ARMOR: 1.0 SHIELD: NONE DEPLOY COST: 15 SPECIAL ATTACK: [One Bar] Rapid-Fire - Fires the recoilless cannon three times in quick succession. RB-79K Ball K Type: ------------------- A variant of the RB-79 Ball, the RB-79K's manipulator design has been redesigned, and it is equipped with two cannons. This model was deployed near the end of the One Year War. FIGHT: 5.0 [Manipulator Claws] MAIN WEAPON: 3.5 [Twin-Linked Recoilless Cannon (24)] SUB WEAPON: NONE MANEUVER: 3.0 MOBILITY: 1.0 ARMOR: 1.0 SHIELD: NONE DEPLOY COST: 15 SPECIAL ATTACK: [One Bar] Rapid-Fire - Fires the twin 180mm cannons three times in quick succession. RGM-79 GM: ---------- A Federation mass-produced mobile suit, the RGM-79's design was based on the RX-78-2 Gundam, but cost-cutting measures forced a reduction of features. It was extensively used in the Battle of Solomon and A Baoa Qu. FIGHT: 7.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 4.5 MOBILITY: 4.5 ARMOR: 2.0 SHIELD: 3.5 DEPLOY COST: 30 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON RX-75 Guntank: -------------- More like a tank than a mobile suit, the RX-75 was the first mobile suit developed under the RX Project. Equipped with 180mm cannons on its shoulders and quadruple missile launchers in its arms, it proved effective for long-range fire support. FIGHT: 4.0 [Charging Tackle] MAIN WEAPON: 6.5 [180mm Cannons (12)] SUB WEAPON: 5.0 [Four-Tube Rocket Launcher (24)] MANEUVER: 3.0 MOBILITY: 1.5 ARMOR: 3.5 SHIELD: NONE DEPLOY COST: 40 SPECIAL ATTACK: [One Bar] Full-Fire - Simultaneously fires the Guntanks 180mm cannons and rocket launchers three times each. RGM-79GS GM Command: -------------------- A later production version of the GM, this model was designed for improved basic performance. The GM Command is very different externally due to an upgraded armor design. Introduced late in the One Year War, only a few RGM-79GS suits were produced. FIGHT: 7.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 5.0 MOBILITY: 3.0 ARMOR: 2.5 SHIELD: 4.0 DEPLOY COST: 50 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON RGC-83 GM Cannon II: -------------------- A medium-range support mobile suit developed after the One Year War, the RGC-83 boasted high offensive and defensive capabilities thanks to the two beam canons on its shoulders and its Chobham armor construction. Two units were assigned to the Albion during the Delaz Conflict. FIGHT: 7.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 5.0 MOBILITY: 3.0 ARMOR: 2.9 SHIELD: 4.9 DEPLOY COST: 70 SPECIAL ATTACK: [One Bar] Shoulder Beam Cannons - Fires both of the shoulder-mounted beam cannons twice. RX-77-2 Guncannon: ------------------ The second mobile suit developed under the RX Project, the RX-77-2 proved effective for medium-range support thanks to its 240mm cannons and beam rifle. Designed for bombardment, it has heavy defensive armor but poor mobility. FIGHT: 4.0 [Punch] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 4.0 MOBILITY: 4.0 ARMOR: 3.5 SHIELD: NONE DEPLOY COST: 60 SPECIAL ATTACK: [One Bar] 240mm Shoulder Cannons - Fires both of the 240mm shoulder-mounted cannons three times in quick succession. RGM-79SP GM Sniper II: ---------------------- Based off the RGM-79GS MS Command suit, this mobile suit's head visor houses a high magnification optical camera and a laser sensor for sniper attacks. Designed for increased overall performance, the RGM- 79SP uses Luna Titanium alloy for some armor sections, and is equipped with high performance thrusters. FIGHT: 7.0 [Beam Saber] SUB WEAPON: NONE MANEUVER: 6.0 MOBILITY: 6.0 ARMOR: 2.8 SHIELD: 2.9 DEPLOY COST: 65 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON RGM-79N GM Custom: ------------------ A high performance GM developed under the Federation Forces Reconstruction Plan after the One Year War, the RGM-79N incorporated technology from the RX-78NT-1 Alex. Designed for increased basic performance and extraordinary versatility, only a few units were produced, and these units were primarily assigned to ace pilots. FIGHT: 7.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 6.0 MOBILITY: 5.5 ARMOR: 3.0 SHIELD: 4.5 DEPLOY COST: 70 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON RX-79BD-3 Gundam Blue Destiny Unit 3: ------------------------------------- Based on the RX-79 Ground Combat Gundam, this mobile suit simulates Newtype capabilities and boasts tremendous fighting strength once the equipped EXAM system is activated. The RX-79BD-3 was piloted by Ensign Yuu Kajima and battled the stolen Blue Destiny Unit 2. FIGHT: 7.2 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 7.0 MOBILITY: 6.0 ARMOR: 3.0 SHIELD: 5.0 DEPLOY COST: 90 SPECIAL ATTACK: [One Bar] Chest Weapons Barrage - Fires both of the chest-based machineguns while firing six missiles from the missile launchers in the lower chest. [Three Bars] Activate EXAM System - Activates the EXAM System, giving the unit unlimited use of the Thrust Gauge for three minutes. After this Special Attack is used the Special Gauge will "BREAK!" and cannot be used anymore. RX-78-2 Gundam: --------------- The third mobile suit designed under the RX Project, the RX-78-2 boasts overwhelming combat performance thanks to its Luna Titanium alloy armor and adoption of beam weapons as standard equipment. Piloted by Ensign Amuro Ray and dreaded by the Zeon forces as the "White Devil," it tallied an impressive string of victories. FIGHT: 7.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 7.0 MOBILITY: 6.0 ARMOR: 3.0 SHIELD: 5.1 DEPLOY COST: 100 SPECIAL ATTACK: [One Bar] Duel Hyper Bazookas - Takes out two Hyper Bazookas and fires several shots with them both. RX-78-3 Gundam G3: ------------------ Slightly damaged in the Zeon attack on Side 7, this Gundam unit was later sent to Luna II and used as a testbed for the Magnet Coating process. Its gray color scheme is a distinctive feature. FIGHT: 7.2 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 7.2 MOBILITY: 6.8 ARMOR: 3.0 SHIELD: 5.1 DEPLOY COST: 110 SPECIAL ATTACK: [One Bar] Duel Hyper Bazookas - Takes out two Hyper Bazookas and fires several shots with them both. FA-78-1 Gundam Full Armor Type: ------------------------------- A Gundam equipped with supplemental weapon systems, the FA-78-1 is covered with extra armor and is armed with a swiveling rocket cannon and twin-barrel beam rifle. Designed for increased overall performance, it is equipped with supplemental thrusters to compensate for its extra mass. FIGHT: 7.5 [Beam Saber] MAIN WEAPON: 6.5 [Twin-Barrel Beam Rifle (14)] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 6.1 MOBILITY: 6.3 ARMOR: 4.9 SHIELD: 3.5 DEPLOY COST: 120 SPECIAL ATTACK: [One Bar] Rocket Cannon - Fires three powerful shots from the shoulder-mounted rocket cannon. RX-78-4 Gundam Unit 4: ---------------------- Also known as the G04, this improved space mobile suit based on the Gundam has 40% higher mobility and is capable of using more powerful weapons. It was assigned to the Thoroughbred and piloted by Lieutenant JG Luce Kassel. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 8.0 MOBILITY: 7.0 ARMOR: 3.5 SHIELD: 6.0 DEPLOY COST: 120 SPECIAL ATTACK: [Three Bars] Mega Beam Launcher - Takes out the mega beam launcher and fires a single very powerful beam. RX-78-5 Gundam Unit 5: ---------------------- Also known as the G05, the RX-78-5 was developed at the same time as the Gundam Unit 4. Despite being the G04's "brother", it has a lower generator output since it was not meant to be equipped with large beam weapons. It was assigned to the Thoroughbred and piloted by Lieutenant JG Ford Romfellow. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 8.0 MOBILITY: 7.0 ARMOR: 3.5 SHIELD: 6.0 DEPLOY COST: 120 SPECIAL ATTACK: [One Bar] Giant Gattling - Takes out the giant gattling gun and unloads a heavy stream of a fire for three seconds. RX-78-4[Bst] Gundam Unit 4 Booster: ----------------------------------- With even higher mobility than the Gundam Unit 04, the RX-78-4[Bst] is equipped with composite tanks which integrate propellant tanks and thrusters. When armed with its mega beam launcher, it also carries an energy unit pack. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 8.8 MOBILITY: 8.0 ARMOR: 3.5 SHIELD: 6.0 DEPLOY COST: 130 SPECIAL ATTACK: [Three Bars] Mega Beam Launcher - Takes out the mega beam launcher and fires a very powerful beam. RX-78-5[Bst] Gundam Unit 5 Booster: ----------------------------------- With higher mobility than the Gundam Unit 5, the RX-78-5[Bst] is equipped with composite tank units which integrate propellant tanks and thrusters. It is also equipped with a Giant Gattling designed especially for the G05. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 8.8 MOBILITY: 8.0 ARMOR: 3.5 SHIELD: 6.0 DEPLOY COST: 130 SPECIAL ATTACK: [One Bar] Giant Gattling - Takes out the giant gattling gun and unloads a heavy stream of a fire for three seconds. RX-78NT-1 Gundam Alex: ---------------------- Developed for Newtype pilots, the RX-78NT-1 mobile suit was especially tuned for use by Ensign Amuro Ray. It was designed for increased mobility, and its responsiveness was improved thanks to the Magnet Coating process. It was also the first mobile suit to utilize the panoramic cockpit display. FIGHT: 7.8 [Beam Saber] SUB WEAPON: 4.0 [Arm Gattling Gun (60)] MANEUVER: 9.0 MOBILITY: 7.0 ARMOR: 4.0 SHIELD: 7.8 DEPLOY COST: 130 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON RX-78GP03S Gundam Dendrobium Stamen: ------------------------------------ This mobile suit component of the Gundam Prototype Unit 3 was created by the Gundam Development Project. Serving as the control unit of the armed base Orchis, it is also impressive as a stand-alone unit. It achieves high mobility by coordinating the movements of its tail binders with those of its arms and legs. FIGHT: 8.0 [Beam Saber] SUB WEAPON: NONE MANEUVER: 9.0 MOBILITY: 7.0 ARMOR: 4.8 SHIELD: 7.9 DEPLOY COST: 140 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON RX-78GP01Fb Gundam Zephyranthes Full Vernian: --------------------------------------------- Developed under the Gundam Development Project, the RX-78GP01Fb is the space version of the Gundam Prototype Unit 1. This mobile suit boasts overwhelming mobility and maneuverability, thanks to its Universal Boost Pods and the attitude control verniers installed throughout its body. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 9.8 MOBILITY: 8.5 ARMOR: 4.5 SHIELD: 7.5 DEPLOY COST: 150 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON RX-78GP04G Gundam Gerbera: -------------------------- The RX-78GP04G assault mobile suit was to have been the Gundam Prototype Unit 4 under the Gundam Development Project. The Gerbera Tetra, which was handed to Commander Cima Garahau in a backroom deal, is a modified form of this unit. FIGHT: 8.0 [Beam Saber] SUB WEAPON: NONE MANEUVER: 10.0 MOBILITY: 7.5 ARMOR: 4.5 SHIELD: 7.5 DEPLOY COST: 150 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON Public: ------- A Federation Forces space assault ship, it carries two missiles on its underside. These are loaded with beam scattering particles, which were used to create beam interference fields during the Battle of Solomon. FIGHT: NONE MAIN WEAPON: 2.5 [25mm Machineguns (240)] SUB WEAPON: NONE MANEUVER: 1.5 MOBILITY: 6.5 ARMOR: 1.5 SHIELD: NONE DEPLOY COST: 10 SPECIAL ATTACK: [One Bar] Missile Barrage - Fires the two large missiles on the bottom of the Public. FF-X7 Core Fighter: ------------------- This fighter jet, developed as part of the RX Project, serves as the cockpit of the Gundam, Guncannon, and Guntank. Though it is small, the FF-X7 is a versatile high-performance unit which can be used both in space and in Earth's atmosphere. FIGHT: NONE MAIN WEAPON: 2.5 [25mm Vulcan Guns (220)] SUB WEAPON: 3.5 [Missile Launchers (8)] MANEUVER: 3.0 MOBILITY: 7.0 ARMOR: 1.0 SHIELD: NONE DEPLOY COST: 5 SPECIAL ATTACK: NONE FF-S3 Saberfish: ---------------- A Federation Forces aerospace fighter, the FF-S3 has both space and high altitude combat capabilities. Using chemical rocket engines for attitude control in space, it is also equipped with four 25mm machineguns, and four built-in triple missile launchers. FIGHT: NONE MAIN WEAPON: 2.5 [25mm Machineguns (240)] SUB WEAPON: 4.0 [Missile Launchers (12)] MANEUVER: 2.5 MOBILITY: 7.0 ARMOR: 1.5 SHIELD: NONE DEPLOY COST: 10 SPECIAL ATTACK: [One Bar] Full-Fire - Fires the units main 25mm machineguns and missile launcher sub weapons simultaneously. FF-XII-Fb Core Fighter II: -------------------------- A space fighter which forms the cockpit and backpack of the Zephyranthes Full Vernian, the FF-XII-Fb boasts high mobility thanks to its Universal Boost Pods. It is armed with beam guns on each side which serve as beam sabers when in mobile suit form. FIGHT: NONE MAIN WEAPON: 3.5 [Beam Guns (120)] SUB WEAPON: NONE MANEUVER: 3.0 MOBILITY: 7.0 ARMOR: 1.0 SHIELD: NONE DEPLOY COST: 5 SPECIAL ATTACK: NONE G-Fighter: ---------- The docked form of G-Parts A and B, which serve as support devices for the Gundam, the G-Fighter is equipped with two mega particle cannons, making it an excellent support fighter. FIGHT: NONE MAIN WEAPON: 6.5 [Mega Particle Cannons (26)] SUB WEAPON: 5.0 [Two-Tube Missile Launchers (12)] MANEUVER: 3.5 MOBILITY: 8.0 ARMOR: 3.0 SHIELD: NONE DEPLOY COST: 50 SPECIAL ATTACK: [One Bar] Full-Fire - Simultaneously fires three blasts from the Mega Particle Cannons and six missiles from the Two- Tube Missile Launchers. FF-X7[Bst] Core Booster: ------------------------ This modified FF-X7 is equipped with a combination booster and weapons unit, which compensate for the Core Fighter's low offensive power and limited flight range. It can be used both in space and in Earth's atmosphere, and is equipped with two beam cannons equivalent in power to a beam rifle. FIGHT: NONE MAIN WEAPON: 6.0 [Beam Cannons (30)] SUB WEAPON: 2.5 [Vulcan Guns (60)] MANEUVER: 2.8 MOBILITY: 8.0 ARMOR: 2.5 SHIELD: NONE DEPLOY COST: 45 SPECIAL ATTACK: [One Bar] Full-Fire - Fires the beam cannons five times while simultaneously firing the vulcan guns. G-Armor: -------- The G-Armor is a long-range heavy bomber formed by combining the Gundam with the G-Parts. This is the most typical configuration of the G-Parts, whose main purpose is to enhance the Gundam's armor and mobility. FIGHT: NONE MAIN WEAPON: 6.5 [Mega Particle Cannons (26)] SUB WEAPON: 5.0 [Missile Launchers (12)] MANEUVER: 3.5 MOBILITY: 8.0 ARMOR: 7.0 SHIELD: NONE DEPLOY COST: 150 [LARGE] SPECIAL ATTACK: [One Bar] Full-Fire - Simultaneously fires three blasts from the Mega Particle Cannons and three missiles from the Missile Launchers. RX-78GP03 Dendrobium Orchis: ---------------------------- Gundam Prototype Unit 3 was developed under the Gundam Development Project. It is comprised of the mobile suit Stamen, and the armed base Orchis, the latter of which is armed with a mega beam cannon, large beam sabers, and an I-Field generator. FIGHT: 7.6 [Large Claw Beam Saber] MAIN WEAPON: 10.0 [Mega Beam Cannon (16)] SUB WEAPON: 8.0 [Folding Bazookas (16)] MANEUVER: 4.1 MOBILITY: 10.0 ARMOR: 8.8 SHIELD: 10.0 [I-FIELD] DEPLOY COST: 250 [LARGE] SPECIAL ATTACK: [One Bar] Micromissile Pod - Fires off a micromissile pod -which showers the area in front of the Orchis with a sphere of micromissiles- and three larger missiles that semi-home in on their target. This attack is absolutely deadly if used at close range because the target will be hit by every micromissile. ----------------------------------------------------------------------- Principality of Zeon Unit Stats ----------------------------------------------------------------------- These are the statistics for the Principality of Zeon units that you will be able to pilot in the game. What directly follows is an explanation of what statistics are measured: --FIGHT: The attack power of the unit's close combat weapon. If the unit does not have the ability to attack in close combat it will have "NONE" in place of a numerical value. --MAIN WEAPON: The attack power of the unit's main weapon, if the unit has fixed weaponry. The unit's main weapon will be listed in brackets, along with the maximum ammunition count in parentheses. This statistic will not be listed for units that choose their weapon from the weapons list, as those are listed in the Weapon Stats section. --SUB WEAPON: The attack power of the unit's sub weapon. If the unit does not have a sub weapon it will have "NONE" instead of a numerical value. The unit's sub weapon will be listed in brackets, along with the ammunition count in parentheses. --MANEUVER: The agility and maneuverability of the unit. --MOBILITY: The speed of the unit. --ARMOR: The toughness of the unit's armor. --SHIELD: This is the strength of the unit's shield, if it even has one. If the unit does not have a shield it will have "NONE" listed instead. If the units shield is an I-Field it will have "[I-FIELD]" listed next to the strength of the shield. An I-Field will nullify any ranged beam attack against the unit. --DEPLOY COST: How many deployment points it takes to deploy the unit alone. If the words "[LARGE]" appear next to the unit's points cost than that unit is a large unit. You can only deploy one large unit in a team. --SPECIAL ATTACK: The Special Attack of the unit and a description of what the attack does. Some units have multiple Special Attacks depending on how many full bars are in the Special Gauge, so the amount of bars that it costs to use the attack are listed in brackets. Some Special Attacks will be dependent on what weapon is equipped, so "DEPENDANT ON WEAPON" will be listed. Some units, after using certain Special Attacks, will have their Special Gauge "BREAK!", which means that the Special Gauge will no longer charge and no other Special Attacks can be used for the duration of the mission. Some units do not have a Special Attack, so "NONE" will be listed. So here are the stats for the Principality of Zeon units in the game: MS-05A Zaku I: -------------- The MS-05A was the first mobile suit sent into combat by the Zeon forces. However, by the start of the One Year War, deployment of the Zaku II was under way, replacing the Zaku I on the front lines. FIGHT: 6.0 [Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 3.0 MOBILITY: 3.0 ARMOR: 2.0 SHIELD: NONE DEPLOY COST: 20 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-05B(TRI) Zaku I Black Tri-Stars Custom: ------------------------------------------ The Black Tri-Stars team of Gaia, Ortega, and Mash used the custom unit MS-05B. The units were repainted in custom colors when the Black Tri-Stars were instructing new soldiers in the Mobile Training Battalion. FIGHT: 7.0 [Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 4.0 MOBILITY: 3.5 ARMOR: 2.5 SHIELD: NONE DEPLOY COST: 30 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06F Zaku II: --------------- An improved mobile suit based on the Zaku I, the MS-06F Zaku II is the archetypal mobile suit, produced in greater number than any other used by Zeon forces. FIGHT: 6.0 [Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 4.0 MOBILITY: 4.0 ARMOR: 2.0 SHIELD: 3.0 DEPLOY COST: 25 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06S(TRI) Zaku II Black Tri-Stars Custom: ------------------------------------------- Piloted by the Black Tri-Stars after the Battle of Loum, the MS- 06S(TRI) is a high performance model designed for reduced weight and increased thrust. Their black and purple personal colors are said to have been introduced with these units. FIGHT: 7.0 [Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 4.2 MOBILITY: 4.2 ARMOR: 2.5 SHIELD: 3.8 DEPLOY COST: 35 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06S(CA) Zaku II Char Aznable Custom: --------------------------------------- Feared by the Earth Federation Forces, the MS-06S(CA) was piloted by Lieutenant Commander Char Aznable, also known as the "Red Comet." This customized unit features 30% higher thrust and three times the speed of a regular Zaku II. FIGHT: 7.0 [Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 5.9 MOBILITY: 5.9 ARMOR: 2.5 SHIELD: 3.8 DEPLOY COST: 40 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06F(JR) Zaku II Johnny Ridden Custom: ---------------------------------------- Piloted by Johnny Ridden, the "Crimson Lightning," who was promoted to Lieutenant based on his accomplishments in the Battle of Loum, the MS-06F(JR) is a customized version of the standard Zaku II. FIGHT: 7.0 [Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 4.9 MOBILITY: 4.9 ARMOR: 2.5 SHIELD: 3.8 DEPLOY COST: 35 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06F(SM) Zaku II Shin Matsunaga Custom: ----------------------------------------- A customized version of the Zaku II used by Shin Matsunaga, the MS- 06F(SM) features white coloration on its head and spike armor. Matsunaga came to be known as the "White Wolf" from his exploits in this unit. FIGHT: 7.0 [Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 4.5 MOBILITY: 4.5 ARMOR: 2.5 SHIELD: 3.8 DEPLOY COST: 35 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06(DZ) Zaku II Dozle Zabi Custom: ------------------------------------ The custom unit of Vice Admiral Dozle Zabi, commander of Zeon's Space Attack Force, the MS-06F(DZ) features spike armor on both its shoulders, and a large heat hawk. Dozle's battlefield inspections in this unit are reported to have inspired the troops. FIGHT: 8.0 [Large Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 4.5 MOBILITY: 4.5 ARMOR: 3.0 SHIELD: NONE DEPLOY COST: 40 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-21C Dra-C: ------------- An assault mobile suit developed by the Delaz Fleet after the end of the One Year War, the MS-21C was designed with heavy emphasis on space mobility. Using parts from the Zaku II (F-2 Type) and the Gattle space fighter, it is equipped with a 40mm vulcan in its right arm and a beam saber on its left. FIGHT: 7.0 [Beam Saber] MAIN WEAPON: 4.5 [40mm Vulcan Gun (100)] SUB WEAPON: NONE MANEUVER: 3.0 MOBILITY: 6.5 ARMOR: 2.0 SHIELD: 2.8 DEPLOY COST: 20 SPECIAL ATTACK: [One Bar] Rapid-Fire - Continuously fires the main vulcan gun for five seconds. MS-06F-2 Zaku II F-2: --------------------- An improved later production model of the Zaku II, the MS-06F-2 was designed for greater mobility with increased output and reduced weight. It was also used in the Delaz Conflict of UC 0083. FIGHT: 7.0 [Heat Tomahawk] SUB WEAPON: 4.5 [Cracker Grenade (8)] MANEUVER: 4.9 MOBILITY: 4.5 ARMOR: 2.5 SHIELD: 3.8 DEPLOY COST: 35 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06FZ Zaku II FZ: ------------------- The MS-06FZ is the final model of the Zaku II, produced in small numbers at the end of the One Year War under the United Maintenance Plan. It was designed for greater thrust, but its accordingly increased propellant consumption reduced its available combat time by almost half. FIGHT: 7.0 [Heat Tomahawk] SUB WEAPON: 5.0 [Fragmentation Grenade (6)] MANEUVER: 5.0 MOBILITY: 4.8 ARMOR: 2.5 SHIELD: 4.0 DEPLOY COST: 40 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06FZ(HELM) Zaku II FZ (Fritz Helm): -------------------------------------- Zaku II FZ with reinforced armor in its head, its performance is the same as that of a regular Zaku II FZ. This is believed to be a modification performed at its deployment site. FIGHT: 7.0 [Heat Tomahawk] SUB WEAPON: 5.0 [Fragmentation Grenade (6)] MANEUVER: 5.0 MOBILITY: 4.8 ARMOR: 2.6 SHIELD: 4.0 DEPLOY COST: 40 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06R-1(SM) Zaku II High Mobility Type Shin Matsunaga Custom: -------------------------------------------------------------- The custom unit of Lieutenant Shin Matsunaga, the MS-06R-1(SM) unit was based on the earliest R-1 version of the Zaku II High Mobility Type, and customized to Matsunaga's abilities. This is the unit that immortalized the name of the "White Wolf" with its exploits in the Solomon region. FIGHT: 7.5 [Heat Tomahawk] SUB WEAPON: 5.0 [Fragmentation Grenade (6)] MANEUVER: 6.0 MOBILITY: 6.0 ARMOR: 2.5 SHIELD: 4.0 DEPLOY COST: 50 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06R-1(TRI) Zaku II High Mobility Type Black Tri-Stars Custom: ---------------------------------------------------------------- Tuned to their abilities, the MS-06R-1(TRI) is the custom unit of the Black Tri-Stars team led by Lieutenant Gaia. When using these mobile suits, the team was said to have a combat strength equivalent to that of an entire division. FIGHT: 7.5 [Heat Tomahawk] SUB WEAPON: 5.0 [Fragmentation Grenade (6)] MANEUVER: 6.0 MOBILITY: 6.0 ARMOR: 2.5 SHIELD: 4.0 DEPLOY COST: 50 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06R-1 Zaku II High Mobility Type: ------------------------------------ Developed for increased space mobility, the MS-06R-1 is a mobile suit based on the Zaku II, its distinctive external features are the sub-thrusters in its legs and its large backpack. Only a few were produces, most of which were assigned to ace pilots. FIGHT: 7.5 [Heat Tomahawk] SUB WEAPON: 5.0 [Fragmentation Grenade (6)] MANEUVER: 6.0 MOBILITY: 6.0 ARMOR: 2.3 SHIELD: 4.0 DEPLOY COST: 40 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06R-2(JR) Zaku II Improved High Mobility Type Johnny Ridden Custom: ---------------------------------------------------------------------- Piloted by Johnny Ridden, the "Crimson Lightning," this customized unit is one of only four R-2 model Zaku II High Mobility Types produced and is tailored to Ridden's abilities. FIGHT: 7.5 [Heat Tomahawk] SUB WEAPON: 5.0 [Fragmentation Grenade (6)] MANEUVER: 6.5 MOBILITY: 6.5 ARMOR: 3.0 SHIELD: 4.5 DEPLOY COST: 60 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-06R-2 Zaku II Improved High Mobility Type: --------------------------------------------- An improved model of the Zaku II High Mobility Type, the MS-06R-2 has increased output, different armor materials, and many other changes. Its distinctive external feature is the extra armor on its legs. Thanks to its high performance, it was called "a Gelgoog with a Zaku skin." FIGHT: 7.5 [Heat Tomahawk] SUB WEAPON: 5.0 [Fragmentation Grenade (6)] MANEUVER: 6.0 MOBILITY: 6.5 ARMOR: 2.3 SHIELD: 4.0 DEPLOY COST: 50 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-09R Rick Dom: ---------------- With thermonuclear rocket engines housed in its legs instead of jet engines, the MS-09R is a Dom adopted for space combat. It succeeded the Zaku II as Zeon's standard mobile suit, until the Gelgoog was mass- produced. FIGHT: 7.5 [Heat Sword] SUB WEAPON: 0.0 [Spraybeam (3)] MANEUVER: 6.5 MOBILITY: 6.0 ARMOR: 3.5 SHIELD: NONE DEPLOY COST: 60 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-09RS(AG) Rick Dom Anavel Gato Custom: ---------------------------------------- Piloted by Lieutenant Anavel Gato, the "Nightmare of Solomon," the MS-09RS(AG) was customized with delicate adjustments and possesses higher performance than a regular Rick Dom. It is equipped with a beam bazooka of great destructive power. FIGHT: 7.5 [Heat Sword] SUB WEAPON: 0.0 [Spraybeam (3)] MANEUVER: 6.5 MOBILITY: 6.0 ARMOR: 3.5 SHIELD: NONE DEPLOY COST: 60 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-09R-2 Rick Dom II -------------------- An improved model of the Rick Dom produced under the United Maintenance Plan, the MS-09R-2 was designed for increased mobility and extended operating time. Since it was developed near the end of the One Year War, few were produced, but it saw action in the Delaz Conflict. FIGHT: 7.5 [Heat Sword] SUB WEAPON: 0.0 [Spraybeam (3)] MANEUVER: 6.0 MOBILITY: 5.5 ARMOR: 3.5 SHIELD: NONE DEPLOY COST: 60 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON YMS-15 Gyan: ------------ The YMS-15 prototype mobile suit was developed with heavy emphasis on close combat against other mobile suits. After it was rejected as the next generation mobile suit in favor of the Gelgoog, the prototype was piloted by Captain M'Quve. FIGHT: 7.5 [Beam Saber] MAIN WEAPON: 3.5 [Shield Missile Launchers (64)] SUB WEAPON: 5.5 [Hide Mines (12)] MANEUVER: 7.2 MOBILITY: 6.0 ARMOR: 3.0 SHIELD: 5.0 DEPLOY COST: 80 SPECIAL ATTACK: [One Bar] Full-Fire - Continuously fires the shield- based missile launchers for three seconds and releases five hide mines. MS-14A Gelgoog: --------------- Zeon's new mass-produced all-purpose mobile suit, the MS-14A appeared near the end of the One Year War, its mobility and maneuverability were extraordinary for a mass produced model. It was the first mass-produced Zeon Mobile Suit to carry beam weapons as standard equipment. FIGHT: 8.0 [Beam Naginata] SUB WEAPON: NONE MANEUVER: 6.5 MOBILITY: 6.0 ARMOR: 3.0 SHIELD: 6.0 DEPLOY COST: 90 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-14S(CA) Gelgoog Char Aznable Custom: --------------------------------------- The MS-14S(CA) was Captain Char Aznable's custom unit. One of the pre-production models which were assigned primarily to ace pilots, its performance far surpassed that of a standard Gelgoog. FIGHT: 8.0 [Beam Naginata] SUB WEAPON: NONE MANEUVER: 7.8 MOBILITY: 6.8 ARMOR: 3.5 SHIELD: 6.0 DEPLOY COST: 100 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-14A(AG) Gelgoog Anavel Gato Custom: -------------------------------------- Equipped with a prototype beam rifle, the MS-14A was one of the pre- production Gelgoog models. Since Lieutenant Anavel Gato received this custom unit at the very end of the war, he used it in the battle of A Baoa Qu. FIGHT: 8.0 [Beam Naginata] SUB WEAPON: NONE MANEUVER: 7.8 MOBILITY: 6.8 ARMOR: 3.5 SHIELD: 6.0 DEPLOY COST: 100 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-14B(JR) Gelgoog High Mobility Johnny Ridden Custom: ------------------------------------------------------ Johnny Ridden, the "Crimson Lightning," was assigned this unit when he was transferred to the "Chimera Corps" of ace pilots. The back of the Gelgoog is fitted with a booster pack for increased speed, and its high acceleration makes it ideal for "hit and run" tactics. FIGHT: 8.0 [Beam Naginata] SUB WEAPON: NONE MANEUVER: 7.8 MOBILITY: 7.2 ARMOR: 4.9 SHIELD: NONE DEPLOY COST: 105 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-14F Gelgoog Marine: ---------------------- Ranking in high performance between the Gelgoog High Mobility Type and the Gelgoog Jäger, the Marine Corps MS-14F version of the Gelgoog was the main mobile suit used by the Cima Fleet in the Delaz Conflict. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Arm Machinecannons (60)] MANEUVER: 7.5 MOBILITY: 7.0 ARMOR: 4.0 SHIELD: 4.5 DEPLOY COST: 100 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-14Fs(CG) Gelgoog Marine Commander Type Cima Garahau Custom: -------------------------------------------------------------- Commander Cima Garahau piloted this MS-14Fs(CG) custom unit. As one of a handful of Commander Types produced by officers, it boasts higher output and thrust than a regular MS-14F. This extraordinary unit was more than a match for the Federation's latest mobile suits in the Delaz Conflict. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Arm Machinecannons (60)] MANEUVER: 8.4 MOBILITY: 8.0 ARMOR: 3.8 SHIELD: 6.0 DEPLOY COST: 120 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-14Fs Gelgoog Marine Commander Type: -------------------------------------- Compared to the regular MS-14F, the commander's version of the Gelgoog Marine was designed mainly for increased output and thrust. External differences can be seen in the chest and backpack. Only a few of these MS-14Fs units were produced. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Arm Machinecannons (60)] MANEUVER: 8.4 MOBILITY: 8.0 ARMOR: 3.5 SHIELD: 6.0 DEPLOY COST: 110 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-11 Action Zaku: ------------------ A new unit developed from the Zaku II, the MS-11 has Magnet Coating applied to its joints and demonstrates high mobility. Its increased generator output allows it to carry beam weapons. FIGHT: 8.0 [Heat Tomahawk] SUB WEAPON: NONE MANEUVER: 7.5 MOBILITY: 6.8 ARMOR: 4.5 SHIELD: NONE DEPLOY COST: 95 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-17 Galbaldy a: ----------------- A unit derived from the YMS-15 Gyan, the MS-17 was designed for improved close combat performance. Its exterior is a hybrid of the Gelgoog and the Gyan, because it was meant to use the same production lines as the Gelgoog. FIGHT: 8.0 [Beam Saber] SUB WEAPON: NONE MANEUVER: 7.5 MOBILITY: 7.0 ARMOR: 4.5 SHIELD: 4.9 DEPLOY COST: 110 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-18E Kämpfer: --------------- An assault mobile suit developed near the end of the One Year War, the MS-18E boasts extraordinary mobility thanks to the attitude control verniers and high output thrusters installed throughout its body. It is also equipped with several mount latches, which allow it to carry a variety of weapons. FIGHT: 7.8 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 7.0 MOBILITY: 7.0 ARMOR: 4.0 SHIELD: NONE DEPLOY COST: 85 SPECIAL ATTACK: [One Bar] Duel Giant Bazookas - Takes out two Giant Bazookas and fires several shots with them both. MS-14JG Gelgoog Jäger: ---------------------- The last of the Gelgoog series, the MS-14JG was developed and produced under the United Maintenance Plan to improve mobile suit production, but only a few were actually produced. Its main design goal is increased mobility, and its performance ranks above that of the traditional Gelgoog. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Arm Machinecannons (60)] MANEUVER: 8.0 MOBILITY: 7.0 ARMOR: 5.0 SHIELD: NONE DEPLOY COST: 110 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON MS-14JG/SM Gelgoog Jäger Shin Matsunaga Custom: ----------------------------------------------- Lieutenant Shin Matsunaga's custom unit, the MS-14JG/SM, was customized to his combat style. It is said that the reason why he could not participate in the Battle of Solomon is because he was called to Side 3 to receive this unit. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Arm Machinecannons (60)] MANEUVER: 8.5 MOBILITY: 7.5 ARMOR: 5.8 SHIELD: NONE DEPLOY COST: 120 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON RX-79BD-2 Gundam Blue Destiny Unit 02: -------------------------------------- Based on the RX-79 Ground Combat Gundam, this mobile suit simulates Newtype capabilities and boasts tremendous fighting strength once the newly equipped EXAM system is activated. The RX-78BD-2 was stolen by Zeon special forces and piloted by Lieutenant Nimbus Schterzen. FIGHT: 7.0 [Beam Saber] SUB WEAPON: 2.5 [Head Vulcans (60)] MANEUVER: 7.0 MOBILITY: 6.0 ARMOR: 3.0 SHIELD: 5.0 DEPLOY COST: 90 SPECIAL ATTACK: [One Bar] Chest Weapons Barrage - Fires both of the chest-based machineguns while firing six missiles from the missile launchers in the lower chest. [Three Bars] Activate EXAM System - Activates the EXAM System, giving the unit unlimited use of the Thrust Gauge for three minutes. After this Special Attack is used the Special Gauge will "BREAK!" and cannot be used anymore. RX-78GP02A Gundam Physalis: --------------------------- Developed under the Gundam Development Project for the purpose of tactical nuclear warfare, the RX-78GP02A is equipped with an atomic bazooka and its entire body is treated for heat and shock resistance. It was stolen by Lieutenant Commander Anavel Gato. FIGHT: 8.5 [Beam Saber] SUB WEAPON: 4.0 [Head Vulcans (60)] MANEUVER: 6.5 MOBILITY: 7.0 ARMOR: 4.5 SHIELD: 8.0 DEPLOY COST: 200 SPECIAL ATTACK: [Three Bars] Nuclear Bazooka - This will allow the Physalis to fire the shell from the nuclear bazooka. The shell it fires travels extremely slow, and is easily dodged, but if it hits it will cause a very large spherical explosion dealing massive damage to any unit caught up in it. After using this Special Attack the Special Gauge will "BREAK!" and will no longer be useable. AGX-04 Gerbera Tetra: --------------------- Developed as Gundam Prototype Unit 4 under the Gundam Development Project, the AGX-04 is an assault Mobile Suit which was handed to Commander Cima Garahau in a backroom deal. Due to the camouflage applied to it, it looks very different from the other Gundam models. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 2.5 [Arm Machinecannons (60)] MANEUVER: 9.5 MOBILITY: 7.0 ARMOR: 6.0 SHIELD: NONE DEPLOY COST: 150 SPECIAL ATTACK: [One Bar] - DEPENDANT ON WEAPON Gattle ------ A principality of Zeon high-speed space fighter/bomber, the Gattle is equipped with large missiles, missile launchers, and vulcan cannons. It was deployed and used mostly for fortress defense. FIGHT: NONE MAIN WEAPON: 2.5 [Vulcan Guns (240)] SUB WEAPON: 3.5 [Five-Tube Missile Launcher (16)] MANEUVER: 2.5 MOBILITY: 7.0 ARMOR: 1.0 SHIELD: NONE DEPLOY COST: 5 SPECIAL ATTACK: [One Bar] Large Missile Barrage - The Gattle will fire off the four large missiles on the sides of the fighter. Jicco ----- Equipped with seven missile launchers in its bow, these Jicco small assault ships were deployed by the Zeon forces to be used mostly for fortress defense. FIGHT: NONE MAIN WEAPON: 3.5 [Seven-Tube Missile Launchers (22)] SUB WEAPON: NONE MANEUVER: 1.5 MOBILITY: 6.5 ARMOR: 1.5 SHIELD: NONE DEPLOY COST: 10 SPECIAL ATTACK: [One Bar] Rapid-Fire - The Jicco will fire off all seven of the missile launchers in quick succession. MA-04X Zakrello: ---------------- With a unique appearance, this Zeon prototype mobile armor was developed for hit and run tactics. Equipped with a scattering beam cannon in its center and heat blades on its arms, the MA-04X boasts high thrust but poor mobility. FIGHT: 8.5 [Scythe Arms] MAIN WEAPON: 6.0 [Scattering Beam Cannon (18)] SUB WEAPON: 5.0 [Missile Launchers (16)] MANEUVER: 4.0 MOBILITY: 7.5 ARMOR: 4.9 SHIELD: NONE DEPLOY COST: 110 [LARGE] SPECIAL ATTACK: [One Bar] Full-Fire - Simultaneously fires two shots from the Scattering Beam Cannon and four missiles from the Missile Launchers. MA-05 Bigro: ------------ Thanks to its high thrust, the Zeon MA-05 mobile armor excels at hit and run tactics. It is equipped with a large mega particle cannon in its bow, eight missile launchers on its sides, and large claws on its arms. The few units that were produced participated in the Battle of A Baoa Qu. FIGHT: 8.5 [Claw Arms] MAIN WEAPON: 7.5 [Large Mega Particle Cannon (15)] SUB WEAPON: 5.0 [Four-Tube Missile Launcher (16)] MANEUVER: 4.0 MOBILITY: 9.0 ARMOR: 4.9 SHIELD: NONE DEPLOY COST: 140 [LARGE] SPECIAL ATTACK: [ONE BAR] Full-Fire - Simultaneously fires two shots from the Large Mega Particle Cannon and six missiles from the Missile Launchers. MAN-03 Braw Bro: ---------------- The first mobile armor equipped with a psycommu system, the MAN-03 can perform a wire-guided all-range attack by independently controlling the four mega particle cannons that detach from its main body. FIGHT: NONE MAIN WEAPON: 6.0 [Mega Particle Cannons (16)] SUB WEAPON: NONE MANEUVER: 3.5 MOBILITY: 7.5 ARMOR: 7.3 SHIELD: NONE DEPLOY COST: 160 [LARGE] SPECIAL ATTACK: [One Bar] All-Range Attack - (NOTE: This attack can only be used if the pilot has the Newtype Level 1, Newtype Level 2, or Newtype Level 3 Special Skills!) The Braw Bro will detach the four wire-guided mega particle cannons and they will fly away. After a few seconds all four mega particle cannons will fire on the target before returning to the Braw Bro. MA-06 Val Varo: --------------- Developed during the One Year War, the MA-06 mobile armor is equipped with numerous weapons, including a large mega particle cannon and missile pods. It was concealed by Lieutenant Kelly Layzner after the war. FIGHT: 8.8 [Large Claw Arms] MAIN WEAPON: 7.8 [Large Mega Particle Cannon (16)] SUB WEAPON: 4.0 [Vulcan Guns (60)] MANEUVER: 5.0 MOBILITY: 9.5 ARMOR: 7.5 SHIELD: NONE DEPLOY COST: 180 [LARGE] SPECIAL ATTACK: [One Bar] Full-Fire - Simultaneously fires two shots from the Large Mega Particle Cannon and six missiles from its two-tube missile pods. MAN-08 Elmeth: -------------- The MAN-08 is a mobile armor for Newtype pilots, controlled almost exclusively via psycommu system. It attacks from afar using wireless psycommu-controlled attack units called Bits. It proved highly effective in the hands of Ensign Lalah Sune, and was feared as the "Ghost of Solomon." FIGHT: NONE MAIN WEAPON: 7.4 [Mega Particle Guns (16)] SUB WEAPON: NONE MANEUVER: 5.0 MOBILITY: 8.8 ARMOR: 8.4 SHIELD: NONE DEPLOY COST: 200 [LARGE] SPECIAL ATTACK: [One Bar] Release Bits - (NOTE: This attack can only be used if the pilot has the Newtype Level 1, Newtype Level 2, or Newtype Level 3 Special Skills!) The Elmeth will release six Bits, which will fly off and scatter around the area before they begin attacking enemy units with beam attacks. The six Bits will stay deployed for fifteen seconds. MSN-02 Zeong: ------------- A mobile suit for Newtype pilots that was developed by the Zeon forces near the end of the One Year War, the MSN-02 can perform an all range attack with the wire-guided, psycommu controlled mega particle cannons in its hands. It was piloted by Captain Char Aznable during the Battle of A Baoa Qu, in an incomplete state. FIGHT: NONE MAIN WEAPON: 7.5 [Hand Mega Particle Cannons (12)] SUB WEAPON: 4.8 [Mega Particle Gun (12)] MANEUVER: 6.8 MOBILITY: 8.4 ARMOR: 7.5 SHIELD: NONE DEPLOY COST: 175 [LARGE] SPECIAL ATTACK: [One Bar] All-Range Attack - (NOTE: This attack can only be used if the pilot has the Newtype Level 1, Newtype Level 2, or Newtype Level 3 Special Skills!) The Zeong will release both of its hands, which will fly away, while the massive mobile suit continuously fires its two chest-based mega particle guns. The two psycommu- controlled hands will fly to the target that the Zeong was locked onto when the attack was initiated, and when they are in place on both sides, above and behind the targeted unit, the two hands will both fire and then return to the Zeong. MA-08 Big Zam: -------------- Standing 59.6 meters tall, the MA-08 is a gigantic mobile armor equipped with powerful weapons such as a large swiveling mega particle cannon and an I-Field generator that nullifies enemy beam weapons. It was piloted by Vice Admiral Dozle Zabi in the Battle of Solomon, but was destroyed by the Gundam. FIGHT: NONE MAIN WEAPON: 10.0 [Large Mega Particle Gun (20)] SUB WEAPON: 10.0 [Anti-Aircraft Mega-Particle Guns (16)] MANEUVER: 3.2 MOBILITY: 6.0 ARMOR: 8.2 SHIELD: 10.0 [I-FIELD] DEPLOY COST: 230 [LARGE] SPECIAL ATTACK: [Three Bars] Last Stand - When you use this attack the pilot will actually exit the Big Zam and fire at their target with an assault rifle while Dozle Zabi's voice screams "You will not beat me!" While the actual attack does very little damage to your targets Health it has the bonus effect of causing the Special Gauge of any unit that is hit to "BREAK!" preventing your enemies from using any Special Attacks. AMX-002 Neue Ziel: ------------------ A mobile armor developed by the remnants of the Principality of Zeon who escaped to Axis, the AMX-002 can perform a pseudo all-range attack with the wired beam cannons in its arms. Equipped with I-Field generators, it was given to the Delaz Fleet by the Axis Advance Fleet during the Delaz Conflict. FIGHT: 9.0 [Wire-Guided Claw Arms] MAIN WEAPON: 10.0 [Mega Particle Guns (24)] SUB WEAPON: 6.0 [Micromissile Launchers (24)] MANEUVER: 6.0 MOBILITY: 8.0 ARMOR: 10.0 SHIELD: 10.0 [I-FIELD] DEPLOY COST: 250 [LARGE] SPECIAL ATTACK: [One Bar] All-Range Attack - The Neue Ziel will fire its torso mega cannon three times while it releases its two wire-guided claw arms. The claw arms will both do a fly-by on an enemy unit and will fire three shots a piece before returning to the Neue Ziel. ----------------------------------------------------------------------- Extra Unit Stats ----------------------------------------------------------------------- This section will detail some of the extra stuff available for Versus Mode. When this game was released in Japan, several Extra goodies were released online for those Japanese players with an internet-capable Playstation 2 and an external Playstation 2 hard drive to store the downloaded stuff on. And there was much rejoicing! But, because on the American front, the Playstation 2's online capability is barely out of its infancy stage the games makers decided to put six of the Extra units available into the game outright. Wasn't that nice of them? Unfortunately, I do not have information on the stats of the Japanese only units but just to have a feeling of completeness I have included them anyway. What directly follows is an explanation of what statistics are measured: --FIGHT: The attack power of the unit's close combat weapon. If the unit does not have the ability to attack in close combat it will have "NONE" in place of a numerical value. --MAIN WEAPON: The attack power of the unit's main weapon, if the unit has fixed weaponry. The unit's main weapon will be listed in brackets, along with the maximum ammunition count in parentheses. This statistic will not be listed for units that choose their weapon from the weapons list, as those are listed in the Weapon Stats section. --SUB WEAPON: The attack power of the unit's sub weapon. If the unit does not have a sub weapon it will have "NONE" instead of a numerical value. The unit's sub weapon will be listed in brackets, along with the ammunition count in parentheses. --MANEUVER: The agility and maneuverability of the unit. --MOBILITY: The speed of the unit. --ARMOR: The toughness of the unit's armor. --SHIELD: This is the strength of the unit's shield, if it even has one. If the unit does not have a shield it will have "NONE" listed instead. If the units shield is an I-Field it will have "[I-FIELD]" listed next to the strength of the shield. An I-Field will nullify any ranged beam attack against the unit. --DEPLOY COST: How many deployment points it takes to deploy the unit itself. If the words "[LARGE]" appear next to the units points cost than that unit is a large unit. You can only deploy one large unit in a team. --SPECIAL ATTACK: The Special Attack of the unit and a description of what the attack does. Some units have multiple Special Attacks depending on how many full bars are in the Special Gauge, so the amount of bars that it costs to use the attack are listed in brackets. Some Special Attacks will be dependent on what weapon is equipped, so "DEPENDANT ON WEAPON" will be listed. Some units, after using certain Special Attacks, will have their Special Gauge "BREAK!", which means that the Special Gauge will no longer charge and no other Special Attacks can be used for the duration of the mission. Some units do not have a Special Attack, so "NONE" will be listed. So here are the stats for the extra units in the game: GAT-X105 Aile Strike Gundam: ---------------------------- The GAT-X105 Strike Gundam, one of the mobile suits secretly developed by the Earth Alliance at Heliopolis, can be equipped with a variety of specialized Striker Packs. The Aile Strike mode offers very high mobility, and is designed for medium and close-range combat. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 4.2 [Head Vulcans (60)] MANEUVER: 9.8 MOBILITY: 7.5 ARMOR: 5.1 SHIELD: 8.0 DEPLOY COST: 200 SPECIAL ATTACK: [One Bar] Ace Marksmanship - A single shot from the beam rifle that is much more powerful than a normal shot. GAT-X303 Aegis Gundam: ---------------------- Of the five GAT-X series mobile suits developed by the Earth Alliance, the GAT-X303 is the only one that can transform. Designed to control and command the other four GAT-X units, it was stolen by Athrun Zala of the Le Creuset Team, who became its pilot. FIGHT: 8.0 [Beam Saber] SUB WEAPON: 4.4 [Head Vulcans (60)] MANEUVER: 10.0 MOBILITY: 7.5 ARMOR: 4.8 SHIELD: 8.0 DEPLOY COST: 250 SPECIAL ATTACK: [One Bar] Ace Marksmanship - A single shot from the beam rifle that is much more powerful than a normal shot. GF13-017NJII God Gundam: ------------------------ A mobile fighter developed by Neo Japan for the 13th Gundam Fight, the GF13-017NJII is equipped with an Energy Multiplier which converts the pilot's chi into energy. Its special attack moves include the "Exploding God Finger" and the "Sekiha Tenkyoken." FIGHT: 10.0 [Exploding God Finger] MAIN WEAPON: 5.0 [Machinecannons (60)] SUB WEAPON: 4.3 [Head Vulcans (60)] MANEUVER: 9.8 MOBILITY: 7.5 ARMOR: 9.8 SHIELD: NONE DEPLOY COST: 300 SPECIAL ATTACK: [One Bar] Sekiha Tenkyoken - A very large and powerful blast of chi energy released from the God Gundam's hands. GF13-001NHII Master Gundam: --------------------------- The GF13-001NHII is the mobile fighter used by Master Asia, leader of the four kings of the Devil Gundam. Its special attack, the "Darkness Finger," has the same destructive power as the God Gundam's "Exploding God Finger." FIGHT: 10.0 [Darkness Finger] MAIN WEAPON: 5.0 [Tenkyoken (12)] SUB WEAPON: NONE MANEUVER: 10.0 MOBILITY: 7.5 ARMOR: 9.8 SHIELD: NONE DEPLOY COST: 300 SPECIAL ATTACK: [One Bar] Sekiha Tenkyoken - A very large and powerful blast of chi energy released from the Master Gundams hands. XXXG-00W0 Wing Gundam Zero Custom: ---------------------------------- With wings on its back giving this mobile suit a beautiful silhouette, this custom XXXG-00W0 is equipped with the Zero System. This system evaluated the combat environment in order to deliver tactical information and recommendations directly into the pilot's brain. FIGHT: 9.0 [Beam Saber] SUB WEAPON: 4.0 [Machinecannons (60)] MANEUVER: 10.0 MOBILITY: 7.5 ARMOR: 9.0 SHIELD: NONE DEPLOY COST: 300 SPECIAL ATTACK: [One Bar] Ace Marksmanship - The Wind Zero separates the Twin Buster Rifles and fires a very large blast that is much more powerful than a normal shot. OZ-00MS2B Tallgeese III: ------------------------ Piloted by Zechs Merquise, a.k.a "Preventer Wind," the OZ-00MS2B boasts tremendous mobility thanks to its high-output verniers, but requires superb piloting skills. The mega cannon on its right shoulder is extremely powerful, as was demonstrated when it destroyed the resource satellite MO-III with one shot. FIGHT: 7.5 [Beam Saber] SUB WEAPON: 4.0 [Head Vulcans (60)] MANEUVER: 10.0 MOBILITY: 7.5 ARMOR: 6.0 SHIELD: 8.0 DEPLOY COST: 280 SPECIAL ATTACK: [One Bar] Ace Marksmanship - A single large blast from the mega cannon that is much more powerful than a normal shot. MS-09RS(CA) Rick Dom Char Aznable Custom: ----------------------------------------- A Rick Dom, painted in a red color scheme, customized for use by Zeon ace pilot Char Aznable. FIGHT: ?? SUB WEAPON: 0.0 [Spraybeam (3)] MANEUVER: ?? MOBILITY: ?? ARMOR: ?? SHIELD: NONE DEPLOY COST: ?? SPECIAL ATTACK: ?? RX-78(CA) Gundam Char Aznable Custom: ------------------------------------- An RX-78 series Gundam repainted in Char Aznable's custom red paint scheme. FIGHT: ?? [Beam Saber] SUB WEAPON: ?? [Head Vulcans (60)] MANEUVER: ?? MOBILITY: ?? ARMOR: ?? SHIELD: ?? DEPLOY COST: ?? SPECIAL ATTACK: ?? MSN-02 Zeong (Head): -------------------- The head of the MSN-02 Zeong which can separate from the Zeong's main body as a sort of escape pod. FIGHT: NONE MAIN WEAPON: ?? [Mega Particle Gun (??)] SUB WEAPON: NONE MANEUVER: ?? MOBILITY: ?? ARMOR: ?? SHIELD: NONE DEPLOY COST: ?? SPECIAL ATTACK: ?? MS-06SHAKU Zaku II Shaku Yumiko Custom: --------------------------------------- The MS-06SHAKU Zaku II is the ultimate unlockable gag. It is a pink Zaku II with hearts on it, and it is equipped with an I-Field. It is referred to as being the personal mobile suit of the radio operator of the Thoroughbred, because Shaku Yumiko, for whom the Zaku is named, provided the voice of the radio operator of the ship in the Japanese version of Mobile Suit Gundam: Encounters in Space. Here is a picture of a MSiA action figure of Shaku's Zaku II: http://server2.uploadit.org/files/necropenguin-ZakuIISHAKU.jpg FIGHT: ?? SUB WEAPON: ?? MANEUVER: ?? MOBILITY: ?? ARMOR: ?? SHIELD: ?? [I-FIELD] DEPLOY COST: ?? SPECIAL ATTACK: ?? ----------------------------------------------------------------------- Weapon Stats ----------------------------------------------------------------------- This section details the various weapons that can be equipped on the mobile suits in the game. Here is what the weapon's statistics measure: --STRENGTH: The strength of the weapon. The higher the weapons strength, the more damage each individual round will do if it hits. --AMMO: The total amount of ammunition the weapon holds at full capacity. The exact number of maximum rounds the weapon has will be displayed in parentheses after the number value. --FIRE RATE: The rate of speed at which the projectile fired from the weapon travels. --RELOAD: How quickly solid-round firing weapons reload when it runs out of ammunition, or how quickly beam weapons will recharge their spent shots. --SPECIAL: Any special added effects the weapon's projectile has when fired. "Rapid Fire" indicates that the unit fires multiple projectiles in one attack. "Pierce" means that the projectile will continue to travel through its target after hitting them, potentially hitting other units behind them. "Spray" means the projectile consists of several small rounds in a cluster that will spread further apart from one another as they travel forward. "Explosive" indicates that the projectile will explode on impact, damaging anything caught up in the blast. If the weapon has no added effect "NONE" will be listed. --SPECIAL ATTACK: The Special Attack the weapon will give to a unit that's Special Attack is dependent upon the equipped weapon. There will also be a description of the Special Attacks effects. Not all weapons can be assigned to all units. Some weaker units are just incapable of using many stronger weapons and beam weapons. Also, some units, such as fighter jets and mobile armors, cannot be assigned weapons at all because they don't have arms to hold them -which is pretty damned logical if you start to think about it. Note that all weapons also have a deployment cost that will be added to the base deployment cost of the unit it is assigned to. However, the weapons do not have a flat deployment cost. The cost of the weapon may increase or decrease depending on what unit it is assigned to. So here are the stats for the unit weaponry: Folding Bazooka: ---------------- STRENGTH: 7.5 AMMO: 5.5 (10) FIRE RATE: 1.0 RELOAD: 6.5 SPECIAL: Explosive SPECIAL ATTACK: Rapid-Fire - Fires five shells from the Folding Bazooka in quick succession. Bullpup Machinegun: ------------------- STRENGTH: 1.5 AMMO: 5.2 (120) FIRE RATE: 7.5 RELOAD: 10.0 SPECIAL: Rapid Fire SPECIAL ATTACK: Full-Automatic - Continuously fires the Bullpup Machinegun for three seconds. Hyper Bazooka: -------------- STRENGTH: 6.0 AMMO: 5.2 (10) FIRE RATE: 1.0 RELOAD: 10.0 SPECIAL: Explosive SPECIAL ATTACK: Rapid-Fire - Fires three shells from the Hyper Bazooka in quick succession. GM Rifle: --------- STRENGTH: 4.0 AMMO: 7.0 (30) FIRE RATE: 2.2 RELOAD: 10.0 SPECIAL: NONE SPECIAL ATTACK: Rapid-Fire - Fires three shots from the GM Rifle in quick succession. Sniper Rifle: ------------- STRENGTH: 7.5 AMMO: 9.0 (12) FIRE RATE: 1.2 RELOAD: 10.0 SPECIAL: NONE SPECIAL ATTACK: Ace Marksmanship - A single shot from the main weapon that is much more powerful than a normal shot. Beam Rifle (Gundam): -------------------- STRENGTH: 6.5 AMMO: 7.0 (12) FIRE RATE: 1.2 RELOAD: 8.0 SPECIAL: NONE Custom Beam Rifle (Alex): ------------------------- STRENGTH: 8.2 AMMO: 7.5 (14) FIRE RATE: 1.2 RELOAD: 8.0 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the main weapon that is much more powerful than a normal shot. Custom Beam Rifle (Gerbera): ---------------------------- STRENGTH: 9.0 AMMO: 7.0 (14) FIRE RATE: 1.2 RELOAD: 8.0 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the main weapon that is much more powerful than a normal shot. Hyper Beam Rifle: ----------------- STRENGTH: 8.2 AMMO: 6.8 (12) FIRE RATE: 1.2 RELOAD: 6.5 SPECIAL: NONE Beam Spray Gun: --------------- STRENGTH: 4.0 AMMO: 7.0 (16) FIRE RATE: 1.5 RELOAD: 6.5 SPECIAL: NONE SPECIAL ATTACK: Rapid-Fire - Fires four beams from the Beam Spray Gun in quick succession. Beam Gun: --------- STRENGTH: 4.8 AMMO: 7.0 (16) FIRE RATE: 1.5 RELOAD: 6.5 SPECIAL: NONE SPECIAL ATTACK: Rapid-Fire - Fires three beams from the Beam Gun in quick succession. Beam Rifle (Blue Destiny Unit 3): --------------------------------- STRENGTH: 6.0 AMMO: 6.8 (15) FIRE RATE: 1.5 RELOAD: 9.0 SPECIAL: Pierce SPECIAL ATTACK: Rapid-Fire - Fires three beams from the Blue Destiny 3 Beam Rifle in quick succession. Beam Rifle (GP Series): ----------------------- STRENGTH: 8.5 AMMO: 6.8 (15) FIRE RATE: 1.5 RELOAD: 8.1 SPECIAL: Pierce SPECIAL ATTACK: Rapid-Fire - Fires three beams from the GP Beam Rifle in quick succession Custom Beam Rifle (Guncannon): ------------------------------ STRENGTH: 5.0 AMMO: 7.0 (14) FIRE RATE: 1.5 RELOAD: 6.5 SPECIAL: NONE Zaku Machinegun: ---------------- STRENGTH: 1.5 AMMO: 5.2 (100) FIRE RATE: 6.5 RELOAD: 6.6 SPECIAL: Rapid Fire SPECIAL ATTACK: Full-Automatic - Continuously fires the Zaku Machinegun for three seconds. MMP-80 Machinegun: ------------------ STRENGTH: 1.5 AMMO: 6.2 (120) FIRE RATE: 7.5 RELOAD: 10.0 SPECIAL: Rapid Fire SPECIAL ATTACK: Full-Automatic - Continuously fires the MMP-80 Machinegun for three seconds. Zaku Bazooka: ------------- STRENGTH: 5.5 AMMO: 5.8 (10) FIRE RATE: 1.0 RELOAD: 10.0 SPECIAL: Explosive SPECIAL ATTACK: Rapid-Fire - Fires off five bazooka rounds in quick succession. Giant Bazooka: -------------- STRENGTH: 5.8 AMMO: 5.2 (10) FIRE RATE: 1.0 RELOAD: 8.0 SPECIAL: Explosive SPECIAL ATTACK: Rapid-Fire - Fires four shells from the Giant Bazooka in quick succession. Giant Bazooka (Rick Dom II): ---------------------------- STRENGTH: 6.0 AMMO: 5.2 (10) FIRE RATE: 1.0 RELOAD: 7.5 SPECIAL: Explosive SPECIAL ATTACK: Rapid-Fire - Fires four shells from the Giant Bazooka (Rick Dom II) in quick succession. Beam Bazooka (Rick Dom): ------------------------ STRENGTH: 6.5 AMMO: 5.2 (14) FIRE RATE: 1.3 RELOAD: 2.8 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the main weapon that is much more powerful than a normal shot. Beam Machinegun (Gelgoog Jäger): -------------------------------- STRENGTH: 2.8 AMMO: 5.6 (48) FIRE RATE: 3.5 RELOAD: 5.5 SPECIAL: Rapid Fire SPECIAL ATTACK: Full-Automatic - Continuously fires the Gelgoog Jäger's Beam Machinegun for three seconds. Beam Machinegun (Gerbera Tetra): -------------------------------- STRENGTH: 3.5 AMMO: 5.8 (60) FIRE RATE: 4.0 RELOAD: 7.9 SPECIAL: Rapid Fire SPECIAL ATTACK: Full-Automatic - Continuously fires the Gerbera Tetra's Beam Machinegun for three seconds. Custom Beam Rifle (Act Zaku): ----------------------------- STRENGTH: 6.5 AMMO: 7.0 (14) FIRE RATE: 1.5 RELOAD: 8.0 SPECIAL: NONE SPECIAL ATTACK: Rapid-Fire - Fires three beams from the Action Zaku's Custom Beam Rifle in quick succession. Prototype Beam Rifle: --------------------- STRENGTH: 7.0 AMMO: 6.8 (12) FIRE RATE: 1.2 RELOAD: 6.5 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the Prototype Beam Rifle that is much more powerful than a normal shot. Beam Rifle (Gelgoog): --------------------- STRENGTH: 6.5 AMMO: 7.0 (16) FIRE RATE: 1.5 RELOAD: 8.0 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the Gelgoog's Beam Rifle that is much more powerful than a normal shot. Custom Beam Machinegun (Gelgoog Marine CMDR): --------------------------------------------- STRENGTH: 2.5 AMMO: 5.9 (60) FIRE RATE: 4.1 RELOAD: 6.8 SPECIAL: Rapid Fire SPECIAL ATTACK: Full-Automatic - Continuously fires the Gelgoog Marine Commander's Custom Beam Machinegun for three seconds. Beam Rifle (Blue Destiny Unit 2): --------------------------------- STRENGTH: 6.0 AMMO: 7.0 (12) FIRE RATE: 1.2 RELOAD: 9.0 SPECIAL: Pierce Beam Bazooka (Physalis): ------------------------ STRENGTH: 9.0 AMMO: 5.2 (32) FIRE RATE: 2.3 RELOAD: 1.8 SPECIAL: NONE SPECIAL ATTACK: Nuclear Bazooka - This will allow the Physalis to fire the shell from the nuclear bazooka. The shell it fires travels extremely slow, and is easily dodged, but if it hits it will cause a very large spherical explosion dealing massive damage to any unit caught up in it. After using this Special Attack the Special Gauge will "BREAK!" and will no longer be useable. Custom Shotgun: --------------- STRENGTH: 1.8 AMMO: 6.0 (24) FIRE RATE: 1.8 RELOAD: 6.8 SPECIAL: Spray Beam Rifle (Aile Strike Gundam): -------------------------------- STRENGTH: 9.0 AMMO: 7.0 (24) FIRE RATE: 2.0 RELOAD: 8.0 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the beam rifle that is much more powerful than a normal shot. Beam Rifle (Aegis Gundam): -------------------------- STRENGTH: 9.5 AMMO: 7.0 (24) FIRE RATE: 2.0 RELOAD: 8.0 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the beam rifle that is much more powerful than a normal shot. Twin Buster Rifle: ------------------ STRENGTH: 10.0 AMMO: 8.5 (10) FIRE RATE: 1.0 RELOAD: 8.0 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the beam rifle that is much more powerful than a normal shot. Mega Cannon: ------------ STRENGTH: 9.8 AMMO: 7.0 (16) FIRE RATE: 1.7 RELOAD: 8.0 SPECIAL: Pierce SPECIAL ATTACK: Ace Marksmanship - A single shot from the beam rifle that is much more powerful than a normal shot. Beam Rifle (Gundam Mark II): ---------------------------- *MUST BE DOWNLOADED FROM ONLINE* STRENGTH: ?? AMMO: ?? FIRE RATE: ?? RELOAD: ?? SPECIAL: ?? SPECIAL ATTACK: ?? \ /-------------------\ / [========================|White Base Missions|========================] / \-------------------/ \ It is the year 0079 of the Universal Century. Mankind has begun to immigrate into massive space colonies that sit safely in areas of gravitational stability in Earth's orbit, a new home for the human race amongst the stars. However, all is not well in space. The cluster of colonies furthest from the Earth, Side 3, declares themselves the Principality of Zeon and wages a massive war with the ruling Earth Federation. Despite the Zeon gaining an initial advantage with their mobile suit technology the war has still been fought to a bitter stalemate. The Earth Federation struggles to catch up with the Zeon and create mobile suits of its own, and they finally create their own prototypes several months into the war. But, through a fateful encounter during a Zeon attack on his home colony of Side 7, a young civilian youth commandeers the Earth Federation's most advanced mobile suit, the Gundam, to fight for everything he holds dear. This is the main walkthrough for the main mode of game play, White Base Mode. In this game mode you will follow the story of the SCV-70 assault carrier White Base and her crew, playing as the Earth Federation Forces ace pilot Amuro Ray, the pilot of the feared RX-78-2 Gundam. ----------------------------------------------------------------------- White Base Tutorial ----------------------------------------------------------------------- When you select to play White Base Mode there will be three separate Tutorial missions that will be listed that you can play. The Tutorial missions will teach you the game's basic controls in an actual game play situation, so I recommend playing through them all just to get the hang of things. Not to mention you can unlock yourself a few things while you're at it, so you'll have to do it anyway! The controls in the Tutorial missions are all based on Controller Configuration A so if you changed the controller's button configuration it won't jibe with the Tutorial. The Tutorial missions all take place during the time before the White Base first reaches Earth, so it pre-dates the action in the main White Base Mode missions by several months. Tutorial 1: ----------- The first Tutorial will have you, the as of now inexperienced Amuro Ray, in the RX-78-2 Gundam armed with the Beam Rifle (Gundam). You will be in Route Tube Mode and are being tutored by Ryu Jose, who is in a FF-X7 Core Fighter, in the ways of piloting and combat. You will have a message displayed on the screen saying that you move your unit with the D-Pad or Left Analog stick, and can use the unit's thrusters by holding down the Cross (X) Button. When you use the thrusters, the Thrust Gauge at the bottom of the screen will start to fill up. When you cease use of the thrusters the Thrust Gauge will begin to decrease, but if the Thrust Gauge should fill up from over-use, the unit's thrusters will overheat and you will not be able to use the thrusters again until the Thrust Gauge has completely emptied. Once you have read the message press the Cross (X) Button to take if off the screen and continue the mission. You will travel forward through a debris field, so move the Gundam around to avoid smashing into rocks and other drifting space junk. You won't be able to fire any of the Gundam's weapons yet, so just move around. After nineteen seconds go by you will get another message displayed on the screen. This message will instruct you that you can press the Square Button to fire the unit's main weapon, but if the weapon's ammunition should be depleted to 0 when firing, the weapon will have to reload over a period of time. You can also press the L1 Button to lock onto a target to increase the likelihood of hitting the target when you fire your weapon. Once you have read that message you can continue the game by pressing the Cross (X) Button. The Gundam will continue to move forward, and two small meteors will come into view, which you should lock onto and destroy with your Beam Rifle. After the two meteors have been destroyed a third message will be displayed instructing you on hand-to-hand combat. By pressing the Triangle Button you will enable use of the unit's melee weapon, which you can attack with up to three times in a combo attack by pressing the Triangle Button again. Press the Cross (X) Button again to clear the message and get back to playing. You will travel forward, where another meteor will come into view. Lock onto the meteor and when the Gundam is about one hundred meters from the meteor press the Triangle button to slash the rock with the Gundam's beam saber. Another meteor will come into view soon, so destroy it with your beam saber as well. Now you will get a fourth message instructing you of the way to use the multiple lock-on feature of the unit's main weapon. Hold down the Square Button and the multi-lock window will open. Any potential targets that are inside the window will be locked onto, which will be denoted by a "Q" in the multi-lock queue, and when you release the Square Button you will fire the main weapon at all of the targets that you currently have queued. Press the Cross (X) Button to return to the game, and hold down the Square Button to open the multi-lock window. Soon four meteors will come into view and you will lock onto all four of them, so release the Square Button to destroy them all. Hold down the Square Button again and soon the Gundam will make a right turn and five more meteors will come into view, so destroy them all with your multi-lock attack. A new message will now appear on the screen instructing you on the use of the unit's sub-weapons. You attack with the sub-weapons by pressing the Circle Button, but some units do not have sub-weapons. Sub-weapons also have ammunition like the main weapons, and when they have 0 ammo they will have to reload. Press the Cross (X) Button and you will return back to normal game play. The Gundam will turn left and a piece of green wreckage will come into view. Lock onto the piece of junk and use the Gundam's head vulcan sub-weapons to destroy the wreckage. Another hunk of junk will be in the distance, so destroy this heap with your head vulcans also. Continuing forward again you will come across another piece of debris, which you should destroy with your head vulcans. Another tutorial message will be displayed, this one telling you how to use the unit's Special Attack. When the Special Gauge in the top-right corner of the screen has "Special Attack" listed underneath it you will be able to use the unit's Special Attack. Hold down the R1 and R2 button simultaneously to prepare for a Special Attack, and once the unit has deployed for a Special Attack just press the Square Button to execute the attack. Press the Cross (X) Button to return to the game and hold down the R1 and R2 buttons to prepare the Gundam's Dual Hyper Bazooka Special Attack. A large chunk of wreckage will come into view, so use your Special Attack to destroy it. Soon another large piece of debris will float into view, so destroy it with your Special Attack as you continue forward. You will get the final message, which basically just tells you it's okay to go nuts and use whichever attacks you want in the debris field up ahead. There will be fourteen pieces of debris and meteors ahead, so feel free to just blast away. After passing the debris field Amuro and Ryu will spot an enemy Zeon fleet. They will decide to attack, but Amuro realizes it would be strategically better to attack with the sun behind them. Ryu agrees with the plan and thinks Amuro is really starting to use his head. The first Tutorial will come to an end, and you will be returned to the main menu. Tutorial 2: ----------- Picking up where the first Tutorial mission ended, Amuro Ray in his RX-78-2 Gundam armed with a Beam Rifle (Gundam) will head forward in Route Tube Mode past the White Base, which is circling around an enemy fleet. Ryu Jose will also be traveling forward with you in a FF-X7 Core Fighter. After about six seconds you will pass the White Base and get your first training message, which will explain the pointer icons that point to important targets that are off screen. Important enemy targets will be denoted by a red arrow on the edge of the screen pointing in the direction of the enemy, where important allied units (usually targets you must defend) will be pointed out by a light green arrow. Allied units that you must protect will also have their Health Gauge displayed on a box on the left side of the screen, such as the White Base's Health Gauge is displayed now. Press the Cross (X) Button when you have finished reading the message to continue with the mission. The Gundam will continue to fly forward for a little while and then take a left turn around the back of a large asteroid. There will be three meteors that you can destroy if you want as the Gundam heads towards the enemy fleet, which will consist of one Musai battleship and one Papua supply ship, as well as eight gray crates between the two ships. As the Zeon fleet comes into view at twenty-two seconds you will receive a message reminding you that you can lock-onto a target with the L1 Button, and switch to another target by pressing L1 again. Press the Cross (X) Button and another message will come up that informs you that you can use a much more precise method to manually switch to specific targets by moving the Right Analog Stick in the direction of the preferred target. Pressing the Cross (X) Button again will bring up a third message which says that you can deactivate lock-ons by pressing the L2 Button, but you can turn lock-ons back on by pressing either the L1 or L2 Button. Press the Cross (X) Button to finally get back to the action. As you move past the two ships three more meteors will come into view, so blast them if you wish. You will make a wide right turn and turn around to prepare to do another run on the two enemy ships. You will head forward past the Papua and approach the eight crates that are lined up between the two ships. You will now get a message explaining action targets. An object that has a yellow target reticle around it is an action target. By pressing the Square Button while you are locked onto an action target you will interact with that target in some way. Press the Cross (X) Button and the Gundam will continue forward. You can try out the use of action targets on the crates, and you will grab the crate and carry it with you. When you get close to the Musai you will get another tutorial message that deals with action targets. This one will explain that some ships will have action targets and you can use the Square Button to land your unit on the battleship, although you cannot do it at this time because you are in Route Tube Mode. Press the Cross (X) Button to continue with the mission, and the Gundam will fly past the Musai and make a wide right turn back around to the front of the two battleships. You will start heading directly towards the front of the two ships, and the Musai will open fire with its main cannons right before another message pops up. This message will instruct you on how to perform a barrel roll, which is an extremely useful technique that can be used to dodge enemy attacks and break an enemies lock on your unit. By tapping the Cross (X) Button twice in quick succession the unit you are in will perform a roll. If you hold the Left Analog Stick or press the D-Pad in a certain direction while executing a barrel roll then the unit will move in that direction when it rolls. However, be cautious not to overuse the barrel roll technique, as it will consume a large amount of the Thrust Gauge whenever it is used. When you are done reading press the Cross (X) Button to remove the message and you will continue forward and when you get near the enemy fleet you will enter the Battle Sphere mode of play. The second you enter the Battle Sphere a five minute countdown will begin, and another information display will appear on the screen. This series of messages will detail the control differences from the Route Tube to the Battle Sphere. The first message informs you that holding the D-Pad and Left Analog Stick up will now move you forwards and holding them down will now make your unit go backpedal. Press the Cross (X) Button to display the next message, which tells you that holding the D-Pad or Left Analog Stick to the left or right will move your unit to the left or the right, and if you are locked onto a target you will rotate around that target. Press the Cross (X) Button again to bring up the third message, which states that pressing the R1 Button will cause your unit to ascend and pressing the R2 Button will cause you unit to descend. If you are locked onto a target will ascending or diving your unit will tilt so that the target stays in view. Press the Cross (X) Button and you will return to normal play briefly and the Musai will launch a volley of two large missiles at you. A new message will pop up, this one informing you about the shield. A unit with a shield will automatically assume a defensive stance and any damage that it takes will be deducted from the unit's Shield Gauge instead of its Health Gauge. However, if your unit is firing its main weapon when it is hit, or if it is hit from behind, the damage will be deducted from the Health Gauge, as the shield will not be in a position to absorb the damage. Once the Shield Gauge is fully depleted the shield will be destroyed, so all damage will be subtracted directly from you Health Gauge. After you are done reading hit that Cross (X) Button and you will now be free to do whatever you wish in the Battle Sphere for the remainder of the five minute time limit. Ryu will fly around in the Core Fighter shooting at the enemy ships, but he's extremely weak so he won't be able to destroy them himself. You can now go and land outside the bridge of the Musai, which will elicit the ship's captain to scream out in horror, "A white mobile suit! Run!" Either destroy the Musai and Papua, or just let the five minute time limit run out, and the second Tutorial mission will end. Captain Bright will notice that the enemy fleet has launched mobile suits and you will return to the main menu. Tutorial 3: ----------- Again, picking up right where the second Tutorial mission ended, Amuro Ray is in the RX-78-2 Gundam armed with the Beam Rifle (Gundam). The White Base is under attack from enemy mobile suits, so you will get to fight a real battle as your last training mission. You will begin the mission in Route Tube Mode speeding towards the White Base, which is under attack from a squad of three MS-06F Zaku IIs all armed with Zaku Machineguns. You must protect the White Base from enemy attacks, and its Health Gauge will be displayed on the left side of the screen. If the White Base should loose all of its Health you will fail the mission and be booted back to the main menu. You will soon enter the Battle Sphere when you get near the White Base, so quickly attack those three pesky Zaku IIs. Ryu Jose will already be in the area in a FF-X7 Core Fighter, and he will attack the Zaku IIs. After seventeen seconds go by Hayato Kobayashi will radio in for support and a message will appear on the screen. The message informs you that if the Support Lamp should appear on the right side of the screen and begin to flash, then you have the option to call in support from an allied unit by pressing the Select Button. Press the Cross (X) Button to clear the message and you will return to normal game play. You can call in Hayato in his RX-75 Guntank if you wish, and he will help to destroy those Zaku IIs. After all three Zaku IIs are destroyed Gadem will enter the area in his MS-05A Zaku I armed with a Zaku Machinegun. Gadem is pretty tough for an old guy in a clunky old Zaku I so, as Ryu advises, you should get into close range and attack Gadem's Zaku I with the Gundam's beam saber. Keep slashing away at Gadem's Zaku I and after it has lost all of its Health it will be destroyed. Now Char Aznable will enter the area in his MS-06S(CA) Zaku II Char Aznable Custom armed with a Zaku Machinegun. Char's Zaku II is much tougher than Gadem's Zaku I was, but still the Gundam has an incredible defense so you shouldn't have much trouble defeating him. Just reduce Char's Zaku II to 10% of its Health Gauge and Bright will tell Amuro to retreat. The final Tutorial mission will end and you will return to the games main menu. For completing this third Tutorial you will have unlocked the pilot Ryu Jose, and you will also have unlocked the FF-X7 Core Fighter. ----------------------------------------------------------------------- White Base Movie Mode Walkthrough ----------------------------------------------------------------------- This is the main walkthrough for the main mode of game play, White Base Mode. In this mode you will follow the actions of the White Base after it has departed Earth from Jaburo, South America. Mainly based on the third Mobile Suit Gundam movie, Mobile Suit Gundam: Encounters in Space, you will play as the young Earth Federation ace pilot Amuro Ray, the pilot of the feared RX-78-2 Gundam. As the One Year War comes to a thunderous conclusion, only one question can be asked, and no answer is certain... Who will survive? Stage 1: -------- After the perilous struggle to reach the Earth Federation Forces headquarters of Jaburo in South America, the White Base has been launched back into space. In their new role as the 13th Autonomous Corps the White Base has a new mission, to act independently of the main bulk of the Earth Federation Space Forces to confuse the enemy. Shortly after leaving Earth the White Base is being trailed by a Zeon Fleet. This mission starts out exactly like the opening movie of the game. Let's see how well you can stack up to badass CG movie Amuro. You will launch in the RX-78-2 Gundam armed with the Beam Rifle (Gundam). You will be in Route Tube Mode for the first half of the mission, and Sleggar Law in a FF-X7[Bst] Core Booster and Kai Shiden in an RX-77-2 Guncannon with a Custom Beam Rifle (Guncannon) will automatically be supporting you for the moment. Sleggar will fire first and Kai will chide him for jumping the gun. As you fly through the Route Tube towards the first enemy Musai, two MS-09R Rick Doms with Giant Bazookas will appear. Destroy them both quickly and when you get close to the Musai use your multi-lock to quickly tear it apart with your Beam Rifle. You have to be quick about it; otherwise Kai and Sleggar will destroy the Musai first and steal the points for the kill. You will go around the back of the first Musai (which should now be destroyed) and hang out for a second before turning around and continuing forward to a second Musai. Two more Rick Doms will attack before you get to the Musai so destroy them quickly. When you get to the Musai repeatedly use your multi-lock to take out different sections of the Musai. You must hurry, though or Sleggar and Kai will destroy this Musai as well. After the second Musai gets toasted you will continue forward a bit more and find yourself hovering over a third Musai. You will enter the Battle Sphere once you fly over the third Musai, and you will end up facing straight down over it. There will be three Rick Doms guarding the Musai, so destroy them all. After fifty-one seconds have passed in the mission Sleggar will ask you if you want him to come in and support you. Do not accept his offer so you have time to tear the Musai apart without his interference. After you destroy the three Rick Doms, head towards the Musai. Take out the Musai's two engines, destroy the Musai's three main cannons, destroy the combat bridge, and even fly underneath the Musai and blast the Komusai in the nosecone until it id destroyed and falls out. All of this is worth tons of extra points. After all the individual parts of the Musai have been taken out destroy the entire ship. A few seconds after the Musai has been destroyed Captain Bright will notice that the Zanzibar that has been trailing the White Base since they left Earth them has caught up with them. Sleggar's Core Booster has taken damage, so he will return to the White Base. Bright orders Sleggar to man the White Base's main cannon. Sleggar agrees to do it, but only if the White Base charges straight towards the Zanzibar. On the Zanzibar, Char is annoyed that Dren's fleet couldn't hold out longer. You will re-enter the Route Tube and fly past White Base, heading towards the Zanzibar. There will be three individual Rick Doms that will attack you as you head towards the Zanzibar, so destroy them. You can even destroy the debris that will float by for 10 points! Whoo hoo! Dodge the beam fire coming from the Zanzibar and as you draw close to the ship a stray beam will come from left field, barely missing you before something does a fly by. Whatever it is, it's fast! You will now enter the Battle Sphere where you must fight Tokwan and his MA-05 Bigro. You have five minutes to destroy the Bigro, otherwise you fail the mission. After thirteen seconds go by, Kai will radio in asking if you want him to support you. You can take him if you wish. As for the Bigro, it may be fast but it isn't very maneuverable. The Bigro's main tactic is to fly forward for awhile before turning around to face you. When it lines up with you when it turns it will fire its main cannon and missiles, or use its Special Attack before charging forward. Fire at Bigro when it is heading away from you, and then wait until it starts to turn around. When it turns around and charges you shoot at it as it comes towards you, but be sure to barrel roll out of the way of its beam fire and missiles. When the Bigro passes you up either try to attack it with your beam saber or shoot it in the back as it heads away from you. Don't stay in front of the Bigro when it is heading straight towards you because it may attack you with its melee attack, and those claw pinchers can do a good bit of damage. You should also use your Special Attack when the Bigro is heading towards you and you will knock off pretty substantial chunks of its Health Gauge. Once the Bigro has lost all of its Health it will explode and the mission will end. Stage 2: -------- The White Base has stopped in the neutral Riah Republic in Side 6. Due to Riah's neutral status all hostilities between the Earth Federation and Zeon are strictly forbidden in Side 6 airspace. However Dozle Zabi has deployed the Conscon mobile assault force to ambush the White Base as it leaves the relative safety provided by Side 6. You will already be deployed in the RX-78-2 Gundam, armed with the Beam Rifle (Gundam). You must make damn sure to guard the White Base for the duration of the mission. If the White Base should be destroyed you will fail the mission. The White Base's Health Gauge is located on the left side of the screen, so be sure to keep a close eye on it. The best way to keep the White Base safe is to quickly destroy the enemies in the area. As the mission begins there will be several MS-09R Rick Doms armed with Giant Bazookas in the area. After sixteen seconds go by Hayato Kobayashi will offer to come in and support you in one of the White Base's RX-77-2 Guncannons armed with a Custom Beam Rifle (Guncannon). Quickly destroy the Rick Doms and listen to Amuro mockingly count his kills off. After you have destroyed twelve Rick Doms a cutscene will play. With his fleets entire compliment of Rick Doms wiped out Conscon decides to ram his Chivvay into the White Base in a kamikaze run. You will re-enter the Battle Sphere and must destroy the charging Chivvay. The White Base's Health Gauge will remain at the same amount that it ended the first part of this mission with, so you must be diligent in guarding it. There will be a two MS-06F Zaku II's armed with Zaku Machineguns that will be flying around firing on White Base, so take them out before tackling the Chivvay. A few Zaku II's will periodically come one at a time, but after destroying six of them they will no longer come. Now about destroying that Chivvay, the Chivvay has a great deal of Health, so you should use your Special Attacks on the charging ship. After you are out of Special Attack use your multi-lock to fire multiple shots into the Chivvay. It will take the Chivvay just one minute and forty seconds to catch up to the White Base and ram it, and should the Chivvay ram the White Base it will automatically be destroyed and you will fail the mission. So be damned quick about destroying the Chivvay! After you have destroyed the Chivvay the mission will end. Stage 3: -------- The Federation has commenced Operation Star One, a multi-phase plan to blitz Zeon's space fortresses and overwhelm them with superior forces. The first target is the enormous asteroid fortress of Solomon. The Battle of Solomon has begun. Prepare for a very long and drawn out engagement. You will launch in the RX-78-2 Gundam armed with the Beam Rifle (Gundam). You will fly past several Salamis battleships in Route Tube Mode. There will be several Public fighter-bombers flying in formation in front of you, and they will all launch their large missiles towards Solomon before they break formation. The missiles will explode to create a beam disruption field between Solomon and the main Federation fleet. The Gundam will continue to travel forward and at twenty seconds you will enter the Battle Sphere. You will have two Salamis battleships in the are with you, which you must guard from attacking Zeon forces. The two Salamis' Health Gauges are displayed on the left side of the screen for your own convenience, but it doesn't matter if they are destroyed. The enemies will consist of MS-09R Rick Doms armed with Giant Bazookas and MS-06F-2 Zaku II F-2's armed with Zaku Machineguns, as well as a steady barrage of large missiles coming from Solomon. After thirty-five seconds have gone by Hayato Kobayashi one of the RX- 77-2 Guncannons, armed with a Custom Beam Rifle (Guncannon), will ask to come in and support you, so if you want him to help you out just go on and hit that Select Button. After you have destroyed fifteen enemy units, or if it has been two minutes since the mission began, you will get a message from Fraw Bo saying the Tianem fleet is preparing to fire the new weapon, and this part of the mission will end. You are again in the Route Tube Mode, and be prepared to stay in it for a little while because we're about to do a crazy trench run on space fortress Solomon. Use of the multi-lock function to take care of many targets quickly is highly recommended for this part of the mission. There will be a ton of small things, such as gun turrets and other doohickeys, on Solomon that will give you a few points if you can destroy them, so try to blast as much as junk as possible. When the segment begins, open your multi-lock and blast the four gun-turrets surrounding the launch bay in the asteroid. You will continue forward, so open the multi-lock and in a few seconds it will lock onto three pieces of machinery, so wreck them. A Zaku II F-2 will enter from the right side of the screen, so quickly destroy it. You will continue to fly slowly forward towards another launch bay in Solomon's surface. Open your multi-lock window and you will soon start to lock onto the four gun turrets surrounding the launch bay, three bits of machinery towards the large ridge in the background. Blast the gun turrets and when you pass over the launch bay a Zaku II F-2 will come out of it, so destroy it as you travel forward. A RB-79 Ball and an RGM-79 GM will fly past you and head forward. A Zaku II F-2 will come out of the launch bay in the wall of the asteroid, so destroy it before the GM or Ball get it first. You will now take a hard turn right and speed up dramatically as the Gundam enters a deep trench in the asteroids surface, with the Ball and GM right in front of you. Three Gattle fighters will come up from behind and launch their large missiles, so use your multi-lock to take them out. Re-open your multi-lock and take out two gun turrets on opposite sides of the trench walls. The GM will be hit by a chunk of flying, flaming, debris and be destroyed as you fly over a high ridge and rush over a large launch bay where a Chivvay is preparing to launch. The Chivvay's captain will order his mobile suit forces to buy him time while the ship tries to launch, and four Zaku II F-2's will surround the ship and attack you. You can easily destroy the Chivvay with the Gundam's Special Attack. You will fly to the back of the ship, turn around and fly back to the front on the left side of the Chivvay and around the front before heading back down the right side of the Chivvay. You will then continue forward, whether you destroyed the Chivvay or not, down the trench. After a few seconds you will come to a large cave, where two GMs will be hovering outside firing at a Rick Dom inside the cavernous asteroid. Destroy the Rick Dom as you zoom into the cave entrance and dodge the rocks and infrastructure as you continue forward. A sneaky Rick Dom will zoom out from behind a rock, so blast his ass. As you continue down the tunnel a Zaku II F-2 will also come out from behind a rock and attack, so waste that mecha too. You will now exit the cave and return to the normal trench. There will be a meteor missile that will launch outside the trench, so use your multi-lock to destroy it. Three Rick Doms also surround a launch bay cut into the asteroid's surface, so use your multi-lock to destroy them as well. Continuing forward, you will have to duck down a bit to avoid two trams coming from both sides of the asteroid. Sleggar Law, in the FF-X7[Bst] Core Booster, will now meet up with you in the trench. You will head out from the asteroid into space before spinning around to face Solomon, where you will see many large ports with a Musai launching from one. You will head back towards Solomon and zoom under the launching Musai. You will now enter the Battle Sphere. There will already be a ton of enemies in the area waiting for you. To start off, there will already be that Musai that just launched from Solomon, which will move forward and to the right before it stops. There will also be a Papua transport ship docked on the side of the fortress. There will be a near constant supply of Gattle launching from and zooming around the space fortress, but they really won't attack you, they'll just fly around. However, there will be a bunch of Zaku II F-2, Rick Doms, and MS-05A Zaku I's armed with Zaku Bazookas that will attack you, but after you destroy seven of them they will stop coming. There are several dozen gun turrets and machinery located all over the wall of the asteroid. Each one of them is worth about 50 points, so you can stack onto your score for quite awhile. If you destroy the Papua transport docked near the fortress you will re-enter the route Tube and force your way into Solomon, so put it off for awhile so you can destroy other things. But, if you go more than four minutes and thirty seconds without destroying the Papua you will enter the Route Tube make your way into the space fortress anyway. You will re-enter the Route Tube and enter one of the launch bays, and take the tunnel in the back. The tunnel is a small cramped space, so you have limited room to maneuver in. Two Balls will come up the side and get in front of you. There will be a gun turret in the left wall, so quickly blast it. There will be a blast door in the way, but one of the Balls will blast the right side of the door open, and continue through. Hurry up and hug the right side of the tunnel so you will go through the hole in the blast door otherwise you will take damage when you slam into the other side of the blast door. You will now hit the gas and get a huge boost in speed. Dodge the trams and junk in the tunnel and you will take a sharp right turn and continue traveling down the passage. There will be a Zaku II F-2 in the way, so quickly destroy it and activate your multi-lock so you can destroy the two gun moving gun turrets on the walls of the tunnel. The tunnel will have a slight dip, so mind the ceiling. The tunnel will then take a hard turn right and then another hard turn left. There will be a Zaku I further ahead in the tunnel and a Zaku II F-2 even further up. There will be a series of four gun turrets in the sides of the walls, and than another four further behind it, so use your multi-lock to quickly destroy them all. Be sure to avoid the trams that are coming out the walls and moving down the passageway. There will be another four gun turrets, so multi-lock to destroy them and then quickly hug the floor because an explosion will destroy a blast door in the floor, which will cause the doors to fly up towards the ceiling, potentially hitting you unless you are down low. Use your multi-lock to take out the four gun turrets further down the hall, and destroy the tram that will come out of the wall. Four gun turrets on moving trams will emerge, two each on the ceiling and floor, so multi-lock to wipe them out as you continue down the hall. A Zaku II F-2 will enter the hallway, so quickly destroy it before using your multi-lock to destroy four gun turrets on the walls further back. Another Zaku II F-2 will enter from a passage in the left wall, so destroy it and then use your multi-lock to destroy another four gun turrets down the hall a ways. Now open your multi-lock window again and wait for it to lock onto the next four gun turrets in the walls and quickly fire before you boost up into a passage way in the ceiling. You will continue forwards a way and there will be a Zaku II F-2 further ahead of you, so quickly try to destroy it before the blast doors in front of it slam shut. With that route cut off you will now take a hard boost upwards into another passageway, this one with cool window looking out into space. Blast the Zaku II F-2 further ahead in the passageway as you travel forward. The BGM music will now change as you travel forward, and there will be a Zaku I and a Zaku II F-2 ahead of you that you should quickly destroy before you take another sharp left turn down another passageway. A blast door will slam shut in front of you, so you will boost up again and enter a large launch bay where a Zanzibar is preparing to launch. There will be two Zaku II F- 2's there already, so try to waste them as you fly over the Zanzibar. The large blast doors in the back will slam shut, so you will go up over the Zanzibar before turning around to face down on the launching Zanzibar. You will now enter the Battle Sphere. You will enter the Battle Sphere, and the objective is to destroy the Zanzibar that is prepping to launch. There will be an eternal stream of mobile suits, including Zaku I's, Zaku II F-2's, and Rick Doms, that will enter the area through the various passages in the walls, as well as four very large gun turrets on each corner of the launch platform. There are also tiny bits and pieces of the Zanzibar to destroy, like gun turrets and tailfins, as well as crane arms and bits of stuff in the launch bay to destroy. Destroy some of the other enemies in the area, but don't spend all your time destroying mobile suits alone or else the Zanzibar will escape. Either destroy the Zanzibar, or goof off for the entire one minutes and fifty seconds it will take for the Zanzibar to escape, and you will re-enter Route Tube Mode and head into another passageway in the back of the launch bay. All right, back to hall crawling in Route Tube Mode. The hall will begin to erupt with explosions. Be sure to stick to the right side of the passage to avoid striking a canister along the left wall. You will exit the passageway into a very large launch bay. There will be one Musai right in front of you when you exit the tunnel, and you will fly to the front of the Musai just in time to see another Musai fly out of Solomon before the blast doors shut. You will now exit Route Tube Mode back into the Battle Sphere. That was quick! You will be attacked by several Zaku II F-2's and Zaku I's that will enter the area from the passages in the back wall, but after you destroy seven of them they will stop coming. Destroy the Musai in the area and you will re-enter Route Tube Mode and head towards the large blast doors towards the front of the launch bay. There will be a small blast door in the bulkhead of the right side of the large blast door, so shoot it out (otherwise you will slam through it, taking lots of damage) and you will exit back out into space. You will fly past the Musai that just exited Solomon and you will do a turn around and face the Musai before entering the Battle Sphere again. Back in the Battle Sphere again. There will be two Musai in the area, as well as several Gattle that will be flying around minding their own business. There will be a bunch of Zaku II F-2's that will attack you as well. Quickly destroy the two Musai before they flee the area and then focus on the enemy units. Once you have destroyed a total of nine Zaku II F-2's in the area Amuro will notice that something is happening back at Solomon and will go to investigate and this long segment of the mission will end, so nab yourself some popcorn and prepare to watch yourself some movies. You will be in the Route Tube chasing after Dozle Zabi in his giant monstrous mobile armor, the MA-08 Big Zam. You will pass a few Salamis battleships, which Dozle will easily fry with the Big Zam's mega particle cannons. DO NOT damage the remains of the Salamis battleships! The wrecked Salamis' are not completely destroyed, so if you hit them again they will explode again, earning you a -5,000 penalty to your score! Don't waste your damn time shooting at the Big Zam. The Big Zam is equipped with an I-Field, so you cannot even hope to damage it with your Beam Rifle (Gundam). However, solid projectiles can still damage it, as well as melee attacks, so its open season for the Gundam's Hyper Bazooka Special Attack, head vulcans, and beam saber slashing frenzy. You will enter the Battle Sphere with the Big Zam, but you won't be alone. You will also have to contend with Zaku II F-2's that will come two at a time and harass you, but after you destroy ten of them they will stop coming. So now it's time to deal with that damn Big Zam. The best way to do it is to fly right up to the giant mobile armor and unload all of your Special Attacks into the Big Zam. When you run out of Special Attacks, slash the Big Zam with your beam saber while the Special Gauge refills. Just keep this up. The Big Zam is a huge target, and it will take a while, but once it has been reduced to only 50% of its Health Gauge you get to watch more movies. Sleggar Crash!!! Poor, poor Sleggar. Oh well, his valiant sacrifice was not in vain. You will again enter combat against that pesky Big Zam. Annoyingly, though, the Big Zam's Health Gauge has been completely refilled, so it is at 100%. But that pesky I-Field is no more, so it's perfectly fine to blast the crap out of the Big Zam with the Beam Rifle (Gundam) now. Once again, the Big Zam and you are not alone in your fight. You will be attacked by a whole lot of Rick Doms. They will come two at a time, but once you destroy twenty of them the Rick Doms will stop coming. Now you can concentrate on the Big Zam! Just keep attacking the Big Zam with your Special Attacks and beam saber. After you reduce the Big Zam to only having 15% of its Health Gauge remaining it will instantly switch over to another movie scene and the mission will end successfully. Wow was that long! Stage 4: -------- The Earth Federation has successfully captured the space fortress Solomon. The White Base is on reconnaissance in Side 5 space, charged to mop up any Zeon remnants that may be lurking in the area after fleeing from Solomon. Having detected an enemy fleet near Texas Colony the White Base prepares to attack; however Amuro Ray has no idea he is being lured into a trap. You will launch in the RX-78-2 Gundam armed with the Beam Rifle (Gundam). You will fly through a debris field in Route Tube Mode for a little while before entering into a clearing where a Chivvay is already waiting. Two MS-09R Rick Doms will fly into view, so destroy them quickly before you enter the Battle Sphere. Once you enter the Battle Sphere head over and destroy that Chivvay by multi-locking it to death with your main weapon. After twenty-two seconds have gone by Sayla Mass will offer to come in and support you in her FF-X7[Bst] Core Booster. You can accept her help if you want it. Several more Rick Doms will attack you, but ignore them for now. There will be two Musais that will move through the area, one from the east and one for the west. They will exit the mission area if you do not destroy them first, so ignore the Rick Doms and destroy the two Musais. After you destroy all three battleships, or destroy all nineteen Rick Doms, M'Quve will arrive on the scene in his prototype YMS-15 Gyan. If you haven't already then destroy all of the Rick Doms, which will continuously come until you have destroyed a total of eighteen of them, or destroy all three battleships if you haven't done that. Just be sure to wreck everything in the area before you turn to face M'Quve's Gyan. Attack the Gyan in close combat and just slash away. Compared to some of the other characters M'Quve is very weak. After the Gyan has been reduced to only 40% of its Health Gauge this part of the mission will end. M'Quve will lure Amuro close to Texas colony. After a brief amount of time in Route Tube Mode with the Gyan buzzing around you annoyingly shooting missiles. One of the large meteors around you will explode and Amuro will exclaim that they are mines. You will be dumped back into the Battle Sphere. The only enemy is basically just M'Quve's Gyan, which now has 100% of its Health back, and a whole lot of large meteor mines. After ten seconds in this area Sayla will ask to support you again, so call on her if you want her to help you beat on M'Quve. Just attack M'Quve in close combat and he will go down quickly. Once the Gyan has 40% of its Health remaining this segment of the mission will end and you will watch a movie. M'Quve has lured Amuro all the way inside of Texas Colony. The skies are literally littered with small hide mines. There are hundreds of them! M'Quve's Gyan, which again has its Health Gauge refilled to 100%, will zip around and fire rockets at you. Just fly forward and attack the Gyan in close combat and, once again, when the Gyan is reduced to 40% of its Health Gauge M'Quve will back off. A few beams will come seemingly out of nowhere, and the Gundam must dodge out of the way as a light red mobile suit speeds onto the scene. Now you have to contend with Char Aznable in his brand new MS-14S(CA) Gelgoog Char Aznable Custom armed with a Beam Rifle (Gelgoog). M'Quve's Gyan is still here as well, and it's Health Gauge has been replenished to 100% AGAIN!!! The Gyan will square off against you first as Char's Gelgoog flies around. Ignore the Gyan at the moment and find Char's Gelgoog. Attack Char's Gelgoog in close combat and continue to beat on it until it has been reduced to having 30% of its Health Gauge remaining, after which the Gelgoog will retreat. Now that Char is out of the way, let's get back to beating the hell out of M'Quve for the umpteenth time. Just beat the Gyan savagely with your beam saber, and once it has been reduced to 40% of its Health Gauge it will gain temporary invulnerability. M'Quve will fret like hell and Amuro will tell him that his dirty tricks are no match for Gundam's power. After they are done yapping the Gyan will lose its temporary invincibility so you can continue to attack it without mercy. Once the Gyan has been liberated of all of its precious Health M'Quve will ask that his antique vase be given to Kycilia Zabi before the Gyan explodes. Once M'Quve is dead and Char's Gelgoog has been driven off the mission will end successfully. NOTE: There is no way to get an S-Rank in this mission without replaying it, so don't kill yourself trying. Stage 5: -------- After returning to Solomon, which the Federation Forces have renamed Konpei Island and are using as a forward base, the White Base is sent out to investigate a series of mysterious incidents. The Federation has been getting reports of strange attacks on some of their warships. These attacks come out of no where, often having devastating effect, but when the area is searched they find no enemies. Captain Bright suspects the Federation brass are just using them as decoys to lure the enemy out, but he accepts the mission anyway. Amuro will launch in the RX-78-2 Gundam, armed with the Beam Rifle (Gundam), to find what is behind all of the attacks. You will start in Route Tube Mode and travel forward through a cluttered debris field. An MS-06F-2 Zaku II F-2 armed with a Zaku Machinegun will spring from the lower-left corner of the screen, so destroy it. An MS-09R Rick Dom armed with a Giant Bazooka will also spring out from behind a hunk of debris on the right, so waste that sucker too as your Gundam and White Base move into the Battle Sphere. In this Battle Sphere portion of the mission you must guard the White Base against enemy attacks. The White Base's Health Gauge will be shown on the left side of the screen, so be sure to pay attention to it because if the White Base is destroyed you will fail the mission. The White Base will come under attack from Zaku II F-2's with either Zaku Machineguns or Zaku Bazookas and Rick Doms with Giant Bazookas. The enemies will come two at a time, and once you destroy a total of nineteen enemy units this part of the mission will end. The White Base will continue to move forward through the shoal zone until a blast strikes White Base's engines. The enemy reveals itself! It is the Newtype-use mobile armor MAN-03 Braw Bro, piloted by Challia Bull. The Braw Bro won't really move very much as compared to most of the other Zeon mobile armors you fight. In fact it won't move very much at all, and will spend most of its time facing you. You must again guard the White Base, but the ships Health Gauge has been refilled to 100%, so you're starting fresh, but if the White Base should be destroyed you will fail the mission. The Braw Bro is being escorted by two Rick Doms, so destroy those two units before tackling the Braw Brow. After those Rick Doms are toast, attack the Braw Bro in close combat. This is the best way to deal with the Braw Bro is by attacking it in close combat. Get right in front of the Braw Bro and slash away. This will make it harder for the Braw Bro to attack you with its oddly arranged mega particle cannons. You should also unload your Special Attack directly into the Braw Bro's face; this will quickly drain large portions of its Health Gauge. Once the Braw Bro has lost all of its Health Gauge Challia will winder if the pilot of the Gundam is a genuine Newtype, and then the Braw Bro will explode. Amuro will worry that the Gundam's responses are far too slow to keep up with him and the mission will end. Stage 6: -------- There has been a large-scale movement of the Zeon fleet from the lunar city of Granada. The fleet appears to be heading towards the massive Zeon space fortress A Baoa Qu. Seeing the opportunity to attack the Zeon fleet in transit, the Federation launches the final stages of Operation Star One and begins to head to A Baoa Qu. You will launch in the RX-78-2 Gundam armed with the Beam Rifle (Gundam)... but you probably knew that by now. You will spend the vast majority of the first part of the mission traveling in the Route Tube. The Earth Federation Space Fleet is clashing with the Zeon Fleet from Granada, so all hell is breaking loose. As you move forward, past the exploding and damaged Salamis battleships, keep this in mind: DO NOT hit the damaged Federation battleships! As most of them are getting damaged there is a chance that you hitting them might destroy them. You destroy an allied unit earns you a -5,000 point penalty, so just watch where you're shooting. Three MS-09R Rick Doms armed with Giant Bazookas will swarm from the bottom and right as you pass an exploding Salamis, so quickly destroy them as you move forward. A Zanzibar battleship will zoom across the screen from the left, so you can try to multi-lock attack it to destroy some of its turrets, but just be careful not to hit the Salamis that it will fly behind. Two MS-06F Zaku II armed with Zaku Machineguns will enter from the bottom-right, so destroy them quickly and open your multi-lock window or prepare your Special Attack to bombard a Musai that will fly by from the left side of the screen as you travel forward. Two Rick Doms will enter the area, so waste them both quickly before you fly underneath the Salamis. As you pass under the Salamis open your multi-lock window and prepare to bombard the Musai up ahead with beam fire and when you lock onto it blast the battleship, and continue blasting the Musai, until it is destroyed as you keep cruising forward. You will travel past a wrecked Salamis, behind which will be two Rick Doms. Take great care not to hit the wrecked Salamis as you fire at the Rick Doms. As you continue to travel forward you will begin to hear a strange noise... Almost like someone is calling out. You will come across three Salamis, and one of the captains will ask your assistance because his entire mobile suit compliment has been destroyed. But, it is already too late; two of the Salamis will be picked off by beam fire from a seemingly phantom enemy. Quickly open your multi-lock and wait, as three Rick Doms will fly in from the top of the screen and destroy the third Salamis, so once all three Rick Doms are in your crosshairs, fire and destroy them. You will fly forward a small bit more and enter the Battle Sphere. You enter the Battle Sphere and Amuro will spot an enemy detachment, and you should too, it's right there hiding behind a big rock. There is one Musai partially hidden behind a very large asteroid, so fly forward until you reach it. After about one minute and thirteen seconds go by Kai Shiden in his RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon) will call in asking if you want him to support you, so take him if you wish. The commander of the Musai will spot the white mobile suit and order the ship to run, and the Musai will promptly move forward a bit and make a wide turn as it attempts to flee the area. Squads of Rick Doms, which will come three at a time, are guarding the Musai in the area. Don't waste time with the Rick Doms right now though, because you must destroy that Musai before it escapes. An even better idea could be to destroy the Musai's two engine blocks so it can not escape the battlefield and you can pick off more individual bits of the battleship later. Soon, that odd humming noise will return and the battlefield will be surrounded by small, sporadically moving, unknown enemy objects. Amuro hears someone calling... Lalah... Those tiny annoying objects flitting about (which are actually Bits) make locking onto the Rick Doms in the area rather frustrating, because if you aren't paying attention you could end up locked onto a Bit and not a Rick Dom. After you have destroyed twelve Rick Doms this part of the mission will end. Amuro will begin to wonder where that noise is coming from. What is this odd feeling that someone is calling him? Lalah? Who is Lalah? ... Lalah is the young Zeon officer Lalah met in Side 6, and she is piloting her Newtype-use mobile armor, the MAN-08 Elmeth. Lalah will feel Amuro's presence and go to investigate herself. You will enter the Battle Sphere against Lalah's Elmeth and Amuro will wonder who is piloting this bizarre machine. You should try to end this fight as quickly as possible to prevent the Elmeth from releasing its Bits with its Special Attack, which is awfully annoying. The Elmeth fights similar to the Braw Bro from the last mission, although it is a little faster. Don't waste your time shooting at the Elmeth. Just fly up into its "face" and use your Special Attack to unload bazooka rounds into its grill. If the Elmeth does end up releasing its Bits just try to use your multi-lock to take out several of them quickly. After the Elmeth has been reduced to 70% of its Health you will cut to a movie scene. After the movie is done playing it's back to the fray. The Elmeth will retain the damage it took last time, so it will have about 70% of its Health Gauge remaining. The Gundam and Elmeth are back in the Battle Sphere, but Amuro will talk to Lalah with his Newtype powers, denoted by a crazy psychedelic flittering blue background. While the background is blue and Amuro and Lalah are talking, you cannot attack the Elmeth but you will still be able to move around, so use this time to try to get in close to the Elmeth. Once the background returns to the normal space setting you will be able to attack the Elmeth again, and it will attack you as well, if you are near enough. You will continue to shift in and out of the blue background and space background every couple dozen seconds. You do not necessarily have to fight Lalah's Elmeth in this segment, you can just sit still or go grab something to eat and wait for it to end. But if you are able to decrease the Elmeth's Health to 10% you will not have to fight the Elmeth in the next part of this mission, so it is probably a good idea to go after the Elmeth now. The first time you re-enter the Newtype flash background and Lalah will ask why she couldn't have met Amuro sooner in her life. Once that segment ends, and you return to normal game play, but not long afterwards you will again enter the Newtype communique background and Amuro will hear the voices of his comrades back on the White Base. The background will fade back to space and you will return to the fight. The next time you enter the star-crossed blue background will be the last. Lalah will tell Amuro she doesn't sense any family in his heart. Amuro will say that makes no difference and this segment will end. Now Char Aznable is back on the scene in his MS-14S(CA) Gelgoog Char Aznable Custom armed with a Beam Rifle (Gelgoog), and after the Red Comet effortlessly obliterates two Salamis battleships he finds his target: The Gundam. You will re-enter the Battle Sphere, only now Char's Gelgoog will be here along with Lalah in her Elmeth. The Elmeth still has any damage it may have taken during the last parts of the mission. In the beginning Lalah will sit it out, in fact you can't even lock onto the Elmeth. Sayla will also soon show up in her FF-X7[Bst] Core Booster, but all she'll do is fly around and talk. Don't bother with ranged combat in this fight. Attack Char's Gelgoog in close combat and just slash away, barrel roll around to the back of the enemy, and then start to melee them again. Once Char's Gelgoog has been reduced to 60% of its Health, Lalah will become afraid and she will attack you to defend Char, and will not stop attacking you until it the Elmeth has been reduced to 10% of its Health. However, if you had reduced Lalah's Elmeth down to 10% of its Health in the last segment of the mission, Lalah will not attack you when Char's Gelgoog falls below 60% Health. Once Char's Gelgoog has been reduced to 25% of its Health Gauge the mission will end. Stage 7: -------- Sensing that the Principality of Zeon will be defeated, and wishing to ease the suffering the war has placed on his people, Degwin Zabi attempts to end the war by negotiating a peace treaty with the Earth Federation's General Revil. However, Degwin's eldest son Gihren Zabi does not share in his father's pessimism over the suspected outcome of the war, or his concern for the people of Zeon. Gihren decides that his father is too weak to rule and decides to utilize his secret weapon, the Solar-Ray. The Solar-Ray, the former colony of Mahal, which has been converted into an enormous colony laser, is fired at the meeting Federation and Zeon Fleets. One-third of the Federation's space fleet is destroyed, as well as the Great Degwin, flagship of Degwin Zabi and Zeon's space forces. Both Degwin Zabi and General Revil are killed by the attack, and Gihren Zabi assumes total control of the Principality of Zeon. Facing a new, determined enemy the remaining Earth Federation Space Fleet has no choice but to attack Zeon's remaining space fortress. The White Base is assigned to attack from the S Field. The Battle of A Baoa Qu has begun. You will launch from White Base in the RX-78-2 Gundam, armed with the Beam Rifle (Gundam). You will be in Route Tube Mode for a little while during the beginning of this mission. You will move forward past a few Salamis battleships, with some Publics and Balls flying near you. An MS-06F Zaku II armed with a Zaku Machinegun will enter from the bottom-right, so quickly blast it. You will continue traveling forward and another Zaku II will enter from the left from over a Salamis, so lock onto it (to avoid accidentally hitting the Salamis) and destroy it. Another Zaku II will enter from the lower-right chasing a Ball, so destroy it. As you continue forward, three Gattle will enter from the right, top-center, and left sides of the screen so quickly multi-lock and blast them as you travel forward. A Musai will be in front of you with a Zaku II hovering underneath its left engine block. Use your multi-lock as you fly by to destroy the multiple parts of the Musai and the Zaku II beneath it. Continue to blast the Musai until you hopefully destroy it, as the Gundam will make a slow, banking turn to the left and fly over the Musai. Once you pass the Musai you will see three MS- 09R Rick Doms armed with Giant Bazookas at various distances, one partially hidden behind a piece of wreckage. Use your multi-lock to snipe the three Rick Doms, but shoot at them singly as you get closer to them. You will continue to fly forward and another Musai will come into view. Use your multi-lock to blast at the Musai as fly near it. Once you get near the Musai you will enter the Battle Sphere. In the Battle Sphere the immediate enemies will be the Musai that was in front of you, as well as tons of non-hostile Gattle that will fly from A Baoa Qu, but soon three MS-14A Gelgoogs armed with Beam Rifles (Gelgoog) will enter the combat area. You must destroy all three of the enemy Gelgoogs and the Musai to continue on. Once the Musai and all three Gelgoogs are obliterated you will re-enter Route Tube Mode. You will head away from the now wrecked Musai back towards the White Base. Three Gattle will quickly swoop across the screen from the left, so if you are fast you may be able to destroy them with a series of multi-lock beam blasts. Four Gattle will then appear from the left flying in formation, so use your multi-lock to destroy them. A Rick Dom will pop out from behind a chunk of wreckage, so shoot it twice to destroy it. A Zaku II will fly from the right, so quickly destroy it and another Zaku II that will come in from the front. Another Zaku II will fly out from behind a heap of wreckage on the right, just as the White Base comes into view, so quickly destroy it. The Gundam will fly forward and make a shallow pass along the right side of the White Base and fly ahead of it before entering the Battle Sphere. Once you enter the Battle Sphere you will have to protect and guard the White Base from enemy attacks. If the White Base should lose all of its Health and be destroyed you will fail the mission, so be sure to keep a watch on the White Base's Health Gauge on the left side of the screen. There will already be two Musai and three Rick Doms in the area when you enter the Battle Sphere. You should destroy the two Musais first, as they can cause the most damage to White Base the fastest. Just use your Special Attack to destroy the Musais quickly. After three seconds have gone by since you entered this Battle Sphere segment Hayato Kobayashi will offer to support you in his RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon). After the two Musai are destroyed, head closer to White Base and concentrate on destroying enemy units as they come. After forty seconds have gone by since you entered this Battle Sphere Kai Shiden, who is also in an RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon), will offer to support you and Hayato. Enemy units consist of a mixture of Rick Doms, Gelgoogs, and a few Zaku II's. After you destroy both Musais and a total of twelve enemy units you will again enter the Route Tube Mode. The game will enter a cutscene where Amuro's Gundam will speed towards A Baoa Qu. On his way he will encounter another of Gihren Zabi's monstrous creations, the Dolos super-carrier. This enormous behemoth of a battleship dwarfs every other unit on the battlefield. Three MA-05 Bigro mobile armors will launch from the Dolos to intercept you. As this part of the mission begins you will be in the Route Tube Mode again. Two Gattle will fly towards you, so quickly shoot them down, as a Musai battleship comes into view on the left. Use your Special Attack to take out the Musai, and then multi-lock to destroy the three Gattle that will fly in from the left. After passing the Musai two of the Bigros will enter from the left and fly past you. These two Bigros are quite weak, and can be destroyed in just two shots from your beam rifle, so take them both out as you chase them closer to the Dolos. You will come up the Dolos' left side and make a left turn around the back of the Dolos. You will turn around and cross under the bottom-left side of the Dolos. There will be two Zaku II's armed with Zaku Bazookas down there, so quickly destroy them both. A Rick Dom will also fly in from the left, so destroy it as well. You will come out from underneath the bottom and fly up to the top of the Dolos, where a Zaku II, which you should blast quickly, will be standing on the edge. You will fly out and away from the Dolos and hover in front of the monstrous suit carrier before entering the Battle Sphere. Once you enter the Battle Sphere in front of the Dolos a five minute countdown will begin. If you do not complete this part of the mission before the five minutes run out you will fail the mission. Tons of enemies will swarm around the Dolos until time runs out, so you can rack up tons of points here. Enemies will be many Gelgoogs, Zaku II's, and Rick Doms. But soon, after you have destroyed five enemy mobile suits, the third Bigro will arrive. The third Bigro is much tougher than those other two green pushovers you saw in the Route Tube leading up to the Dolos, not to mention there will still be tons of enemy mobile suits coming that you have to worry about as well. The easiest way to take out that Bigro is to fly near the Dolos, and try to trick it into crashing. The Bigro will come after you and may stupidly fly right into the side of the Dolos and have trouble moving back into its normal flight paths since it always wants to move forward, which makes the Bigro little more than a big target. You can also destroy the Dolos' large main guns, but they take a lot of damage and are only worth 10 points, so it's easier and more worthwhile to just destroy mobile suits instead. Just destroy the Bigro before the five minute time limit runs out and the mission will end successfully as Amuro heads out to land on A Baoa Qu. Stage 8: -------- Amuro Ray draws closer to A Baoa Qu in his RX-78-2 Gundam armed with the Beam Rifle (Gundam). Amuro realizes that the true enemy is actually the Zabi family, and thinks that Char knows this too. But unbeknownst to Amuro, Char has received a new unit, and seeing this as his last chance to finally defeat the Gundam, the Red Comet is pulling out all the stops. You will begin the mission in Route Tube Mode, heading towards the space fortress A Baoa Qu. As you begin you will come up behind a Salamis battleship, and an MS-09R Rick Dom armed with a Giant Bazooka will enter from the right from in front of the Salamis, while an MS-06F Zaku II armed with a Zaku Machinegun enters from the front. Quickly destroy them both as the Gundam heads forwards and up, where another Rick Dom will enter from the top of the screen, and another Rick Dom from the side right. As you speed forward an MS-14A Gelgoog armed with a Beam rifle (Gelgoog) and another Rick Dom will enter the area, so quickly waste them. Drawing ever closer another Gelgoog will fly out of left field and destroy a Salamis as a Rick Dom comes from the lower- right. Destroy them both as you continue forward, past the exploding Salamis. You will fly by a Musai being guarded by two Rick Doms, and slow down briefly allowing you to use your multi-lock to take out parts of the Musai and the two Rick Doms before finishing the Musai with your Special Attack. Continuing past the Musai you will travel forward a good ways before a Rick Dom enters from the right. Destroy the Rick Dom as you continue forward past another exploding Salamis and you will come across a Chivvay battleship being guarded by a MS-06F Zaku II with a Zaku Machinegun. Destroy the Zaku II with your beam rifle as you fly over the Chivvay. The Gundam will tip downwards over the Chivvay, so pump it full of bazooka shells with your Special Attack as the Gundam heads downwards. You will bear down on top of a Musai being guarded by two Rick Doms, so try to destroy the Rick Doms with your beam rifle and take down the Musai with your Special Attack. After passing the Musai you will level out again and start heading back towards A Baoa Qu. You will now be attacked by the MSN-02 Zeong, piloted by Char Aznable. As you continue to fly forward, past the Salamis battleships, the Zeong will fly ahead of you and taking potshots at you and destroying Federation battleships. Pretty much just ignore the Zeong and concentrate on destroying the three Zaku II's that will attack you as you go forward. As you continue forward, still being harassed by the Zeong, you will come across a Musai being guarded by a Rick Dom, so try to destroy both as you continue to zoom forward. After you pass the Musai the Zeong will disappear as suddenly as it came. Take out a Gelgoog on the right side of the screen and a Rick Dom that will come from the left, and then destroy a Gattle that will come up behind you from the right. At this point two RGM-79 GMs will fly up from behind you. It is actually Bernard Monsha and South Burning, two of the three members of the Immortal Fourth Team. As you head past a Salamis the two Fourth Team pilots will be amazed that they are flying with the Gundam. You and your two new GM friends will encounter an enemy squad of four Rick Doms and two Gelgoogs, which you should try to multi-lock to get as many kills before those Monsha and Burning kill them all. You, Burning and Monsha will continue forward, and two more Gelgoogs will appear, so try to kill them before the Fourth Team gets them first. The two members of the Fourth Team will leave now and you will continue ahead a short way, just until a Chivvay comes into view and you will enter the Battle Sphere. In the Battle Sphere there will already be two Musais near you, and the one Chivvay far in the back. Ignore the battleships for now and take out the enemies as they come. Enemy units will consist of many Rick Doms and Gelgoogs, as well as a few Zaku IIs. Also, there will be a steady supply of Gattle flying from the direction of A Baoa Qu that will spam their large missile Special Attack as they fly forward even though they aren't really hostile enemies. After you destroy twenty- three enemy mobile suits they will stop coming, so it is time to take out the battleships. Once you have destroyed the single Chivvay and the two Musais, another two Musai battleships will enter the area from the direction of A Baoa Qu. Destroy these next two Musai and this part of the mission will end. Amuro will feel that the enemy is deep within A Baoa Qu and blast off to the asteroid base. You are back in Route Tube Mode for this next part, as Amuro has now reached the surface of A Baoa Qu. You will fly along the outside of the space fortress launch bays, and just like during your fly-by of Solomon use of the multi-lock feature is highly recommended. Two Rick Doms will be hanging out near a hangar, so quickly blast them and the Gattle that flies by. As you fly nearer to one of the launch bays open your multi- lock window, because as soon as you come near the hangar three Gelgoogs will zoom out and guard a launching Musai. Release the lock-on once it has captured the three Gelgoogs and the Musai in your crosshairs, which will destroy the three Gelgoogs and several bits of the Musai, so just sink a few more beam shots into the Musai and it will be destroyed. As you fly past that Musai a Zaku II will come in from the bottom, so destroy it. A wrecked Salamis battleship will crash into A Baoa Qu and explode, so be sure to quickly move down so you don't crash into the wreck. Two Rick Doms will enter the area from the top of the screen, so quickly destroy both them before they are able to escape into one of the hangars in the side of A Baoa Qu. A Zaku II will come up from the lower-left, so destroy it and then open your multi-lock window and wait a second. After a second you will lock onto a Gelgoog that has entered the area, and three gun turrets on the surface of A Baoa Qu, so release the Square Button to blast them all. Activate your multi-lock again to try and blast a few more gun turrets on A Baoa Qu. You will continue forward and watch as a Salamis battleship crashes into one of the hangars and explodes. Destroy the two Rick Doms by the destroyed Salamis and as you travel a little more destroy a Gelgoog that will enter your view. Two Gattle will launch from A Baoa Qu, so activate your multi-lock to catch them and a few gun turrets on the asteroid's surface. Destroy a Gelgoog that will come out of a gap in the rocks, and open the multi-lock windows to catch two more Gattle and more gun turrets as you fly by. Kai Shiden will message you complaining that he wanted to be the one to reach A Baoa Qu first. A Rick Dom will enter from the right as a Musai come into view, so destroy the Rick Dom with your beam rifle as you continue forward, and then use your Special Attack to quickly take down the Musai. After passing the Musai a Zaku II will exit a hangar, so destroy it and listen as a GM pilot marvels at the Gundam's power. Open your multi-lock window to catch and destroy three Gelgoogs that will fly in from the top of the screen. As you continue forward you will come across another Musai that is outside the space fortress. Use your multi-lock on the Musai two times to sink the ship as two Rick Doms fly in the area from the bottom and right sides of the screen. Destroy those two Rick Doms as you pass under the Musai, and then destroy a Gelgoog that is chasing a GM down the right side of the screen. A Zaku II will zoom quickly out of the nearest hangar, so you may not be able to destroy it before it is gone, but open your multi-lock window and prepare to fire on and destroy a Musai that is launching from the hanger, as well as a Rick Dom that will try to fly into the hangar the Musai is exiting. Continuing forward, several mobile suits (four Zaku II and five Gelgoogs) will come out of the next few hangars, so destroy them all and feel free to chuckle as one of the poor pilots screams for his mommy as he dies. This segment of the mission will now end. Amuro will have officially landed on A Baoa Qu. There's just one big problem... Char Aznable has found him. You will enter the Battle Sphere and Char and his Zeong will be there soon. Now the Zeong's ranged attacks are rather strong, but not too bad. But you must be damned sure to watch out for the Zeong's Special Attack. The Zeong will launch its two hands outwards and blast at you with its chest mega particle cannons. Now, the mega particle cannons in the chest aren't what you should watch out for, it is the blasts from the Zeong's hands, because those things can damage you quite badly if they hit you, so be sure to barrel roll out of the way. Now the best thing about the Zeong is that it has absolutely no melee attacks, so if you get in close and start attacking with your beam saber then the Zeong will be in a real tough position as there isn't much it can do to retaliate. Once the Zeong has lost all of its Health the fight will end. The Zeong will blow off the Gundam's left arm before fleeing. Amuro will chase the Zeong and blast the leg-less unit in the chest, destroying it. But not before Char ejects the secret escape pod, the Zeong's head, which destroys the Gundam's own head with a shot from its mega particle cannon before escaping into the interior of A Baoa Qu. With the Gundam wrecked beyond repair and the Zeong destroyed, Char and Amuro are now forced to settle their grudges with a good old- fashioned sword fight. Crazy sword fight starts now! Amuro will enter the area, where Char is already waiting for him. Although zero gravity sword fights may seem rather awkward at first, controlling Amuro is the exact same as controlling a mobile suit, you just don't have fancy reticules plastered all over the screen to show what you're locked onto your target and such. Use the Triangle button to melee attack Char with your fencing foil. The D-Pad or Control stick will move Amuro forward, back, left, or right, and R1 ascends and R2 descends. The Cross (X) Button will activate the vernier pack on Amuro's back, boosting you forward. Quickly pressing the Cross (X) Button twice will still cause you to do a barrel roll, and pressing L1 will lock you onto Char. Just continue to beat the hell out of Char with your fencing foil. Amuro and Char will argue a bunch while they whack one another and eventually Sayla will enter the area and ask the two to stop fighting, but keep attacking Char anyway. After you have hit Char enough he and Amuro will be done bickering and the mission will end. ----------------------------------------------------------------------- Replaying White Base Mode ----------------------------------------------------------------------- After the first time you fully complete White Base Mode the missions will have a few differences when you start a new game. Some of these changes will be small things, such as the addition of new enemy units, or new ships, but some of the stages have huge changes in the way of new paths that you can take and extra bonus movies to unlock. It is far easier to get S-Ranks in the replays of White Base Mode because of the additions of more enemies, so you'll have to replay at once if you hope to unlock everything. Stage 1 (Replay): ----------------- After the perilous struggle to reach the Earth Federation Forces headquarters of Jaburo in South America, the White Base has been launched back into space. In their new role as the 13th Autonomous Corps the White Base has a new mission, to act independently of the main bulk of the Earth Federation Space Forces to confuse the enemy. Shortly after leaving Earth the White Base is being trailed by a Zeon Fleet. This mission starts out exactly like the opening movie of the game. Let's see how well you can stack up to badass CG movie Amuro. You will launch in the RX-78-2 Gundam armed with the Beam Rifle (Gundam). You will be in Route Tube Mode for the first half of the mission, and Sleggar Law in a FF-X7[Bst] Core Booster and Kai Shiden in an RX-77-2 Guncannon with a Custom Beam Rifle (Guncannon) will automatically be supporting you for the moment. Sleggar will fire first and Kai will chide him for jumping the gun. As you fly through the Route Tube towards the first enemy Musai, two MS-09R Rick Doms with Giant Bazookas will appear. Destroy them both quickly and when you get close to the Musai use your multi-lock to quickly tear it apart with your Beam Rifle. You have to be quick about it; otherwise Kai and Sleggar will destroy the Musai first and steal the points for the kill. You will go around the back of the first Musai (which should now be destroyed) and hang out for a second before turning around and continuing forward to a second Musai. Two more Rick Doms will attack before you get to the Musai so destroy them quickly. When you get to the Musai repeatedly use your multi-lock to take out different sections of the Musai. You must hurry, though or Sleggar and Kai will destroy this Musai as well. After the second Musai gets toasted you will continue forward a bit more and find yourself hovering over a third Musai. You will enter the Battle Sphere once you fly over the third Musai, and you will end up facing straight down over it. There will be three Rick Doms guarding the Musai, so destroy them all. After fifty-one seconds have gone by Sleggar will ask you if you want him to come in and support you, but do not accept his offer so you have time to tear the Musai apart without his interference. After you destroy the three Rick Doms, head towards the Musai. Take out the Musai's two engines, destroy the Musai's three cannons, destroy the combat bridge, and even fly underneath the Musai and destroy the Komusai in the nosecone all for the extra points. After all the individual parts of the Musai have been taken out destroy the entire ship. A few seconds after the Musai has been destroyed Bright will notice that the Zanzibar that has been trailing the White Base since they left Earth them has caught up with them. Sleggar's Core Booster has taken damage, so he will return to the White Base. Bright orders Sleggar to man the White Base's main cannon. Sleggar agrees to do it, but only if the White Base charges straight towards the Zanzibar. On the Zanzibar, Char is annoyed that Dren's fleet couldn't hold out longer. You will re-enter the Route Tube and fly past White Base, heading towards the Zanzibar. There will be three individual Rick Doms that will attack you as you head towards the Zanzibar, so destroy them with your beam rifle. You can even destroy the debris that will float by for 10 points! Whoo hoo! Dodge the beam fire coming from the Zanzibar and as you draw close to the ship a stray beam will come from left field, barely missing you before doing a fly by. Whatever it is, it's fast! You will now enter the Battle Sphere where you must fight Tokwan and his MA-05 Bigro. You have five minutes to destroy the Bigro; otherwise you fail the mission. There will be now be two MS-09 Rick Doms with Giant Bazookas that will attack you during the fight with the Bigro, so destroy the two of them before you go after the speedy green mobile armor. After thirteen seconds go by, Kai will radio in asking if you want him to support you. You can take him if you wish. As for the Bigro, it may be fast but it isn't very maneuverable. The Bigro's main tactic is to fly forward for awhile before turning around to face you. When it lines up with you when it turns it will fire its main cannon and missiles, or use its Special Attack before charging forward. Fire at Bigro when it is heading away from you, and then wait until it starts to turn around. When it turns around and charges you shoot at it as it comes towards you, but be sure to barrel roll out of the way of its beam fire and missiles. When the Bigro passes you up either try to attack it with your beam saber or shoot it in the back as it heads away from you. Don't stay in front of the Bigro when it is heading straight towards you because it may attack you with its melee attack, and those claw pinchers can do a good bit of damage. You should also use your Special Attack when the Bigro is heading towards you and you will knock off pretty substantial chunks of its Health Gauge. Once the Bigro has lost all of its Health it will explode and the mission will end. Stage 2 (Replay): ----------------- The White Base has stopped in the neutral Riah Republic in Side 6. Due to Riah's neutral status all hostilities between the Earth Federation and Zeon are strictly forbidden in Side 6 airspace. However Dozle Zabi has deployed the Conscon mobile assault force to ambush the White Base as it leaves the relative safety provided by Side 6. You will already be deployed in the RX-78-2 Gundam, armed with the Beam Rifle (Gundam). You must make damn sure to guard the White Base for the duration of the mission. If the White Base should be destroyed you will fail the mission. The White Base's Health Gauge is located on the left side of the screen, so be sure to keep a close eye on it. The best way to keep the White Base safe is to quickly destroy the enemies in the area. As the mission begins there will be several MS-09R Rick Doms armed with Giant Bazookas and one Musai in the area. First off destroy the Musai and then concentrate on the Rick Doms. After sixteen seconds go by Hayato Kobayashi will offer to come in and support you in one of the White Base's RX-77-2 Guncannons armed with a Custom Beam Rifle (Guncannon). Quickly destroy the Rick Doms and listen to Amuro mockingly count his kills off. After twelve Rick Doms and the one Musai have been destroyed a cutscene will play. With his fleets entire compliment of Rick Doms wiped out Conscon decides to ram his Chivvay into the White Base in a kamikaze run. You will re-enter the Battle Sphere and must destroy the charging Chivvay. The White Base's Health Gauge will remain at the same amount that it ended the first part of this mission with, so you must be diligent in guarding it. There will now be two MS-06F Zaku II's armed with Zaku Machineguns that will be flying around firing on White Base, so take out the two that will be near the White Base before tackling the battleships. The Zaku II's will now periodically come one at a time, but after destroying six of them they will no longer come. There will also now be a Musai in this part of the mission to the right that will be firing on the White Base, but your first priority should be destroying that Chivvay. The Chivvay has a great deal of Health, so you should use your Special Attacks on the charging ship and then continually use your multi-lock to fire multiple shots into the Chivvay. Should the Chivvay ram the White Base, which it takes about one minute and forty seconds for it to do, it will automatically be destroyed and you will fail the mission, so be quick about destroying the run-away ship. After the Chivvay is destroyed you can go after the Musai battleship, and be sure to pick off the individual bit and pieces for extra points. After both the Chivvay and Musai have been destroyed the mission will end. Stage 3 (Replay): ----------------- The Federation has commenced Operation Star One, a multi-phase plan to blitz Zeon's space fortresses and overwhelm them with superior forces. The first target is the enormous asteroid fortress of Solomon. The Battle of Solomon has begun, and it is an entirely different mission this time around. Different actions and consequences can cause you to take different routes, and maybe even unlock extra movies depending on which route you take. I will go into full detail on what action will lead you where. You will launch in the RX-78-2 Gundam armed with the Beam Rifle (Gundam). You will fly past several Salamis battleships in Route Tube Mode. There will be several Public fighter-bombers flying in formation in front of you, and they will all launch their large missiles towards Solomon before they break formation. The missiles will explode to create a beam disruption field between Solomon and the main Federation fleet. The Gundam will continue to travel forward and at twenty seconds you will enter the Battle Sphere. You will have two Salamis battleships in the are with you, which you must guard from attacking Zeon forces. The two Salamis' Health Gauges are displayed on the left side of the screen for your own convenience. Whether both Salamis are destroyed or at least one should survive will determine the route you will take later in the mission. The enemies that will attack the two battleships will consist of MS-09R Rick Doms armed with Giant Bazookas and MS-06F-2 Zaku II F-2's armed with Zaku Machineguns, as well as a steady barrage of large missiles coming from Solomon. After thirty-five seconds have gone by Hayato Kobayashi, in the RX-77-2 Guncannons armed with a Custom Beam Rifle (Guncannon), will ask to come in and support you, so if you want him to help you out just go on and hit that Select Button. After you have destroyed fifteen enemy units, or if it has been two minutes since the mission began, you will get a message from Fraw Bo saying the Tianem fleet is preparing to fire the new weapon, and this part of the mission will end. Amuro will head towards Solomon, so you will be in the Route Tube Mode, and be prepared to stay in it for a little while because you're about to do a crazy trench run on space fortress Solomon. Use of the multi-lock function to take care of many targets quickly is highly recommended for this part of the mission. There will be a ton of small things, such as gun turrets and other doohickeys, on Solomon that will give you a few points if you can destroy them, so try to blast as much as junk as possible. When the segment begins, open your multi-lock and blast the four gun-turrets surrounding the launch bay in the asteroid. You will continue forward, so open the multi-lock and in a few seconds it will lock onto three pieces of machinery, so wreck them. A Zaku II F-2 will enter from the right side of the screen, so quickly destroy it. You will continue to fly slowly forward towards another launch bay in Solomon's surface and a Musai behind it. Open your multi-lock window and you will soon start to lock onto the four gun turrets surrounding the launch bay, three bits of machinery under the Musai, and individual parts of the Musai. Blast the gun turrets and when you pass over the launch bay a Zaku II F-2 will come out of it, so destroy it as you travel forward. Continue to attack the Musai and do your best to destroy it. A RB-79 Ball and an RGM-79 GM will fly past you and head forward. A Zaku II F-2 will come out of the launch bay in the wall of the asteroid behind the Musai, so destroy it before the GM or Ball does. You will now take a hard turn right and speed up dramatically as the Gundam enters a deep trench in the asteroids surface, with the Ball and GM right in front of you. Three Gattle fighters will come up from behind and launch their large missiles, so use your multi-lock to take them out. Re-open your multi-lock and take out two gun turrets on opposite sides of the trench walls. The GM will be hit by a chunk of flying, flaming, debris and be destroyed as you fly over a high ridge and rush over a large launch bay where a Chivvay is preparing to launch. The Chivvay's captain will order his mobile suit forces to buy him time while the ship tries to launch, and four Zaku II F-2's will surround the ship and attack you. You can easily destroy the Chivvay with the Gundam's Special Attack. You will fly to the back of the ship, turn around and fly back to the front on the left side of the Chivvay and around the front before heading back down the right side of the Chivvay. You will then continue forward, whether you destroyed the Chivvay or not, down the trench. After a few seconds you will come to a large cave, where two GMs will be hovering outside firing at a Rick Dom inside the cavernous asteroid. Destroy the Rick Dom as you zoom into the cave entrance and dodge the rocks and infrastructure as you continue forward. A sneaky Rick Dom will zoom out from behind a rock, so blast his ass. As you continue down the tunnel a Zaku II F-2 will also come out from behind a rock and attack, so waste that mecha too. You will now exit the cave and return to the normal trench. There will be a meteor missile that will launch outside the trench, so use your multi-lock to destroy it. Three Rick Doms also surround a launch bay cut into the asteroid's surface, so use your multi-lock to destroy them as well. Continuing forward, you will have to duck down a bit to avoid two trams coming from both sides of the asteroid. Sleggar Law, in the FF-X7[Bst] Core Booster, will now meet up with you in the trench. You will head out from the asteroid into space before spinning around to face Solomon, where you will see many large ports with a Musai launching from one. You will head back towards Solomon and zoom under the launching Musai. You will now enter the Battle Sphere. There will already be a ton of enemies in the area waiting for you. To start off, there will already be that Musai that just launched from Solomon, which will move forward and to the right before it stops. You don't have to destroy the Musai, but whether you do or not will have an effect on the route you take in the mission if you enter the space fortress Solomon, but more on that later. There will also be a Papua transport ship docked on the side of the fortress. There will be a near constant supply of Gattle launching from and zooming around the space fortress, but they won't attack you, they'll just fly around. However, there will be a bunch of Zaku II F-2, Rick Doms, and MS-05A Zaku I's armed with Zaku Bazookas that will attack you, but after you destroy seven of them they will stop coming. There are several dozen gun turrets and machinery located all over the wall of the asteroid. Each one of them is worth about 50 points, so you can stack onto your score for quite awhile. If you destroy the Papua transport docked near the fortress you will re-enter the route Tube and head to the next part of the mission, so put it off for awhile so you can destroy other things. But if you go more than four minutes and thirty seconds without destroying the Papua you will enter the Route Tube make your way to the next area anyway. Now where you go for the next part of this mission is dependent on whether or not the two Salamis in the beginning of the mission were destroyed or not. If the two Salamis were destroyed you will enter Route Tube Mode and head into the space fortress Solomon, so I advise you to read the section (SOLOMON INTERIOR). If at least one of the two Salamis were not destroyed you will instead be told by Captain Bright to head back and support the main fleet, so I advise those who take this route to check out the section (GUARD FLEET), which is located towards the end of this mission's walkthrough. (SOLOMON INTERIOR) You will re-enter the Route Tube and enter one of the launch bays in the side of Solomon, and fly into the tunnel in the back. The tunnel is a small cramped space, so you have limited room to maneuver in. Two Balls will come up the side and get in front of you. There will be a gun turret in the left wall, so quickly blast it. There will be a blast door in the way, but one of the Balls will blast the right side of the door open, and continue through. Hurry up and hug the right side of the tunnel so you will go through the hole in the blast door otherwise you will take damage when you slam into the other side of the blast door. You will now hit the gas and get a huge boost in speed. Dodge the trams and junk in the tunnel and you will take a sharp right turn and continue traveling down the passage. There will be a Zaku II F-2 in the way, so quickly destroy it and activate your multi-lock so you can destroy the two moving gun turrets on the walls of the tunnel. The tunnel will have a slight dip, so mind the ceiling. The tunnel will then take a hard turn right and then another hard turn left. There will be a Zaku I further ahead in the tunnel and a Zaku II F-2 even further up. There will be a series of four gun turrets in the sides of the walls, and than another four further behind it, so use your multi-lock to quickly destroy them all. Be sure to avoid the trams that are coming out the walls and moving down the passageway. There will be another four gun turrets, so multi-lock to destroy them and then quickly hug the floor because an explosion will destroy a blast door in the floor, which will cause the doors to fly up towards the ceiling, potentially hitting you unless you are down low. Use your multi-lock to take out the four gun turrets further down the hall, and destroy the tram that will come out of the wall. Four gun turrets on moving trams will emerge, two each on the ceiling and floor, so multi- lock to wipe them out as you continue down the hall. A Zaku II F-2 will enter the hallway, so quickly destroy it before using your multi-lock to destroy four gun turrets on the walls further back. Another Zaku II F-2 will enter from a passage in the left wall, so destroy it and then use your multi-lock to destroy another four gun turrets down the hall a ways. Now open your multi-lock window again and wait for it to lock onto the next four gun turrets in the walls and quickly fire to destroy the turrets. Now depending on where you go from here depends on whether or not you destroyed the Musai in the area with the Papua right before you entered Solomon. If you did destroy the Musai go to the segment below listed (HEAD UP), but if you did not destroy the Musai go to the paragraph titled (CONTINUE STRAIGHT). (HEAD UP) The Gundam will quickly boost up into a passage way in the ceiling. You will continue upwards a short way and there will be a Zaku II F-2 further ahead of you, so quickly try to destroy it before the blast doors in front of it slam shut. With that route cut off you will now take a hard boost upwards into another passageway, this one with cool window looking out into space. Blast the Zaku II F-2 further ahead in the passageway as you travel forward. The BGM music will now change as you travel forward, and there will be a Zaku I and a Zaku II F-2 ahead of you that you should quickly destroy before you take another sharp left turn down another passageway. A blast door will slam shut in front of you, so you will boost up again and enter a large launch bay where a Zanzibar is preparing to launch. There will be two Zaku II F-2's there already, so try to waste them as you fly over the Zanzibar. The large blast doors in the back will slam shut, so you will go up over the Zanzibar before turning around to face down on the launching Zanzibar. You will now enter the Battle Sphere. You will enter the Battle Sphere, and the objective is to destroy the Zanzibar that is prepping to launch. Now whether or not you destroy the Zanzibar will actually determine which route you will take later and how the mission will end. There will be an eternal stream of mobile suits, including Zaku I's, Zaku II F-2's, and Rick Doms, that will enter the area through the various passages in the walls, as well as four very large gun turrets on each corner of the launch platform. There are also tiny bits and pieces of the Zanzibar to destroy, like gun turrets and tailfins, as well as crane arms and bits of stuff in the launch bay to destroy. Destroy some of the other enemies in the area, but don't spend all your time destroying mobile suits alone or else the Zanzibar will escape. Either destroy the Zanzibar, or goof off for the entire one minutes and fifty seconds it will take for the Zanzibar to escape and you will re-enter Route Tube Mode and head into another passageway in the back of the launch bay, so scroll down to the paragraph (NUCLEAR REACTOR). (CONTINUE STRAIGHT) You will continue forward, as opposed to going up through the passage in the ceiling, and the tunnel will get a little narrower. There will be a Zaku II F-2 further ahead in the tunnel, so blast it. You will continue moving ever forward and will enter the back of a large hangar where there will be a Zaku I, which you should shoot down before the Gundam heads through a broken blast door into another tunnel. The floor in a few places in this tunnel is broken, so flames and wreckage will be strewn about the area, so try to hug the walls so you do not take damage from the debris. You will enter another large area. The Gundam will slowly float around as Amuro deduces he has reached an enemy weapon storage facility. You will now enter the Battle Sphere. You will enter the Battle Sphere in the weapon storage area, and sirens will blare as the background game music ceases to play. This area is rather cramped, so fighting here can be kind of annoying. There are a few machine gun turrets on the racks in the room that will fire at you, so you should destroy them for the points. A few mobile suits will enter the area through a broken blast door in the far wall. Zaku I's will be your main enemy in the beginning, but Rick Doms and Zaku II F-2's will start coming after you get a few kills. After you have destroyed nine enemy mobile suits you will re-enter the Route Tube. Back in the Route Tube the Gundam will slowly begin to move towards a broken blast door labeled "Area D." Please proceed down to the paragraph right below titled (NUCLEAR REACTOR). (NUCLEAR REACTOR) As you exit the area into another hallway you will pick up speed. You will approach a partially open blast door, but the opening is too small to get through. Fire at the blast door to knock one of the shutters out of the way, otherwise you will smash into them and take damage. After passing through the blast doors you will find yourself in an enormous reactor chamber. The main shaft of the reactor is the gray column in the center of the room. There are several destroyable yellow and red fuel rods sticking out the sides of the reactor that you should destroy with your multi-lock. There are also a multitude of small gun turrets suspended on girders around the reactor. You will circle around the reactor, so blast the fuel rods before they retract into the reactor. A Zaku II F-2 will come from the right, so destroy it. You will soon stop above a large circular transformer. Destroy the transformer, or let ten seconds pass, and you will drift to the right a little before you stop near another transformer with two fuel rods and gun turrets beneath it. A Zaku II F-2 will enter from the beneath you, so destroy it, the two fuel rods, the turrets, and the transformer, or wait ten seconds, and you will start moving again. You will drift a bit to the right again and will stop in front of a third green transformer with two fuel rods and two gun turrets beneath it. Destroy the transformer and all that surrounds it, or do nothing for ten seconds, and you will gain circle to the right again. You will fly up and hover in place above a fourth transformer, with four gun turrets on the strut around it, as well as a Zaku I below it. Destroy the Zaku I, and then destroy the transformer and surrounding gun turrets, or sit around like an idiot for ten seconds, and the Gundam will move on. You will fly up, where there will be more fuel rods sticking out of the reactor. The fuel rods will be positioned in clusters of four, so use your multi-lock to destroy as many as possible before they retract into the reactor. You will do a full circle around the reactor before flying up another level where Amuro will discover the main unit for the nuclear reactor. There are a few small gun turrets on the top and bottom of the nuclear reactor. The main core of the reactor is shielded by large pieces of rotating metal. The rotating metal barriers that protect the reactors core can be blasted off by destroying the clamps that secure them at the base of the reactor. After the large metal walls are destroyed you will be able to see four large gray cylinders rotating inside of the inner sanctum of the nuclear reactor. Destroy all of the large gray cylinders, gun turrets, and metal panels around the reactor and the cover of the main reactor core will open. You will be able to see the main core of the nuclear reactor; a large glowing orange sphere set in the center of the reactor. Destroy the core of the nuclear reactor and the reactor will begin to explode. Run away!!! You will quickly fly down the reactor shaft and stop briefly in front of a blast door. The blast doors will begin to close, so quickly blast the doors with your beam rifle so you will not take damage when you ram through the door into the tunnel on the other side. The background game music will change to a more menacing tune as you travel down the hallway, and the hall will begin to erupt with explosions. Be sure to stick to the right side of the passage to avoid striking a canister floating along the left wall. You will exit the passageway into a very large launch bay. There will be one Musai right in front of you when you exit the tunnel, and you will fly to the front of the Musai just in time to see another Musai fly out of Solomon before the blast doors shut. You will now exit Route Tube Mode back into the Battle Sphere. You will be attacked by several Zaku II F-2's and Zaku I's that will enter the area from the passages in the back wall, but after you destroy seven of the enemy units will stop coming. Destroy the Musai and enemy units in the area and you will re-enter the Route Tube Mode and head towards the large blast doors towards the front of the launch bay. There will be a small blast door in the bulkhead of the right side of the large blast door, so shoot it out (otherwise you will slam through it, taking lots of damage) and you will exit back out into space. You will fly past the Musai that just exited Solomon and you will do a turn around and face the Musai before entering the Battle Sphere again. Back in the Battle Sphere again. There will be two Musai in the area, as well as several Gattle that will be flying around minding their own business. There will be a many Zaku II F-2's and Rick Doms that will attack you as well. Quickly destroy the two Musai before they flee the area and then focus on the enemy units. Once you have destroyed a total of twenty enemy mobile suits in this area this part of the mission will end. Now, once again where you go from here will depend on what the heck you did during the mission. Depending on whether or not the Zanzibar that was launching while you were inside of the space fortress Solomon was destroyed or not will determine your path. If you destroyed the Zanzibar before it could escape then you will be called to pursue the Zeon fleet escaping from Solomon, so head down to the section titled (PURSUE ESCAPE FLEET). If you did not destroy the Zanzibar then Amuro will notice that something is happening back at Solomon and he will go to investigate, so skip down to the segment sub- titled (FIGHT BIG ZAM). (GUARD FLEET) If the two Salamis battleships in the beginning of the mission did survive then Captain Bright will inform you that he wants you to assist in guarding the Federation's main fleet. Instead of entering the space fortress Solomon when you jump into Route Tube Mode, you will instead head up and over the fortress. You will end up having to guard Tianem's Magellan battleship as they prepare the Solar System to fire a second time. You must protect the Magellan from being destroyed, and if it is destroyed you will fail the mission. But fear not, for there are two Balls guarding the Magellan as well! *snicker* The Magellan's Health Gauge will be displayed on the left side of the screen, so watch it. The Magellan will come under attack from three groups of three Rick Doms at a time. Destroy all nine Rick Doms and this part of the mission will end. However, now the real trouble starts. After a short cutscene you will be attacked by Shin Matsunaga's 06R Special Attack Force, headed by Shin himself, piloting his MS-06R- 1(SM) Zaku II High Mobility Type Shin Matsunaga Custom armed with a Zaku Machinegun, as well as two of his wingmates who will be in standard MS-06R-1 Zaku II High Mobility Types armed with Zaku Machineguns. Now, you must still protect that Magellan from being destroyed, however its Health Gauge will be completely refilled. Shin Matsunaga and one of his wingmates will attack you alone, however the second wingmen will focus on attacking the Magellan. That does not rock! These guys are all pretty damned tough, and will take a lot to defeat. That said it is far better to attack them in melee combat. Destroy the two wingmen first before attacking Shin. Once the two wingmen have been destroyed concentrate on beating the stuffing out of Shin's High Mobility Zaku II. Once Shin Matsunaga has been reduced to only 10% of his Health Gauge he will retreat from battle, back towards Solomon. Tianem will order the Solar System to fire for a second time. After a few movies play you will get a report that something is happening back at Solomon, so skip on down to the section (FIGHT BIG ZAM). (PERSUE ESCAPE FLEET) If you destroyed the Zanzibar while you were inside of Solomon then Captain Bright will radio Amuro and tell him that he and Sayla are ordered to pursue the escaping enemy fleet that is heading to A Baoa Qu. You will watch a cutscene as the Doroa and several Musai battleships flee from Solomon. The Gundam and Sayla in her Core Booster will be hot on their tail though. As the cutscene ends the Gundam and Sayla's Core Booster will be in Route Tube Mode. You will pass a Salamis battleship, but it will explode and an MA-05 Bigro will zoom across the screen and head to the Doroa. You will now enter the Battle Sphere. Kelly Layzner, the pilot of the Bigro, is your main opponent and he will have two Zaku II F-2's allied with him. Sayla will offer to support you in the Core Booster, so accept her help if you want it. First destroy the Zaku II F-2s as they come, five of which will be armed with Zaku Machineguns, and the last one armed with a Zaku Bazooka. After the six Zaku II F-2's are all destroyed you will be free to take care of Kelly's Bigro. Just fight Kelly's Bigro the same way you took on Tokwan's Bigro in Mission 1. The Bigro's main tactic is to fly forward for awhile before turning around to face you. When it lines up with you when it turns it will fire its main cannon and missiles, or use its Special Attack before charging forward. Fire at Bigro when it is heading away from you, and then wait until it starts to turn around. When it turns around and charges you shoot at it as it comes towards you, but be sure to barrel roll out of the way of its beam fire and missiles. When the Bigro passes you up either try to attack it with your beam saber or shoot it in the back as it heads away from you. Don't stay in front of the Bigro when it is heading straight towards you because it may attack you with its melee attack, and those claw pinchers can do a good bit of damage. You should also use your Special Attack when the Bigro is heading towards you and you will knock off pretty substantial chunks of its Health Gauge. Once the Bigro has lost all of its Health Kelly Layzner will retreat, but if you allow the fight to drag on for over two minutes and thirty seconds the fight will end anyway. Oh well, time for some movies. After the movie scenes end you will again be thrown back into the Battle Sphere. Three enemies will come in from the direction of the Doroa. One of them is Anavel Gato piloting his MS-09RS(AG) Rick Dom Anavel Gato Custom armed with a Beam Bazooka (Rick Dom). Gato will also be flanked by two Zaku II F-2's, one with a Zaku Machinegun and the other with a Zaku Bazooka. The Zaku II F-2 with the Zaku Bazooka is being piloted by Karius, but the other guy is just some nameless nobody. If you take a good bit of damage Sayla will offer to come in and support you in her Core Booster. Aim for the Zaku II F-2 with the machinegun first, as he is the weakest. Melee him to death and he will explode. Next concentrate on Karius' Zaku II F-2, which can be kind of hard since Gato will try to be up your ass all the damn time. Karius is a bit tougher than that other nobody, so he will take a bit more of a pounding, but once his Zaku II F-2 loses all of its Health it will stop moving, but it won't be destroyed. After those two damn Zaku II F-2s are out of the way it is time to put the hurt on Anavel Gato's hideously colored Rick Dom. Just melee the hell out of Gato's Rick Dom and he will go down after a while. After Gato's Rick Dom has been reduced to just 5% of its Health Gauge the mission will end! Whoo hoo! (FIGHT BIG ZAM) You will be in the Route Tube chasing after Dozle Zabi in his giant monstrous mobile armor, the MA-08 Big Zam. You will pass a few Salamis battleships, which Dozle will easily fry with the Big Zam's mega particle cannons. DO NOT damage the remains of the Salamis battleships! The wrecked Salamis' are not completely destroyed, so if you hit them again they will explode again, earning you a -5,000 penalty to your score! Don't waste your damn time shooting at the Big Zam. The Big Zam is equipped with an I-Field, so you cannot even hope to damage it with your Beam Rifle (Gundam). However, solid projectiles can still damage it, as well as melee attacks, so its open season for the Gundam's Hyper Bazooka Special Attack, head vulcans, and beam saber slashing frenzy. You will enter the Battle Sphere with the Big Zam, but you won't be alone. You will also have to contend with Zaku II F-2's that will come two at a time and harass you, but after you destroy ten of them they will stop coming. So now it's time to deal with that damn Big Zam. The best way to do it is to fly right up to the giant mobile armor and unload all of your Special Attacks into the Big Zam. When you run out of Special Attacks, slash the Big Zam with your beam saber while the Special Gauge refills. Just keep this up. The Big Zam is a huge target, and it will take a while, but once it has been reduced to only 50% of its Health Gauge you get to watch more movies. Sleggar Crash!!! Poor, poor Sleggar. Oh well, his valiant sacrifice was not in vain. You will again enter combat against that pesky Big Zam. Annoyingly, though, the Big Zam's Health Gauge has been completely refilled, so it is at 100%. But that pesky I-Field is no more, so it's perfectly fine to blast the crap out of the Big Zam with the Beam Rifle (Gundam) now. Once again, the Big Zam and you are not alone in your fight. You will be attacked by a whole lot of Rick Doms. They will come two at a time, but once you destroy twenty of them the Rick Doms will stop coming. Now you can concentrate on the Big Zam! Just keep attacking the Big Zam with your Special Attacks and beam saber. After you reduce the Big Zam to only having 15% of its Health Gauge remaining it will instantly switch over to another movie scene and the mission will end successfully. And you thought the stage was long last time! Stage 4 (Replay): ----------------- The Earth Federation has successfully captured the space fortress Solomon. The White Base is on reconnaissance in Side 5 space, charged to mop up any Zeon remnants that may be lurking in the area after fleeing from Solomon. Having detected an enemy fleet near Texas Colony the White Base prepares to attack; however Amuro Ray has no idea he is being lured into a trap. You will launch in the RX-78-2 Gundam armed with the Beam Rifle (Gundam). You will fly through a debris field in Route Tube Mode for a little while before entering into a clearing where a Chivvay is already waiting. Two MS-09R Rick Doms will fly into view, so destroy them quickly before you enter the Battle Sphere. Once you enter the Battle Sphere head over and destroy that Chivvay by multi-locking it to death with your main weapon. After twenty-two seconds have gone by Sayla Mass will offer to come in and support you in her FF-X7[Bst] Core Booster. You can accept her help if you want it. Several more Rick Doms will attack you, but ignore them for now. There will be two Musais that will move through the area, one from the east and one for the west. They will exit the mission area if you do not destroy them first, so ignore the Rick Doms and destroy the two Musais. After you destroy all three battleships, or destroy all eighteen Rick Doms, M'Quve will arrive on the scene in his prototype YMS-15 Gyan. If you haven't already then destroy all of the Rick Doms, which will continuously come until you have destroyed a total of nineteen of them, or destroy all three battleships if you haven't done that. Just be sure to wreck everything in the area before you turn to face M'Quve's Gyan. Attack the Gyan in close combat and just slash away. Compared to some of the other characters M'Quve is very weak. After the Gyan has been reduced to only 40% of its Health Gauge this part of the mission will end. M'Quve will lure Amuro close to Texas colony. After a brief amount of time in Route Tube Mode with the Gyan buzzing around you annoyingly shooting missiles. One of the large meteors around you will explode and Amuro will exclaim that they are mines. You will be dumped back into the Battle Sphere. The only enemy is basically just M'Quve's Gyan, which now has 100% of its Health back, and a whole lot of large meteor mines. After ten seconds in this area Sayla will ask to support you again, so call on her if you want her to help you beat on M'Quve. Just attack M'Quve in close combat and he will go down quickly. Once the Gyan has 40% of its Health remaining this segment of the mission will end and you will watch a movie. M'Quve has lured Amuro all the way inside of Texas Colony. The skies are literally littered with small hide mines. There are hundreds of them! M'Quve's Gyan, which again has its Health Gauge refilled to 100%, will zip around and fire rockets at you. Just fly forward and attack the Gyan in close combat and, once again, when the Gyan is reduced to 40% of its Health Gauge M'Quve will back off. A few beams will come seemingly out of nowhere, and the Gundam must dodge out of the way as a light red mobile suit speeds onto the scene. Now you have to contend with Char Aznable in his brand new MS-14S(CA) Gelgoog Char Aznable Custom armed with a Beam Rifle (Gelgoog). M'Quve's Gyan is still here as well, and it's Health Gauge has been replenished to 100% AGAIN!!! The Gyan will square off against you first as Char's Gelgoog flies around. Ignore the Gyan at the moment and find Char's Gelgoog. Attack Char's Gelgoog in close combat and continue to beat on it until it has been reduced to having 30% of its Health Gauge remaining, after which the Gelgoog will retreat. Now that Char is out of the way, let's get back to beating the hell out of M'Quve for the umpteenth time. Just beat the Gyan savagely with your beam saber, and once it has been reduced to 40% of its Health Gauge it will gain temporary invulnerability. M'Quve will fret like hell and Amuro will tell him that his dirty tricks are no match for Gundam's power. After they are done yapping the Gyan will lose its temporary invincibility so you can continue to attack it without mercy. Once the Gyan has been liberated of all of its precious Health M'Quve will ask that his antique vase be given to Kycilia Zabi before the Gyan explodes. Once M'Quve is dead and Char's Gelgoog has been driven off this part of the mission will end. You will exit Texas colony and Bright will inform you that they are exchanging fire with an enemy fleet. You will enter Route Tube Mode and fly towards Commandant Wakkein's Magellan, which is exchanging fire with a Chivvay and Musai. Two Rick Doms will enter from the right as you go forward, so destroy them. You will pass Wakkein's Magellan and circle around the front and start to fly backwards. The Magellan will be destroyed and the Gundam will turn around and face the two Zeon battleships before entering the Battle Sphere. Commandant Wakkein! NOOOOO! It is so time for revenge! The Musai and Chivvay will already be in front of you, and a few new Rick Doms will be guarding them. After fifteen seconds have gone by Kai Shiden will ask if you want him to come in and support you in his RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon). Ignore the Chivvay and Musai, and take care of those Rick Doms first. The Rick Doms will come two at a time, and after you destroy eighteen of them they will stop coming. After you are done with the Rick Doms go and take care of those battleships. After you destroy the Musai and Chivvay this segment will end, or if you let this part of the mission drag on for over three minutes you will automatically be taken to the next part, even if you didn't destroy the battleships. You will watch a cutscene as a Musai flies through space. A few Rick Doms will launch and then a red Zaku will arrive. You will cruise towards a Musai and two Rick Doms and enter the Battle Sphere. After twelve seconds go by since the start of this new Battle Sphere Kai Shiden will again offer to come in and support you. First take care of that Musai, and then destroy the Rick Doms as they come. Johnny Ridden will show up after a short while in his MS-06R-2(JR) Zaku II Improved High Mobility Type Johnny Ridden Custom armed with a Giant Bazooka, but ignore him until you have destroyed the Musai and all of the Rick Doms. After you have destroyed a total of eighteen Rick Doms they will stop coming, so you can now concentrate on fighting Johnny Ridden, "the Crimson Lightning." Compared to most other character fights, Ridden is a fairly easy match. Just beat up on Johnny Ridden in close combat and he will go done very quickly. After Johnny's Zaku II H.M. Type has been reduced to 30% of its Health he will retreat and the mission will end. Stage 5 (Replay): ----------------- After returning to Solomon, which the Federation Forces have renamed Konpei Island and are using as a forward base, the White Base is sent out to investigate a series of mysterious incidents. The Federation has been getting reports of strange attacks on some of their warships. These attacks come out of no where, often having devastating effect, but when the area is searched they find no enemies. Captain Bright suspects the Federation brass are just using them as decoys to lure the enemy out, but he accepts the mission anyway. Amuro will launch in the RX-78-2 Gundam, armed with the Beam Rifle (Gundam), to find what is behind all of the attacks. You will start in Route Tube Mode and travel forward through a cluttered debris field. An MS-06F-2 Zaku II F-2 armed with a Zaku Machinegun will spring from the lower-left corner of the screen, so destroy it. An MS-09R Rick Dom armed with a Giant Bazooka will also spring out from behind a hunk of debris on the right, so waste that sucker too as your Gundam and White Base move into the Battle Sphere. In this Battle Sphere portion of the mission you must guard the White Base against enemy attacks. The White Base's Health Gauge will be shown on the left side of the screen, so be sure to pay attention to it because if the White Base is destroyed you will fail the mission. The White Base will come under attack from Zaku II F-2's with either Zaku Machineguns or Zaku Bazookas and Rick Doms with Giant Bazookas. The enemies will come two at a time, and once you destroy a total of nineteen enemy units this part of the mission will end. The White Base will continue to move forward through the shoal zone until a blast strikes White Base's engines. The enemy reveals itself! It is the Newtype-use mobile armor MAN-03 Braw Bro, piloted by Challia Bull. The Braw Bro won't really move very much as compared to most of the other Zeon mobile armors you have fought so far. In fact it won't move very much at all, and will spend most of its time just facing you and firing. You must again guard the White Base, but the ships Health Gauge has been refilled to 100%, so you're starting fresh, but if the White Base should be destroyed you will fail the mission. The Braw Bro is being escorted by three Rick Doms and a Zaku II F-2, so you should take care of them first. Continue to destroy the enemy units as they come, and after you have destroyed a total of ten enemies they will cease coming. After those enemy units are destroyed it is time to destroy the Braw Bro. You should definitely attack the Braw Bro in close combat. The best way to deal with the Braw Bro is by attacking it in close combat! Get right in front of the Braw Bro and slash away. This will make it harder for the Braw Bro to attack you with its oddly arranged mega particle cannons. You should also unload your Special Attack directly into the Braw Bro's face; this will quickly drain large portions of its Health Gauge. Once the Braw Bro has lost all of its Health Gauge Challia will winder if the pilot of the Gundam is a genuine Newtype, and then the Braw Bro will explode. Amuro will worry that the Gundam's responses are far too slow to keep up with him and the mission will end. Stage 6 (Replay): ----------------- There has been a large-scale movement of the Zeon fleet from the lunar city of Granada. The fleet appears to be heading towards the massive Zeon space fortress A Baoa Qu. Seeing the opportunity to attack the Zeon fleet in transit, the Federation launches the final stages of Operation Star One and begins to head to A Baoa Qu. You will launch in the RX-78-2 Gundam armed with the Beam Rifle (Gundam)... but you probably knew that by now. You will spend the vast majority of the first part of the mission traveling in the Route Tube. The Earth Federation Space Fleet is clashing with the Zeon Fleet from Granada, so all hell is breaking loose. As you move forward, past the exploding and damaged Salamis battleships, keep this in mind: DO NOT hit the damaged Federation battleships! As most of them are getting damaged there is a chance that you hitting them might destroy them. You destroy an allied unit earns you a -5,000 point penalty, so just watch where you're shooting. Three MS-09R Rick Doms armed with Giant Bazookas will swarm from the bottom and right as you pass an exploding Salamis, so quickly destroy them as you move forward. A Zanzibar battleship will zoom across the screen from the left, so you can try to multi-lock attack it to destroy some of its turrets, but just be careful not to hit the Salamis that it will fly behind. Two MS-06F Zaku II armed with Zaku Machineguns will enter from the bottom-right, so destroy them quickly and open your multi-lock window or prepare your Special Attack to bombard a Musai that will fly by from the left side of the screen as you travel forward. Two Rick Doms will enter the area, so waste them both quickly before you fly underneath the Salamis. As you pass under the Salamis open your multi-lock window and prepare to bombard the Musai up ahead with beam fire and when you lock onto it blast the battleship, and continue blasting the Musai, until it is destroyed as you keep cruising forward. You will travel past a wrecked Salamis, behind which will be two Rick Doms. Take great care not to hit the wrecked Salamis as you fire at the Rick Doms. As you continue to travel forward you will begin to hear a strange noise... Almost like someone is calling out. You will come across three Salamis, and one of the captains will ask your assistance because his entire mobile suit compliment has been destroyed. But, it is already too late; two of the Salamis will be picked off by beam fire from a seemingly phantom enemy. Quickly open your multi-lock and wait, as three Rick Doms will fly in from the top of the screen and destroy the third Salamis, so once all three Rick Doms are in your crosshairs, fire and destroy them. You will fly forward a small bit more and enter the Battle Sphere. You enter the Battle Sphere and Amuro will spot an enemy detachment, and you should too, it's right there hiding behind a big rock. There is one Musai partially hidden behind a very large asteroid, so fly forward until you reach it. After about one minute and thirteen seconds go by Kai Shiden in his RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon) will call in asking if you want him to support you, so take him if you wish. The commander of the Musai will spot the white mobile suit and order the ship to run, and the Musai will promptly move forward a bit and make a wide turn as it attempts to flee the area. Squads of Rick Doms, which will come three at a time, are guarding the Musai in the area. Don't waste time with the Rick Doms right now though, because you must destroy that Musai before it escapes. An even better idea could be to destroy the Musai's two engine blocks so it can not escape the battlefield and you can pick off more individual bits of the battleship later. A second Musai will enter the battleship once the first one has been destroyed or has left the area, so destroy this one as well. Soon, that odd humming noise will return and the battlefield will be surrounded by small, sporadically moving, unknown enemy objects. Amuro hears someone calling... Lalah... Those tiny annoying objects flitting about (which are actually Bits) make locking onto the Rick Doms in the area rather frustrating, because if you aren't paying attention you could end up locked onto a Bit and not a Rick Dom. After you have destroyed twenty-one Rick Doms this part of the mission will end. Amuro will begin to wonder where that noise is coming from. What is this odd feeling that someone is calling him? Lalah? Who is Lalah? ... Lalah is the young Zeon officer Lalah met in Side 6, and she is piloting her Newtype-use mobile armor, the MAN-08 Elmeth. Lalah will feel Amuro's presence and go to investigate herself. You will enter the Battle Sphere against Lalah's Elmeth and Amuro will wonder who is piloting this bizarre machine. There will also be two Rick Doms in the area when you fight Lalah, and when you destroy them two more will arrive, but that will be it. You should try to end this fight as quickly as possible to prevent the Elmeth from releasing its Bits with its Special Attack, which is awfully annoying. The Elmeth fights similar to the Braw Bro from the last mission, although it is a little faster. Don't waste your time shooting at the Elmeth. Just fly up into its "face" and use your Special Attack to unload bazooka rounds into its grill. If the Elmeth does end up releasing its Bits just try to use your multi-lock to take out several of them quickly. After the Elmeth has been reduced to 50% of its Health you will cut to a movie scene. After the movie is done playing it's back to the fray. The Elmeth will retain the damage it took last time, so it will have about 50% of its Health Gauge remaining. The Gundam and Elmeth are back in the Battle Sphere, but Amuro will talk to Lalah with his Newtype powers, denoted by a crazy psychedelic flittering blue background. While the background is blue and Amuro and Lalah are talking, you cannot attack the Elmeth but you will still be able to move around, so use this time to try to get in close to the Elmeth. Once the background returns to the normal space setting you will be able to attack the Elmeth again, and it will attack you as well if you are near enough. You will continue to shift in and out of the blue background and space background every couple dozen seconds. You do not necessarily have to fight Lalah's Elmeth in this segment, you can just sit still or go grab something to eat and wait for it to end. But if you are able to decrease the Elmeth's Health to 1% you will not have to fight the Elmeth in the next part of this mission, so it is probably a good idea to go after the Elmeth now. The first time you re-enter the Newtype flash background and Lalah will ask why she couldn't have met Amuro sooner in her life. Once that segment ends, and you return to normal game play, but not long afterwards you will again enter the Newtype communique background and Amuro will hear the voices of his comrades back on the White Base. The background will fade back to space and you will return to the fight. The next time you enter the star-crossed blue background will be the last. Lalah will tell Amuro she doesn't sense any family in his heart. Amuro will say that makes no difference and this segment will end. Now Char Aznable is back on the scene in his MS-14S(CA) Gelgoog Char Aznable Custom armed with a Beam Rifle (Gelgoog), and after the Red Comet effortlessly obliterates two Salamis battleships he finds his target: The Gundam. You will re-enter the Battle Sphere, only now Char's Gelgoog will be here along with Lalah in her Elmeth. The Elmeth still has any damage it may have taken during the last parts of the mission. In the beginning Lalah will sit it out, in fact you can't even lock onto the Elmeth. Sayla will also soon show up in her FF-X7[Bst] Core Booster, but all she'll do is fly around and talk. Don't bother with ranged combat in this fight. Attack Char's Gelgoog in close combat and just slash away, barrel roll around to the back of the enemy, and then start to melee them again. Once Char's Gelgoog has been reduced to 60% of its Health, Lalah will become afraid and she will attack you to defend Char, and will not stop attacking you until it the Elmeth has been reduced to 1% of its Health. However, if you had reduced Lalah's Elmeth down to 1% of its Health in the last segment of the mission, Lalah will not attack you when Char's Gelgoog falls below 60% Health. Once Char's Gelgoog has been reduced to 25% of its Health Gauge the mission will end. Stage 7 (Replay): ----------------- Sensing that the Principality of Zeon will be defeated, and wishing to ease the suffering the war has placed on his people, Degwin Zabi attempts to end the war by negotiating a peace treaty with the Earth Federation's General Revil. However, Degwin's eldest son Gihren Zabi does not share in his father's pessimism over the suspected outcome of the war, or his concern for the people of Zeon. Gihren decides that his father is too weak to rule and decides to utilize his secret weapon, the Solar-Ray. The Solar-Ray, the former colony of Mahal, which has been converted into an enormous colony laser, is fired at the meeting Federation and Zeon Fleets. One-third of the Federation's space fleet is destroyed, as well as the Great Degwin, flagship of Degwin Zabi and Zeon's space forces. Both Degwin Zabi and General Revil are killed by the attack, and Gihren Zabi assumes total control of the Principality of Zeon. Facing a new, determined enemy the remaining Earth Federation Space Fleet has no choice but to attack Zeon's remaining space fortress. The White Base is assigned to attack from the S Field. The Battle of A Baoa Qu has begun. You will launch from White Base in the RX-78-2 Gundam, armed with the Beam Rifle (Gundam). You will be in Route Tube Mode for a little while during the beginning of this mission. You will move forward past a few Salamis battleships, with some Publics and Balls flying near you. An MS-06F Zaku II armed with a Zaku Machinegun will enter from the bottom-right, so quickly blast it. You will continue traveling forward and another Zaku II will enter from the left from over a Salamis, so lock onto it (to avoid accidentally hitting the Salamis) and destroy it. Another Zaku II will enter from the lower-right chasing a Ball, so destroy it. As you continue forward, three Gattle will enter from the right, top-center, and left sides of the screen so quickly multi-lock and blast them as you travel forward. A Musai will be in front of you with a Zaku II hovering underneath its left engine block. Use your multi-lock as you fly by to destroy the multiple parts of the Musai and the Zaku II beneath it. Continue to blast the Musai until you hopefully destroy it, as the Gundam will make a slow, banking turn to the left and fly over the Musai. Once you pass the Musai you will see three MS- 09R Rick Doms armed with Giant Bazookas at various distances, one partially hidden behind a piece of wreckage. Use your multi-lock to snipe the three Rick Doms, but shoot at them singly as you get closer to them. You will continue to fly forward and another Musai will come into view. Use your multi-lock to blast at the Musai as fly near it. Once you get near the Musai you will enter the Battle Sphere. In the Battle Sphere the immediate enemies will be the Musai that was in front of you, as well as tons of non-hostile Gattle that will fly from A Baoa Qu, but soon three MS-14A Gelgoogs armed with Beam Rifles (Gelgoog) will enter the combat area. You must destroy all three of the enemy Gelgoogs and the Musai to continue on. Once the Musai and all three Gelgoogs are obliterated you will re-enter Route Tube Mode. You will head away from the now wrecked Musai back towards the White Base. Three Gattle will quickly swoop across the screen from the left, so if you are fast you may be able to destroy them with a series of multi-lock beam blasts. Four Gattle will then appear from the left flying in formation, so use your multi-lock to destroy them. A Rick Dom will pop out from behind a chunk of wreckage, so shoot it twice to destroy it. A Zaku II will fly from the right, so quickly destroy it and another Zaku II that will come in from the front. Another Zaku II will fly out from behind a heap of wreckage on the right, just as the White Base comes into view, so quickly destroy it. The Gundam will fly forward and make a shallow pass along the right side of the White Base and fly ahead of it before entering the Battle Sphere. Once you enter the Battle Sphere you will have to protect and guard the White Base from enemy attacks. If the White Base should lose all of its Health and be destroyed you will fail the mission, so be sure to keep a watch on the White Base's Health Gauge on the left side of the screen. There will already be two Musai and three Rick Doms in the area when you enter the Battle Sphere. You should destroy the two Musais first, as they can cause the most damage to White Base the fastest. Just use your Special Attack to destroy the Musais quickly. After three seconds have gone by since you entered this Battle Sphere segment Hayato Kobayashi will offer to support you in his RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon). After the two Musai are destroyed, head closer to White Base and concentrate on destroying enemy units as they come. After forty seconds have gone by since you entered this Battle Sphere Kai Shiden, who is also in an RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon), will offer to support you and Hayato. Enemy units consist of a mixture of Rick Doms, Gelgoogs, and a few Zaku II's. After you destroy both Musais and a total of twelve enemy units you will again enter the Route Tube Mode to go to the next area. Now where you go next, to be quite frank I have no idea how it is chosen. It's not chosen by Gundam's remaining Health, White Base's remaining Health, time, score, specific enemy kills... I just don't know what it is, and it may even be completely random. You will either head to an extended version of the Dolos carrier battle, or you will and fight Anavel Gato. If you end up heading to the Dolos, just scroll down a bit to the (DOLOS FIGHT) paragraph, but if you end up fighting Anavel Gato scroll past the next section to the paragraph (GATO FIGHT). (DOLOS FIGHT) The game will enter a cutscene where Amuro's Gundam will speed towards A Baoa Qu. On his way he will encounter another of Gihren Zabi's monstrous creations, the Dolos super-carrier. This enormous behemoth of a battleship dwarfs every other unit on the battlefield. Three MA-05 Bigro mobile armors will launch from the Dolos to intercept you. As this part of the mission begins you will be in the Route Tube Mode again. Two Gattle will fly towards you, so quickly shoot them down, as a Musai battleship comes into view on the left. Use your Special Attack to take out the Musai and then multi-lock to destroy the three Gattle that will fly in from the left. After passing the Musai two of the Bigros will enter from the left and fly past you. These two Bigros are quite weak, and can be destroyed in just two shots from your beam rifle, so take them both out as you chase them closer to the Dolos. You will come up the Dolos' left side and make a left turn around the back of the Dolos. There will be a Musai parked off to the back-left side behind the Dolos that you may be able to destroy with your Special Attack, but if you miss it now you can come back and get it later once you are in the Battle Sphere. The Gundam will turn around and cross under the bottom-left side of the Dolos. There will be two Zaku II's armed with Zaku Bazookas down there, so quickly destroy them both. You will come out from underneath the bottom of the Dolos and fly up the side, where a Rick Dom will fly in from the left, so destroy it. You will go over the top of the Dolos, where a Zaku II, which you should blast quickly, will be standing on the edge. You will fly out and away from the Dolos and hover in front of the monstrous mobile suit carrier before entering the Battle Sphere. Once you enter the Battle Sphere in front of the Dolos a five minute countdown will begin. If you do not complete this part of the mission before the five minutes run out you will fail the mission. Tons of enemies will swarm around the Dolos until time runs out, so you can rack up tons of points here. Enemies will be many Gelgoogs, Zaku II's, and Rick Doms. But soon, after you have destroyed five enemy mobile suits, the third Bigro will arrive. The third Bigro is much tougher than those other two green pushovers you saw in the Route Tube leading up to the Dolos, not to mention there will still be tons of enemy mobile suits coming that you have to worry about as well. The easiest way to take out that Bigro is to fly near the Dolos, and try to trick it into crashing. The Bigro will come after you and may stupidly fly right into the side of the Dolos and have trouble moving back into its normal flight paths since it always wants to move forward, which makes the Bigro little more than a big target. You can also destroy the Dolos' large main guns, but they take a lot of damage and are only worth 10 points, so it's easier and more worthwhile to just destroy mobile suits instead. Just destroy the Bigro before the five minute time limit runs out and Amuro will decide that he is going to head inside the Dolos super-carrier. So in we go! After entering the Dolos through one of the launch catapults decks you will be in a narrow passage. You will travel through the Dolos in Route Tube Mode. Open the multi-lock window as you enter a busy area so you can quickly destroy the three targets in the room. The Gundam will turn up and head into another corridor, only to nearly be rammed by two GMs that are pulling an escape pod. (This is actually Jack "The Halloween" Bayard and Adam Stingray in a re-creation of a scene from Gundam: The Ride.) The two GM lugging the escape pod will cut in front of you and take a hard left down an intersection in the hall. Amuro will follow them and tell them to stay back as you enter a larger, but cramped, room. You will move into the center of the area and enter the Battle Sphere. In the Battle Sphere you must contend with several enemies in a very confined space. Chances are you will be bumping into all kinds of stuff while fighting inside the Dolos. After three seconds go by Jack Bayard will offer to support you in his RGM-79 GM armed with a Beam Spray Gun, so let him kick some butt if you wish. You must destroy seven enemies, which will consist of six Gelgoogs and one Zaku II. This can be kind of annoying, because you will probably take more damage running into moving lifts and crane arms and infrastructure then the enemies will deal to you! After you have destroyed seven enemy units you will re- enter Route Tube Mode and head down another passage. The passage will take make slight dip upwards where a Zaku II standing. Quickly destroy the Zaku II and Jack Bayard and Adam Stingray will come up behind you lugging the life pod and tell you they're going to help you escape. The Gundam will stop and hover by a large circular blast door, and the Halloween Team GMs will crash through the door with the life pod and the three of you will fly back out into space. As the Halloween Team flies off to the left with the civilian life boat still safely in tow Amuro head out to land on A Baoa Qu and the mission will end. (GATO FIGHT) You can tell early if you're going to fight Gato instead of heading to the Dolos because the background game music will begin to play while the screen is still blacked out while the area is loading. You will see a cutscene where several Rick Doms, obviously still angry about the Zeon's defeat at Solomon, attack a few Salamis battleships. You will be in the Route Tube for this part of the mission. This is a pretty fast paced area, as the enemies move very quick and there are plenty of damaged Salamis battleships that you can accidentally destroy earning you a -5,000 point penalty! D'oh! As you head past one Salamis that is cruising slowly to the left you will see another Salamis get destroyed. As you reach the now destroyed Salamis the three Rick Doms which destroyed it will jump out from behind the wreckage and fly behind you. The Gundam will spin around, facing the direction it just came from and the three Rick Doms there. Try to lock onto and destroy each enemy singly, as they will buzz around for quite awhile, so you have time to make your shots count. You will head to the left and start to fly backwards for a good ways, all while dealing with those pesky Rick Doms. You will strafe right and start moving forward again and another Rick Dom will enter from the left and a MS-06F-2 Zaku II F-2 armed with a Zaku Machinegun will also fly into the area to bug you, so try to shoot them down as well. You will fly straight forward and another Zaku II F-2 will enter from the lower right. Attempt to destroy it and as you continue traveling a Rick Dom will enter from the bottom of the area. Now try to destroy that Rick Dom and quickly prepare to use your Special Attack, because you will fly over a Musai. Be sure to destroy that Musai, because once you pass it you will move onto the next area. You will see a cutscene as Anavel Gato heads in piloting his brand new MS-14A(AG) Gelgoog Anavel Gato Custom wielding a Prototype Beam Rifle. As you enter the Battle Sphere for this fight a Salamis battleship will move into the area behind you. Enemies that are already in the area include Anavel Gato's Gelgoog, two Rick Doms and a Zaku II F-2, as well as two Musai battleships will already be in the area. After ten seconds in this area Hayato Kobayashi will radio in demanding you let him come in and support you, Hayato of course still piloting his RX-77-2 Guncannon. For now just ignore Anavel Gato's Gelgoog, which will be difficult considering how hard he will try to be up your skirt armor as much as possible. Concentrate on taking out the enemy Rick Doms, single Zaku II F-2, and Musais before you turn to beat down Gato. A few Rick Doms will keep coming after you destroy the initial round of enemy mobile suits, but after you have defeated thirteen enemies they will cease coming. So now it is time to take down Anavel Gato! Gato's Gelgoog is unusually tough. Don't bother with ranged combat, just get right into his face and tear him apart with melee combat. After you have lowered Anavel Gato's Gelgoog to 15% of his Health Anavel Gato will retreat. Amuro will wonder whether Char will be coming for him soon and the mission will end. Stage 8 (Replay): ----------------- Amuro Ray draws closer to A Baoa Qu in his RX-78-2 Gundam armed with the Beam Rifle (Gundam). Amuro realizes that the true enemy is actually the Zabi family, and thinks that Char knows this too. But unbeknownst to Amuro, Char has received a new unit, and seeing this as his last chance to finally defeat the Gundam, the Red Comet is pulling out all the stops. You will begin the mission in Route Tube Mode, heading towards the space fortress A Baoa Qu. As you begin you will come up behind a Salamis battleship, and an MS-09R Rick Dom armed with a Giant Bazooka will enter from the right from in front of the Salamis, while an MS-06F Zaku II armed with a Zaku Machinegun enters from the front. Quickly destroy them both as the Gundam heads forwards and up, where another Rick Dom will enter from the top of the screen, and another Rick Dom from the side right. As you speed forward an MS-14A Gelgoog armed with a Beam rifle (Gelgoog) and another Rick Dom will enter the area, so quickly waste them. Drawing ever closer another Gelgoog will fly out of left field and destroy a Salamis as a Rick Dom comes from the lower right. Destroy them both as you continue forward, past the exploding Salamis. You will fly by a Musai, which is being guarded by two Rick Doms, and slow down briefly allowing you to use your multi-lock to take out parts of the Musai and the two Rick Doms before finishing the Musai with your Special Attack. Continuing past the Musai you will travel forward a good ways before a Rick Dom enters from the right. Destroy the Rick Dom as you continue forward past another exploding Salamis and you will come across a Chivvay battleship being guarded by a MS-06F Zaku II with a Zaku Machinegun. Destroy the Zaku II with your beam rifle as you fly over the Chivvay. The Gundam will tip downwards over the Chivvay, so pump it full of bazooka shells with your Special Attack as the Gundam heads downwards. You will bear down on top of a Musai being guarded by two Rick Doms, so try to destroy the Rick Doms with your beam rifle and take down the Musai with your Special Attack. After passing the Musai you will level out again and start heading back towards A Baoa Qu. You will now be attacked by the MSN-02 Zeong, piloted by Char Aznable. As you continue to fly forward, past the Salamis battleships, the Zeong will fly ahead of you and taking potshots at you and destroying Federation battleships. Pretty much just ignore the Zeong and concentrate on destroying the three Zaku II's that will attack you as you go forward. As you continue forward, still being harassed by the Zeong, you will come across a Musai being guarded by a Rick Dom, so try to destroy both as you continue to zoom forward. After you pass the Musai the Zeong will disappear as suddenly as it came. Take out a Gelgoog on the right side of the screen and a Rick Dom that will come from the left, and then destroy a Gattle that will come up behind you from the right. At this point two RGM-79 GMs will fly up from behind you. It is actually Bernard Monsha and South Burning, two of the three members of the Immortal Fourth Team. As you head past a Salamis the two Fourth Team pilots will be amazed that they are flying with the Gundam. You and your two new GM friends will encounter an enemy squad of four Rick Doms and two Gelgoogs, which you should try to multi-lock to get as many kills before Monsha and Burning kill them first. You, Burning and Monsha will continue forward, and two more Gelgoogs will appear, so try to kill them before the Fourth Team gets them first. The two members of the Fourth Team will leave now and you will continue ahead a short way, just until a Chivvay comes into view and you will enter the Battle Sphere. In the Battle Sphere there will already be two Musais near you, and the one Chivvay far in the back. Ignore the battleships for now and take out the enemies as they come. Enemy units will consist of many Rick Doms and Gelgoogs, as well as a few Zaku IIs. Also, there will be a steady supply of Gattle flying from the direction of A Baoa Qu that will spam their large missile Special Attack as they fly forward even though they aren't really hostile enemies. After you destroy twenty- three enemy mobile suits they will stop coming, so it is time to take out the battleships. Once you have destroyed the single Chivvay and the two Musais, another two Musai battleships will enter the area from the direction of A Baoa Qu. Destroy these next two Musai and this part of the mission will end. Amuro will feel that the enemy is deep within A Baoa Qu and blast off to the asteroid base. You are back in Route Tube Mode for this next part, as Amuro has now reached the surface of A Baoa Qu. You will fly along the outside of the space fortress launch bays, and just like during your fly-by of Solomon use of the multi-lock feature is highly recommended. Three Rick Doms will be hanging out near a hangar, so quickly blast them and the Gattle that flies by. As you fly nearer to one of the launch bays open your multi-lock window, because as soon as you come near the hangar three Gelgoogs will zoom out and guard a launching Musai. Release the lock-on once it has captured the three Gelgoogs and the Musai in your crosshairs, which will destroy the three Gelgoogs and several bits of the Musai, so just sink a few more beam shots into the Musai and it will be destroyed. As you fly past that Musai a Zaku II will come in from the bottom, so destroy it. A wrecked Salamis battleship will crash into A Baoa Qu and explode so be sure to quickly move down so you don't crash into the wreck. Two Rick Doms will enter the area from the top of the screen, so quickly destroy both them before they are able to escape into one of the hangars in the side of A Baoa Qu. A Zaku II will come up from the lower-left, so destroy it and then open your multi-lock window and wait a second. After a second you will lock onto a Gelgoog that has entered the area, and three gun turrets on the surface of A Baoa Qu, so release the Square Button to blast them all. Activate your multi-lock again to try and blast a few more gun turrets on A Baoa Qu. You will continue forward and watch as a Salamis battleship crashes into one of the hangars and explodes. Destroy the two Rick Doms by the destroyed Salamis and as you travel a little more destroy a Gelgoog that will enter your view. Two Gattle will launch from A Baoa Qu, so activate your multi-lock to catch them and a few gun turrets on the asteroid's surface. Destroy a Gelgoog that will come out of a gap in the rocks, and open the multi-lock windows to catch two more Gattle and more gun turrets as you fly by. Kai Shiden will message you complaining that he wanted to be the one to reach A Baoa Qu first. A Rick Dom will enter from the right as a Musai come into view, so destroy the Rick Dom with your beam rifle as you continue forward, and then use your Special Attack to quickly take down the Musai. After passing the Musai a Zaku II will exit a hangar, so destroy it and listen as a GM pilot marvels at the Gundam's power. Open your multi-lock window to catch and destroy three Gelgoogs that will fly in from the top of the screen. As you continue forward you will come across another Musai that is outside the space fortress. Use your multi-lock on the Musai two times to sink the ship as two Rick Doms fly in the area from the bottom and right sides of the screen. Destroy those two Rick Doms as you pass under the Musai, and then destroy a Gelgoog that is chasing a GM down the right side of the screen. A Zaku II will zoom quickly out of the nearest hangar, so you may not be able to destroy it before it is gone, but open your multi-lock window and prepare to fire on and destroy a Musai that is launching from the hanger, as well as a Rick Dom that will try to fly into the hangar the Musai is exiting. Continuing forward, several mobile suits (four Zaku II and five Gelgoogs) will come out of the next few hangars, so destroy them all and feel free to chuckle as one of the poor pilots screams for his mommy as he dies. This segment of the mission will now end. Amuro will have officially landed on A Baoa Qu. There's just one big problem... Char Aznable has found him. You will enter the Battle Sphere and Char and his Zeong will be there soon. You will not be fighting the Zeong alone though, as there will be several Rick Doms, Zaku II's, and Gelgoogs that will attack you while you are trying to have a good clean fight. The addition of other enemies can make fighting Char much trickier so try to destroy the enemy units before you attack the Zeong. Unlike you usually do when fighting a character and other enemy units so not ignore Char when you destroy other enemies. Attack the Zeong in close combat and when another enemy unit comes near you switch your lock-on over to that enemy and destroy it with your beam rifle and then switch your lock-on back and melee Char's Zeong some more. After eleven enemy units have been destroyed they will not come anymore, so you are free to defeat the Zeong without distractions. Now the Zeong's ranged attacks are rather strong, but not too bad. But you must be damned sure to watch out for the Zeong's Special Attack. The Zeong will launch its two hands outwards and blast at you with its chest mega particle cannons. Now, the mega particle cannons in the chest aren't what you should watch out for, it is the blasts from the Zeong's hands, because those things can damage you quite badly if they hit you, so be sure to barrel roll out of the way. Now the best thing about the Zeong is that it has absolutely no melee attacks, so if you get in close and start attacking with your beam saber then the Zeong will be in a real tough position as there isn't much it can do to retaliate. Once the Zeong has lost all of its Health the fight will end. The Zeong will blow off the Gundam's left arm before fleeing. Amuro will chase the Zeong and blast the leg-less unit in the chest, destroying it. But not before Char ejects the secret escape pod, the Zeong's head, which destroys the Gundam's own head with a shot from its mega particle cannon before escaping into the interior of A Baoa Qu. With the Gundam wrecked beyond repair and the Zeong destroyed, Char and Amuro are now forced to settle their grudges with a good old- fashioned sword fight. Crazy sword fight starts now! Amuro will enter the area, where Char is already waiting for him. Although zero gravity sword fights may seem rather awkward at first, controlling Amuro is the exact same as controlling a mobile suit, you just don't have fancy reticules plastered all over the screen to show what you're locked onto your target and such. Use the Triangle button to melee attack Char with your fencing foil. The D-Pad or Control stick will move Amuro forward, back, left, or right, and R1 ascends and R2 descends. The Cross (X) Button will activate the vernier pack on Amuro's back, boosting you forward. Quickly pressing the Cross (X) Button twice will still cause you to do a barrel roll, and pressing L1 will lock you onto Char. Just continue to beat the hell out of Char with your fencing foil. Amuro and Char will argue a bunch while they whack one another and eventually Sayla will enter the area and ask the two to stop fighting, but keep attacking Char anyway. After you have hit Char enough he and Amuro will be done bickering and the mission will end. ----------------------------------------------------------------------- White Base TV Mode ----------------------------------------------------------------------- AS SEEN ON TV! By getting all A and S-Ranks in White Base Mode you can unlock the White Base TV Mode. Now when you start a New Game in White Base Mode you will now have a choice of playing either Movie Mode or TV mode. As opposed to the Movie Mode version of the White Base missions, which adhere to the third Mobile Suit Gundam compilation movie, "Encounters in Space," the TV Mode uses units that were seen in the original Mobile Suit Gundam television series. Hayato Kobayashi will pilot the RX-75 Guntank, and Sleggar Law and Sayla Mass will pilot the G-Fighters just like in the series. The missions will still be pretty much the same as they would be when you replay White Base Movie Mode so I won't list the entire walkthrough for each mission. But there will be a few changes, aside from the units, in a few of the missions so I will only list the new and noteworthy things that can happen. Stage 1: -------- At the very end of the mission, if the RX-78-2 Gundam has at least 50% of its Health Gauge remaining after you destroy the MA-05 Bigro, you will get a chance to fight the MA-04X Zakrello piloted by Dmitri. The five minute time limit will be reset, so you will have a full five minutes to destroy the Zakrello. If you don't destroy the Zakrello before the five minutes run out you will fail the mission, so destroy that mobile armor! The Zakrello's attack patterns are nearly identical to the Bigro's, so just fight it as you would the Bigro. Stage 2: -------- There are no important changes in TV Mode Stage 2. Stage 3: -------- The movies Terror of Big Zam (B) and Sleggar's Attack (B) will play, instead of the (A) versions of those movies. Stage 4: -------- There are no important changes in TV Mode Stage 4. Stage 5: -------- There are no important changes in TV Mode Stage 5. Stage 6: -------- The movie Lalah's Death (B) will play instead of the (A) version of the movie. Stage 7: -------- There are no important changes in TV Mode Stage 7. Stage 8: -------- There are no important changes in TV Mode Stage 8. \ /---------------------\ / [=======================|Thoroughbred Missions|=======================] / \---------------------/ \ The story detailed in Thoroughbred Mode follows the actions of the 16th Autonomous Corps during the final month of the One Year War as seen in the manga series Mobile Suit Gundam Side Story: Space, To the End of a Flash. The SCVA-72 Pegasus class assault carrier Thoroughbred was the flagship of the 16th Autonomous Corps. The Thoroughbred launched from the Earth Federation headquarters of Jaburo, South America not long after the departure of the White Base. The 16th Autonomous Corps has been assigned on a reconnaissance mission, to keep a close eye on the Zeon-controlled lunar city of Granada. This will also serve to reinforce the rear of the Federation's main fleet as it prepares to wage an all or nothing attack on Zeon's space fortresses. Stage 1: -------- In transit to the area between the Earth's moon and the space fortress Solomon, the Thoroughbred has encountered an enemy patrol fleet. Unwilling to give away their position, the captain decides it would be best to destroy the enemy fleet before it is able to report back to Granada. When the mission starts you will be traveling forward in Route Tube mode. You are Ford Romfellow pilot of the RX-78-5 Gundam Unit 5 armed with a Hyper Beam Rifle. The Thoroughbred will launch a volley of beam interference missiles past you towards the enemy fleet, and they will explode as you enter the Battle Sphere. You will enter now enter the Battle Sphere and several hostile missiles will fly towards you from the enemy fleet, so if you multi- lock quickly you could probably destroy a few missiles for a couple hundred quick points. The cute radio operator chick will ask Lieutenant Luce Kassel to watch out for Ford, so Luce will offer to support you in his RX-78-4 Gundam Unit 4 armed with a Hyper Beam Rifle. Take him if you wish, as he can be useful as hell in what can be a difficult mission, but he will take a lot of kills so you will not get as high as score. There will be two enemy Musai battleships in the distance, and they will be moving forward towards you. There will also be three new model enemy mobile suits, MS-06FZ Zaku II FZ's armed with MMP-80 Machineguns, guarding the two Musai. Now, you must prevent the enemy Musai from escaping, which means either destroying them, or disabling their two engine blocks. The Musai on the left is the one you must deal with first, as it will break formation and attempt to flee the area to try and contact Granada. If the Musai should escape, which will happen at one minute and forty-five seconds if the enemy ship is not destroyed or disabled, you will fail the mission. So you must take out the Musai on the left first. Now you can either destroy the Musai out right, or destroy the Musai's two engines, which will stop the Musai in its tracks allowing you to destroy its various components at your own leisure. The Musai on the right is not much of a problem, as it will not try to flee the area; instead it will just stop and sit in the area. So you do not have to deal with that Musai until later, so after you stop the left Musai from escaping go ahead and concentrate on destroying enemy units. After taking out a few Zaku II FZ's more enemies will enter the area, including an upgraded Dom, the MS-09R-2 Rick Dom II armed with Giant Bazookas (Rick Dom II). After you have destroyed seventeen enemy mobile suits they will stop coming, so go ahead and take care of those battleships. Once you have destroyed both Musais you will return to the ship and the mission will end. BUT BE FOREWARNED, be incredibly forewarned. DO NOT linger in this mission for over five minutes. You will want to destroy the two Musais before the mission timer passes 5:00:00 because the exact second the five minute mark is passed you will be in for THE toughest fight in the game, bar none. You will be attacked by a three-man team consisting of one Rick Dom II and two Zaku II FZs. These three suits are THE toughest units in the game! They can tear you apart quickly, and take tons and tons of damage and still not be destroyed. If you called Luce in for support at the beginning of the mission he will assist you in fighting these three uber-pilots, but it's not like he'll do any better than you against them. If you think you got what it takes, go ahead and give this battle a try. It will be a rather humbling experience. But if you want to actually beat this mission just destroy those two damn Musais before it even gets close to the five minute mark! Stage 2: -------- On patrol between the moon and Solomon, the Thoroughbred notices an enemy fleet en route to the asteroid space fortress. Having realized that a large-scale Federation attack on Solomon is coming, the Zeon have decided to send as much force as they can to Solomon to help in the coming battle. The only Federation fleet in the area is the 16th Autonomous Corps, and so they are given orders to attack the Zeon forces before they can reach Solomon. You will launch in the RX-78-5 Gundam Unit 5 armed with a Hyper Beam Rifle. You will be in the Route Tube during the first part of this mission, and two RX-77-2 Guncannons armed with Custom Beam rifles (Guncannon) will be automatically supporting up. You will fly past the Thoroughbred towards a Musai, so quickly try to destroy the Musai with your Hyper Beam Rifle before those two Guncannons sink it first. After you pass the now-destroyed Musai you will travel forwards a short ways. Dodge the two missile barrages that will be heading your way and you will soon enter the Battle Sphere. There will already be three Musai battleships in this area when you enter the Battle Sphere. One will fly forward until it reaches the center of the area, where it will just sit still and fire its main cannon and missiles from then on. The other two Musai in the area will just fly in a circle around the perimeter of the area firing randomly as well. After forty-five seconds have gone by Luce Kassel will offer to support you in his RX-78-4 Gundam Unit 4 armed with a Hyper Beam Rifle. Take your time to pick off the Musais various components before destroying the ships themselves. After you have destroyed one of the Musais you will get a message saying that the enemy have launched their mobile suits, which are MS-06FZ Zaku II FZ armed with MMP-80 Machineguns and MS-09R-2 Rick Dom IIs with Giant Bazookas (Rick Dom II). Two mobile suits will enter the area, so destroy them. After awhile a few more mobile suits will come, but after you have destroyed a total of six enemy mobile suits they will stop coming. Now destroy the two remaining Musai in the area. After the two Musai are destroyed two Pazock supply ships being escorted by a Musai will enter the area, and two more Rick Dom II will launch. The two Pazocks and Musai will speed forward through the area non-stop, but ignore the three ships for now and take out the mobile suits. They will be mostly Rick Dom IIs but a few Zaku II FZs will show up as well, but after you have destroyed a total of ten enemy units they will stop coming. After you have destroyed all the enemy mobile suits, go and destroy the two Pazock and Musais before they are able to exit battlefield. If the three ships should exit the range of the battle sphere then the Thoroughbred and two Salamis will open up a barrage of covering fire, completely obliterating the three ships and robbing you of all the points you would get for destroying them yourself. So be sure to destroy the three ships yourself! Either way they go, once the two Pazocks and single Musai have all been destroyed the mission will end. Stage 3: -------- The Thoroughbred has detected another enemy fleet departing from Granada, but this one is behaving strangely. The fleet appears to be heading in the direction of A Baoa Qu, leading the captain to believe that the Zeon have already begun to abandon space fortress Solomon. The 16th Autonomous Corps is ordered to destroy the fleet, but supplies are stretched thin and they may not have the battle strength to defeat the Zeon fleet. But Lieutenant Luce Kassel has a plan. He proposes they attempt to use the Gundam Unit 4's prototype mega beam launcher. But the mega beam launcher is very unstable, and could prove impossible or dangerous to utilize. Despite the potential danger the crew of the Thoroughbred decides Luce's plan is their best course of action. You will launch in the RX-78-5 Gundam Unit 5 armed with a Hyper Beam Rifle. You will be in Route Tube Mode traveling forward through a debris field, and Luce Kassel will already be accompanying you in the RX-78-4 Gundam Unit 4 with the mega beam launcher already prepared. As you travel forward you can rack up a couple of quick points by blasting chunks of debris and small rocks. As you approach your destination the enemy fleet will notice you. Hey, surprise attacks don't work every time. You will move forward and exit the debris field into a larger clear area and enter the Battle Sphere. Once you are in the Battle Sphere you are charged with the task of protecting Luce's Gundam Unit 4. The Gundam Unit 4 will sit still, just pointing the mega beam launcher in the direction of the enemy fleet waiting for the massive weapon to power up, so Luce will be totally defenseless, which is why it's up to you to defend him. The Gundam Unit 4's Health Gauge will be displayed on the left side of the screen, so watch it because if the Gundam Unit 4 should lose all of its Health it will be destroyed and you will fail the mission. Seconds after you enter the area three enemy units will enter from the direction of the Zeon fleet. The initial enemies consist of MS-09R-2 Rick Dom IIs armed with Giant Bazookas (Rick Dom II) and MS-06FZ Zaku II FZs armed with MMP-80 Machineguns. Enemies will come from all sides, so stick close to Luce's Gundam Unit 4 to better protect him. Use your multi-lock ability to blast the enemies as they come because they will usually enter the area in tight formations, making them easy pickings for barrages of multi-lock attacks. After you have destroyed fourteen enemy units a new type of new enemy will appear, the MS-14A Gelgoog armed with Beam Rifle (Gelgoog). You need to take out the Gelgoogs quickly, as their beam rifles can beat up the Gundam Unit 4 very badly if they are left unchecked. After you have destroyed a total of sixteen enemy units the enemies will stop coming. Several seconds later this part of the mission will end, and you will watch a movie scene as Luce fires the mega beam rifle. Disaster! Despite successfully firing the mega beam rifle, the Gundam Unit 4's energy pack has overloaded and blown the hell up! Despite dealing heavy damage to the Zeon fleet, they are able to launch another wave of mobile suits and stage a major counterattack. You will enter the Battle Sphere again where you must fight off the waves of enemy mobile suits. Just like last time, the enemies will consist of Rick Dom IIs, Zaku II FZs, and Gelgoogs in greater numbers. After forty seconds have gone by since you entered this Battle Sphere a nameless Federation pilot will offer to support you in a RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon), so take him if you wish. Just keep destroying enemy units as they come. Multi-locking is still useful as heck because the enemies will enter the area in close formations. This mission can end one of two ways, which will determine which mission you will go to next. If you finish this mission with an A or S Rank you will go to Stage 4 [WHAT IF EPISODE]. However, if you finish the mission with a B Rank or lower you will go to the standard Stage 4. Stage 4: -------- (NOTE: You will play this stage if you completed Thoroughbred Mode Stage 3 with a B Rank or lower.) Following the loss of Lieutenant Luce Kassel and his Gundam Unit 4, the beaten and battered Thoroughbred heads to the space fortress of Solomon, which is now under Earth Federation control. The Thoroughbred is repaired and re-supplied, and Ford Romfellow's Gundam Unit 5 is upgraded. But before the Thoroughbred is able to leave port, news returns that General Revil's main fleet has been wiped out by the Zeon's Solar-Ray colony laser super weapon. Operation Star One looms in the future as the Earth Federation prepares to attack Zeon's final space fortress, A Baoa Qu. But the Thoroughbred receives new orders; they are to escort the Chivvay of Zeon Prime Minister Darcia Bakharov on its way to Granada to sign a peace treaty to end the war. However several hard-line Zeon do not want this war to end in anything but complete victory for the Principality, and they will do anything to achieve this, including killing Prime Minister Bakharov. You will launch from the Thoroughbred in Ford's tweaked RX-78-5[Bst] Gundam Unit 5 Booster armed with a Hyper Beam Rifle and almost immediately enter the Battle Sphere. You must defend the Thoroughbred from enemy attacks, and if it should be destroyed you will fail the mission, so keep a close eye on its Health Gauge. However, if the Thoroughbred's Health should fall below 70% a no-name pilot will offer to support you in an RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon). When the mission begins there will already be a few enemy units in the Battle Sphere. There will be one MS-18E Kämpfer armed with a Custom Shotgun, as well as two MS-06F-2 Zaku II F-2s armed with Zaku Machineguns, and a single Musai slowly steaming forward. First things first, you should tackle that Musai before it gets in close to the Thoroughbred, where it can do major damage if left unchecked, so be sure to destroy it before it even gets in close to the Thoroughbred. After the Musai is destroyed go after the Kämpfer that will be attacking you. The Kämpfer is a pretty tough opponent, so it will take a little work with your beam saber to finish him off. Now concentrate on the other annoying mobile suits that have been harassing the Thoroughbred. After destroying the first wave of mobile suits, different types will start to appear including MS-09R-2 Rick Dom IIs armed with Giant Bazookas (Rick Dom II) and MS-14A Gelgoogs armed with Beam Rifles (Gelgoog). After you have destroyed seven enemy mobile suits you will get a message that more enemy units are entering the area. A Musai with a HLV (Heavy-Lift Launch Vehicle) tucked between its two engine blocks will come speeding into the Battle Sphere. The radio operator believes that the Musai is using the HLV to boost the Musais top speed to catch up to Prime Minister Bakharov, but the Captain thinks it may be loaded with explosives and is on a kamikaze run to destroy the Chivvay. Finish off the enemy mobile suits attacking the Thoroughbred before going after the Musai. After you have destroyed a total of fifteen enemy mobile suits the enemy units will stop coming, so go and attack the Musai with the HLV. This HLV-lugging Musai is pretty darned tough compared to a standard Musai. It can probably absorb all three of the Gundam Unit 5 Booster's giant gatling Special Attacks and still keep on trucking. You must destroy this Musai to end the mission. If the Musai with the HLV should get past the Thoroughbred and exit the Battle Sphere you will fail the mission; so destroy that damn Musai and the mission will end! Stage 5: -------- Having rendezvoused with Prime Minister Darcia Bakharov's Chivvay, the Thoroughbred escorts the Zeon ship to the lunar city of Granada to take part in the signing of the peace treaty to end the war. However, the Zeon still loyal to the Zabi dictatorship are not ready to give up so easily, and an attack fleet waits on the dark side of the moon. You will launch in the RX-78-5[Bst] Gundam Unit 5 Booster armed with a Hyper Beam Rifle. You will start off in the Route Tube and fly forward before making a left turn and flying around the Chivvay and back towards the Thoroughbred. An MS-17 Galbaldy a armed with a Beam Rifle (Gelgoog) will zoom across the screen as you head back, and you will make another left turn when you reach the Thoroughbred before you enter the Battle Sphere. There will be three Galbaldy a's in the area, and they will be your only enemies for now. They aren't too tough though, plus the Chivvay can not take any damage at this point in the mission, so all you have to do is take out the three Galbaldy a's and this part of the stage will end and you will watch a cutscene. Ford will begin to feel a strange pressure and an odd mobile armor will appear. The mission will begin again and you will be thrown back into the Battle Sphere. There will already be the one MAN-03 Braw Bro mobile armor in the area, as well as one MS-11 Act Zaku armed with a Custom Beam Rifle (Act Zaku). You must guard the Chivvay from enemy attacks, because if it is destroyed you will fail the mission. Keep an eye on the Chivvay's Health Gauge, which is displayed on the left side of the screen. Take out the two Act Zakus first, as they will go after the Chivvay, and then go take care of the Braw Bro. The Braw Bro specializes is making all-range attacks with its wire-guided mega particle guns, so stay in close to the Newtype-use mobile armor to throw a wrench in the works of its most powerful attacks. Just fly right in front of the Braw Bro and either continuously slash at it with your beam saber, and unload you giant gatling gun Special Attack directly into its face to deal lots of fast damage. After one minute has gone by that no-name Federation grunt will offer to support you in his RX-77-2 Guncannon armed with a Custom Beam Rifle (Guncannon), so take him if you want his help. Once the Braw Bro is destroyed several more enemy mobile suits will enter the area and attack the Chivvay. Continue to attack the Galbaldy a's and Act Zakus so they do not destroy the Chivvay. This mission can actually end one of two ways. There's the good way, and the "That sucks ass!" way. If you successfully defend the Chivvay from the attacks of enemy units the movie "A Cosmic Glow" will play. However, if at any point during the mission your Gundam Unit 5 Booster should lose all of its Health the mission will end with the movie "Price for Peace." If you want to unlock both movies, you'll have to complete the mission both ways, so after you beat the mission one way just go back to the Thoroughbred mode main menu and select Continue to play this stage again and beat it the other way. Stage 4 [WHAT IF EPISODE]: -------------------------- (NOTE: You will play this stage if you completed Thoroughbred Mode Stage 3 with an A or S Rank.) After the massive damage inflicted on the Gundam Unit 4 in their last encounter the Thoroughbred heads to the space fortress Solomon, now under Earth Federation Control, for repairs and resupply. Almost miraculously, despite the incredibly heavy damage his unit sustained, Lieutenant Luce Kassel survives with only minor injuries. After a few days leave Luce is back and ready for action and the Thoroughbred has had both its Gundams up-graded with supplemental boosters and the 16th Autonomous Corps has been reassigned to join General Revil's main fleet. However General Revil's fleet is destroyed by Zeon's Solar-Ray colony laser before the Thoroughbred is able to depart from Solomon. With Revil's fleet in ruins the Thoroughbred is re-reassigned to the Second Fleet and they begin to move towards A Baoa Qu, however they find remnants of the Zeon's Solomon fleet hiding in the shoal zone around the space fortress. After launching in the new and improved RX-78-5[Bst] Gundam Unit 5 Booster armed with a Hyper Beam Rifle you will fly around for about ten seconds in the route Tube Mode you will spin around and face the Thoroughbred and enter the Battle Sphere after a rather hefty load time. You must protect the Thoroughbred from the being destroyed, because if it is destroyed you will fail the mission, so pay attention to its Health Gauge on the left side of the screen. Once you enter the Battle Sphere three enemy mobile suits, all of them MS-09R Rick Doms armed with Giant Bazookas, will immediately attack the Thoroughbred. If at any point should the Thoroughbred's Health should drop below 60% Luce Kassel will offer to come in for support in his RX-78-4[Bst] Gundam Unit 4 Booster armed with a Hyper Beam Rifle. Just keep destroying the Rick Doms as they come. If at any point during the mission your Gundam Unit 5 Booster's Health should ever drop below 60% than the Rick Doms will stop coming, instead being replaced by MS-06F-2 Zaku II F-2s armed with Zaku Machineguns. Because of this enemy replacement when you get badly damaged it literally pays to stay healthy, because the Rick Doms are worth more points. After you have destroyed nine enemy units an enemy Musai will begin to move into the area. You must destroy this Musai before it gets too close to the Thoroughbred, because if it draws too near it will just park up front and pump volley after volley of large missiles into your homeship, which will quickly sink it. So the plan is to sink the damn Musai first before it gets the chance to destroy the Thoroughbred. After the Musai is destroyed go back to destroying enemy mobile suits. After you have destroyed the Musai and a total of sixteen enemy mobile suits the mission will end. Stage 5 [WHAT IF EPISODE]: -------------------------- Even though the Solar-Ray colony laser has destroyed one-third of the Earth Federation Space Fleet, the attack on A Baoa Qu has only been delayed, not prevented. The Thoroughbred has been called up to the frontline to reinforce the Second Battalion in A Baoa Qu's hotly contested N Field. As the two massive forces clash it soon appears that this will be the final battle to end the war. You will launch in the RX-78-5[Bst] Gundam Unit 5 Booster armed with the Hyper Beam Rifle. You will travel forward a short way in the Route Tube, and a few squads of Gattle will fly below you so if you hurry up and multi-lock with your hyper beam rifle you may get a few hundred points by destroying a Gattle or two. You will then enter the Battle Sphere in front of the Thoroughbred. In the Battle Sphere you must protect the Thoroughbred from enemy attacks. If the Thoroughbred should be destroyed you will fail the mission, so be sure to stick close to the Thoroughbred and keep an eye on the ship's Health Gauge, which is displayed on the left side of the screen. Should the Thoroughbred drop below 60% of its Health, Luce Kassel will offer to support you in his RX-78-4[Bst] Gundam Unit 4 Booster armed with a Hyper Beam Rifle. There will already be three enemy units in the area, as well as two Musai battleships far off in the distance that will move in closer as the battle progresses. Initial enemies will be MS-09R-2 Rick Dom IIs armed with Giant Bazookas (Rick Dom II), and MS-06FZ Zaku II FZ armed with MMP-80 Machineguns. However after you have destroyed the first wave of enemies you will have a few MS-14A Gelgoogs with Beam Rifles (Gelgoog) enter the fray as well. Just stick close to the Thoroughbred for awhile, but be sure to watch out for those Musais. If those two Musais should get in close to the Thoroughbred they will bombard it with missiles, which will do a lot of damage, so be sure to take out those Musais before they get too close. Keep destroying enemy units and once you have destroyed a total of thirty-one enemy mobile suits and the two Musais you will enter the next part of this mission. You will watch a cutscene that will show a squadron of high mobility units coming from the direction of A Baoa Qu. You will enter the Battle Sphere again. Luce Kassel will immediately offer to support you in his Gundam Unit 5 Booster if you should ever have below 75% of your Health Gauge, so take him if you wish. You will still have to protect the Thoroughbred, and if it should be destroyed you will fail the mission; but on a positive note the battleship's Health Gauge has been completely refilled. The high mobility enemies will soon enter the area. They are an MA-05 Bigro mobile armor and two MS-14JG Gelgoog Jägers armed with Beam Machineguns (Gelgoog Jäger). The Bigro and one of the Gelgoog Jägers will attack you, which makes for a nice diversion, but it is just a distraction from the second Gelgoog Jäger which will head straight to the Thoroughbred! Ignore that Bigro and Gelgoog Jäger that are attacking you and try to take out the second Gelgoog Jäger first because it can quickly sink the Thoroughbred if left alone. After one of the two Gelgoog Jägers has been destroyed another squad of enemies will enter the area, with a second Bigro mobile armor amongst them. The second Bigro will be escorted by a Zaku II FZ and Rick Dom II, and these enemy mobile suits will keep coming and coming infinitely in waves of two if you destroy them. Now there are actually two ways this mission can end. If you destroy the two Bigros the mission will end on a positive note, and the movie "Final Battle at A Baoa Qu" will play. However, if the Gundam Unit 5 Booster should lose all of its Health before you destroy the two Bigros the mission will end on a much suckier note, and the movie "Lost" will play. If you want to unlock both movies, you'll have to complete the mission both ways, so after you beat the mission one way just go back to the Thoroughbred mode main menu and select Continue to play this stage again and beat it the other way. \ /------------------\ / [=========================|Ace Pilot Missions|========================] / \------------------/ \ ----------------------------------------------------------------------- Char Aznable ----------------------------------------------------------------------- Stage 1: -------- Here are the humble begins of the illustrious military career of Char Aznable, the Zeon ace known as the Red Comet. In this stage you will recreate "Char's Five Leaps," which earned him one of the most esteemed combat records in the beginning of the One Year War. You will launch in the MS-06S(CA) Zaku II Char Aznable Custom armed with a Zaku Bazooka. You have a three minute time limit to destroy five battleships to complete the mission objective; otherwise you fail, so don't get carried away. In the beginning a few Salamis battleships will already be moving into the operation area. After 16 seconds go by your ally will ask if you want him to come in for support. He will be piloting a MS-05A Zaku I with a Zaku Machinegun. He will be of no real use except stealing your kills, and points earned from them, so since the mission is so easy you really don't need to call him in. After 18 seconds have gone by, the Federation will order all of the Saberfish Corps. to head up front. You will now be assaulted by endless legions of FF-S3 Saberfish and Public fighter crafts. Destroy them for the points, but be sure to destroy the battleships as well. After you destroy four Salamis battleships a Magellan will move into the operation area. This will be your final target, so ignore it and concentrate on destroying enemy fighters until you begin to run low on time. When you get down to having only about 15 seconds left on the clock, destroy the Magellan. After you destroy that fifth battleship, the mission objective will be complete. But Char will still ruminate that the Earth Federation is not powerful enough to defeat the Zabi family for him, so he will have to take matters into his own hands. Take this time while Char is scheming to destroy a few more Saberfish attack fighters even though the time limit is up. A few seconds later, after Char is done talking, the mission will end. Stage 2: -------- In this mission you must bust up Amuro's RX-78-2 Gundam, which is armed with it's Beam Rifle (Gundam), while piloting Char's MS-06S(CA) Zaku II Char Aznable Custom armed with a Zaku Bazooka. You have a two minute time minute to sufficiently beat up the Gundam and complete this mission. If you should run out of time you will burn up in the atmosphere and die, which for all intents and purposes means you've pretty much failed the mission. Besides that, the Gundam has a pretty high defense -and Char's Zaku II has a pretty lousy offense- so it will take a lot of hits to bring it down. The Gundam is also quite capable of putting the hurt on you quite quickly, so this mission may prove to be pretty difficult. You will automatically have two MS-06F Zaku II with Zaku Machineguns as your allies when the mission begins. In the beginning the Gundam will focus only on destroying one of the two Zaku II's that are allied with you. Use this time to get in close to the Gundam and start inflicting some damage. Be warned though, that once one of your Zaku II allies goes down, Amuro will shift his attention to fighting you and you alone. Try to stay out of ranged combat because you just can't compete with the Gundam's firepower. Get close to the Gundam and slash it with your heat hawk in melee combat and then barrel roll and start your combo again. You can also try to use the Zaku II's Special Attack while you are right next to the Gundam to do a lot of quick damage, but chances are he will barrel roll away. After reducing the Gundam to about 15% of its Health the mission will end. Note that the only way to get an S-Rank on this mission is to destroy the Gundam's shield, which will net you 1,000 points, and then just don't die, which will get you another 35,000 points. Stage 3: -------- In this mission you will be in Texas Colony. You must again duel Amuro Ray's RX-78-2 Gundam, but this time you will be using Char's own MS-14S(CA) Gelgoog Char Aznable Custom armed with a Beam Rifle (Gelgoog) to wreak havoc. The fundamentals are basically the same as the last mission, only it is much easier now that you have a more powerful mobile suit. Just continuously melee the Gundam, barrel roll around to the other side of it, and then start another melee combo attack. After the Gundam has only about 20% of its Health Gauge remaining the mission will end. Just like last mission, the only way you can get an S-Rank on this mission is to destroy the Gundam's shield, which will get you 1,000 points, and then just don't die, which will get you another 35,000 points. This will get you the 36,000 points needed for that S-Rank. Stage 4: -------- In this mission you once again are piloting the MS-14S(CA) Gelgoog Char Aznable Custom with a Beam Rifle (Gelgoog). Lalah Sune will also be accompanying you in her MAN-08 Elmeth mobile armor. Your objective is to once again beat up Amuro's RX-78-2 Gundam, but it has become more difficult in this mission. Lalah won't be of much help, so you will pretty much have to be the workhorse for the mission. Things aren't made any easier when Sayla shows up in a FF-X7 Core Booster. You CAN NOT destroy Sayla's Core Booster; if you do you will fail the mission. This makes things challenging because you have two targets to lock-on to; one of them you can't destroy, and the other will barrel roll so frequently that you will usually end up locking onto the other. Because of this it's just plain better to attack the Gundam in melee combat. Use the Gelgoog's beam naginata to make short work of that pesky Gundam. Once the Gundam has been reduced to having about 20% of its health bar remaining the mission will end. Just like the last two of Char's missions the only way for you to earn an S-Rank is to destroy the Gundam's shield (1,000 points), and not be destroyed and have to retry the mission (35,000 points). That's the only way to get the 36,000 points needed for an S-Rank. Stage 5: -------- The Battle of A Baoa Qu has commenced, and Char has just received a powerful new weapon. It is SO revenging time. Char will launch from A Baoa Qu in the leg-less wonder, the MSN-02 Zeong to track down Amuro and settle the score... and maybe wreak a little havoc on the Earth Federation Fleet while he's at it. You will head towards the oncoming Federation Fleet in the Zeong in Route Tube mode, and you will be dumped into the Battle Sphere. You will automatically have an allied unit, an MS-14A Gelgoog armed with a Beam Rifle (Gelgoog), providing support for you. Already in the area will be two Salamis battleships being guarded by some RB-79 Balls. There will also be several Public fighters that will zoom though the area and, after you destroy a few Balls, some RGM-79 GMs armed with Beam Spray Guns will also start attacking you. Don't worry about the enemy units so much, just concentrate on the battleships for now. The Zeong's multi-lock attack to riddle those Salamis with beam fire before they leave the area and escape. Once one Federation battleship is destroyed, another will begin to move into the area and head towards A Baoa Qu. There will be a total of twelve battleships that will come, ten Salamis and two Magellan class cruisers, and after they are all destroyed no more battleships will come. Once thirty seconds have gone by Amuro Ray's RX-78-2 Gundam armed with the Beam Rifle (Gundam) will enter the area and attack you. Amuro is much, much tougher this time then any other time you've fought him. His defense is incredible, he can take loads of damage... not to mention that the Zeong has no melee attacks what-so-ever, so close combat is out of the question. Stay far away from the Gundam, because this will come down to a long-range shoot out. You need to end this duel fast because the longer Amuro is around the more damage he can do to you, and you will lose precious time and points being distracted from destroying battleships. Your best bet to end this quickly is to try and hit Amuro with the Zeong's Special Attack. The Zeong's Special Attack basically consists of the Zeong launching its hands away from its body and blasting six shots from its two torso based mega particle guns. The damage from the two torso mega particle guns is negligible, what you really need to be concerned about is whether the blasts from the Zeong's hands hit the Gundam, as they can easily shave off 45% of its Health Bar if they do. It's best to use the Zeong's Special Attack when you are far away from the Gundam, because the Zeong's hands will not target something that is close to you. While you are dueling Amuro's Gundam don't forget about the battleships that are crossing through the area. They are worth a ton of points, so you should destroy them all to get as high a score as possible. As for the Gundam, once you reduce it to having just 40% of its Health Gauge remaining, Amuro will retreat leaving you to destroy any remaining battleships and enemies in the area. This segment of the mission will end once a total of forty-five enemy units have been destroyed by you and your Gelgoog ally, so be sure to destroy all of the Federation's battleships before you commit to destroying the Balls and GMs. Once you complete that area you will move on, tracking down Amuro's Gundam closer to A Baoa Qu. You will enter another battle against Amuro's Gundam, who will be waiting for you in the area when you arrive. The Gundam's Health Gauge and Shield Gauge will be completely 100% replenished, and your still beat the hell out of from last time, so the odds are stacked against you. To further tip the odds out of your favor a bunch of enemies will attack you as well. Sometimes it will be mixed Balls and GMs, or sometimes the enemies will only be GMs, but either way they're pretty pesky. But fear not, your courageous ally in the Gelgoog will still be with you in this part of the mission too! But, he won't do much to help... maybe destroy some GMs or something. Whatever they may be, once you destroy a total of twenty-four enemy units they will stop coming. If you're low on Health from the last part of the mission it may be better to just target Amuro's Gundam and ignore the other enemies. This fight will be tougher than last time, Health issues aside, because you do not have nearly as much room to fly around in this area so it will be harder to stay away from the Amuro's Gundam. You should still try to nail Amuro's Gundam with the Zeong's Special Attack to do a lot of damage, otherwise it is going to be a very long and drawn out fight. And just be sure to stay the hell out of close range. After Amuro's Gundam has lost all of its Health this part of the mission will end. The Zeong will blow off the Gundam's left arm before fleeing. Amuro will chase the Zeong and blast the leg-less unit in the chest, destroying it. But not before Char ejects the secret escape pod, the Zeong's head, which destroys the Gundam's own head with a shot from its mega particle cannon before escaping into the interior of A Baoa Qu. With the Gundam wrecked beyond repair and the Zeong destroyed, Char and Amuro are now forced to settle their grudges old school style. Crazy sword fight starts now! Char will enter the area first and Amuro will enter soon after though the same door you came through. Although it may seem rather awkward at first, controlling Char is the exact same as controlling a mobile suit, you just don't have fancy reticules to show what you're locked onto and such. Just use the Triangle button to melee attack Amuro. The D-Pad or Control stick will move Char forward, back, left, or right, and R1 ascends and R2 descends. The Cross (X) Button will activate the vernier pack on Char's back, boosting you forward. Quickly pressing the Cross (X) Button twice will still cause you to do a barrel roll, and pressing L1 will lock you onto Amuro. Just continue to beat the hell out of Amuro with your sword. Amuro and Char will argue a bunch while they slug it out and eventually Sayla will show up and ask the two to stop fighting, but keep attacking Amuro anyway. After you have hit Amuro enough he and Char will be done bickering and the mission will end. ----------------------------------------------------------------------- Black Tri-Stars ----------------------------------------------------------------------- Stage 1: -------- January 16th, Universal Century 0079, the Principality of Zeon attacks Side 5 in what would become known as the Battle of Loum. Despite massive losses the Earth Federation Space Fleet, commanded by General Revil, were able to prevent the Zeon forces from dropping a second colony onto Earth. Outraged by this setback Zeon pilots Gaia, Ortega, and Mash enter the massive space battle looking to even the score against Revil. You, as Gaia, will launch in one of the MS-06S(TRI) Zaku II Black Tri-Stars Custom armed with a Zaku Bazooka. Ortega and Mash will also automatically be supporting you, both of them also in Zaku II Black Tri-Star Customs with Zaku Machineguns, and they will work efficiently at stealing all of your kills. There will be three Salamis battleships in the area already, and Ortega and Mash will go off to wreck the ones on the left. After a few seconds a few FF-S3 Saberfish attack fighters and Public fighters will appear and attack you, but they are fairly weak. Also, after destroying six Saberfish, South Burning will show up in a Saberfish and attack you. He is much tougher and more powerful than a normal Saberfish is, and will take several hits to bring down, but he is still pretty easy. After South's Saberfish loses all of its Health he will retreat from the battlefield. If you destroy ten enemy units they will stop coming all together, so get to wrecking those battleships, that is if Ortega and mash didn't do it already. After the three initial Salamis are destroyed Gaia will exclaim that Revil's ship is moving into the area. Two Salamis battleship and one Magellan class cruiser will begin to move into the area. The Magellan is Revil's ship, the Ananke, so be sure to destroy the two Salamis that are flanking it before you attack the Magellan. Once Revil's Magellan has been reduced to 20% of its Health you will be subjected to a cutscene. Revil's Magellan will be crippled, but Revil is able to make it to the Ananke's escape craft before the ship is destroyed. As the escape ship launches you will re-enter the Battle Sphere. The escape craft will head away from the Magellan, but don't chase directly after it. Instead of chasing the escape craft as it heads left, go straight forward towards the Salamis directly ahead of you. There will be two Salamis in that direction, so pump two Special Attacks into the first of the Salamis and it will go up in flames. Meanwhile, the escape pod will now take a hard right turn and start heading in the same direction that you are heading in, so you will be in a perfect position to intercept it and bag your quarry. There will be a second Salamis slightly ahead of you, so sink another Special Attack into it and finish it by multi-locking on it with the Zaku Bazooka. Now to take care of that escape craft. There are two ways to do it. The first way to capture Revil's escape craft is to deal enough damage to it so that the pod surrenders. The second way to stop the escape craft is to get close enough to the shuttle so that you can lock-onto it and land your Zaku II on the top of the shuttle. Now you cannot lock onto the escape craft until you are very, very close to it, so if you opt to shoot at it you will have to dumb fire your Zaku Bazooka towards the escape craft and hope you hit. It will take a total of six shots from the Zaku Bazooka to bring the escape craft to a halt. Either way you do it just make sure that you capture Revil's escape pod before it escapes the battlefield, because if Revil's escape craft does escape you will fail the mission. So just capture General Revil's escape craft and the mission will end. Stage 2: -------- With the war beginning to settle into a protracted stalemate the Black Tri-Stars are invited to teach as instructors in a weeklong course. The Black Tri-Stars instruct trainees in discipline and advanced combat tactics, as well as increasing troop morale. However in their last day of training the training unit actually stumbles across an enemy attack unit. You will be in an MS-05B(TRI) Zaku I Black Tri-Stars Custom armed with a Zaku Bazooka. Sure it's a downgrade as compared to last time, but deal with it. You will have two rookies in MS-06F Zaku II's armed with Zaku Machineguns that you must guard. They will stay in place and fire at any units that fly past, but that's about it. If either one of them should die you will fail the mission, so be sure to watch their Health Gauges on the left side of the screen. There will already be one Salamis battleship in the area, and after a few seconds FF-S3 Saberfish attack fighters will enter the area. There will also be a four-minute time limit after which the mission will end successfully, so get to wrecking stuff before time runs out some you get more points. Head down and destroy the first Salamis and another will enter the area from behind you. After the second Salamis is destroyed a Magellan will enter the battlefield. Now, once you destroy the Magellan the mission will end, so damage it heavily but do not destroy it. Just ignore the Magellan for a while and destroy Saberfish until the four minute time limit is almost up. When time starts to get slim, head over to the Magellan and finish it off to end the mission. Stage 3: -------- With the war in space dragging out the standard Zaku II is becoming severely outdated. The Black Tri-Stars are some of the first to receive some of the newest models of mobile suits, the Zaku II High Mobility Type. But rumors abound that the Federation has begun to produce its own lines of mobile suits. The Black Tri-Stars are sent to scout Luna II to find out what the Federation is up to. You will enter the mission area in one of the MS-06R-1A(TRI) Zaku II High Mobility Black Tri-Stars Custom armed with a Zaku Bazooka. Ortega and Mash will also be in Zaku II High Mobility Type Black Tri-Stars Customs but they are armed with Zaku Machineguns and they will scatter as soon as the mission starts. There will be four FF-S3 Saberfish flying towards you, so use your multi-lock to take them all out easily. After twenty seconds go by Ortega will radio in asking if you want him to support you. Take him if you wish, but he will pretty much just steal your kills. Head over to the Salamis and Magellan battleships that are taking positions behind the asteroids. Four more Saberfish will take up formation and attack you, so use your multi-lock to take them all out. Three more groups of four Saberfish will attack and after they are destroyed the Federation will launch its mobile suit forces. A squad of three RGM-79 GM with Beam Spray Guns will attack you. After one minute and thirty seconds have gone by Ortega will offer to support you. As cool as it would be to have all three Black Tri-Stars kicking butt together it isn't worth the points loss. After you destroy twelve GMs they will stop coming. Destroy the Salamis in the area and a Magellan will begin to move into the battlefield. Destroy the Magellan and the mission will end. ----------------------------------------------------------------------- Johnny Ridden ----------------------------------------------------------------------- Stage 1: -------- It is January 13th, Universal Century 0079. The Battle of Loum has just begun at Side 5. Young hotshot rookie officer Johnny Ridden is about to launch, and he is intent on making a name for himself. You will launch in a standard MS-06F Zaku II armed and dangerous with a Zaku Bazooka. Your goal here is to take out the enemy battleships. Now you must take out the Earth Federation Space Forces battleships before they cross the area and reach the Zeon Fleet, because if even one single battleship should make it across the area you will fail the mission. Now it will take about three minutes for a battleship to chug its way across the battlefield, but if you get too distracted destroying fighters they can do it, so just be careful. In the beginning of the mission there will already be three Salamis battleships moving through the area. The battleships won't be alone however; they are being guarded by FF-S3 Saberfish attack fighters and Public bombers, which will keep coming for the duration of the mission. After fifteen seconds have gone by your ally will ask if you would like him to come in and support you. He is piloting an MS-05A Zaku I with a Zaku Machinegun, but isn't all that useful. He will mainly just go after the Saberfish and the Publics that will be buzzing around, stealing your points for their kills. He won't touch the battleships, though. If you keep destroying Saberfish and Publics then after around your tenth kill Bernard Monsha will attack you in a Saberfish. Monsha is far tougher than a standard Saberfish, but he is still not much of a huge threat. He will use his Special Attack, so if you don't get out of the way he can do a good bit of damage, but he is still a fairly easy match, just don't get distracted and ignore the battleships. Once Monsha's Saberfish loses all of its Health he will retreat from the battlefield. After you have destroyed six Federation battleships -five Salamis and one Magellan- the mission will end. Stage 2: -------- The war in has come to a stalemate. The Zeon, having a near monopoly on control over space, have begun raiding suspected Earth Federation supply depots to deny them a foothold in space. Johnny Ridden, who has been rewarded for his exemplary combat achievements during the Battle of Loum, has be selected to attack a suspected Federation holdout in an industrial colony located at Side 2. You will launch in the customized MS-06F(JR) Zaku II Johnny Ridden Custom armed with a Zaku Bazooka. Now be aware that you have a three minute time limit to complete this entire mission. If you should run out of time you will fail the mission, so be quick about things. In the very beginning of the mission there will be two Salamis battleships heading away from the colony at Side 2, and towards your position. A squadron of four FF-S3 Saberfish will launch and attack you, so use your multi-lock to waste them all easily. Several more Saberfish will attack, always in groups of four, but after you have taken out a total of twenty-eight Saberfish then they will stop coming. After forty-five seconds have gone since the start of the mission your ally, piloting an MS-06F Zaku II with a Zaku Machinegun, will request to come in and support you, so take him if you wish. After you have destroyed the two Salamis that were in the area at the beginning of the mission, one Columbus transport ship and its two Salamis escorts will enter the battlefield from the west, while another two Salamis battleships will come from the direction of the colony. Destroy the four Salamis and the one Columbus transport before time runs out and you will complete the mission successfully. Stage 3: -------- Due to his extraordinary skill Johnny Ridden has been promoted and given command of the Primus Corps, and he personally has even been supplied with a new model custom mobile suit. But in early December the Federation has been stepping up its attacks in space, and seems to be getting the upper hand. The Primus Corps is instructed to investigate rumors of Federation scout ships operating around Texas colony in the debris field around Side 5. You will launch in the MS-06R-2 Zaku II Improved High Mobility Type Johnny Ridden Custom armed with a Giant Bazooka. There will already be one Salamis battleship directly ahead of you, and soon three FF-X7 Core Fighters will launch. There will also already be a Columbus transport ship hiding behind an asteroid with another Salamis behind it. Once you damage the Salamis the captain of the ship will question if it's the Red Comet, and Char's background game music "The Gallant Char" will begin to play. This however, cause Johnny to become quite irate, and he will exclaim that he's "the Crimson Lightning, damn it!" and the background game music will return to normal. After you destroy three Core Fighters you will come up against a larger challenge: the Earth Federation Forces new model mobile suits... You will be attacked by a squadron of two RGM-79 GM with Beam Spray Guns and one RB-79 Ball, or sometimes just three GMs. After destroying a total of twelve enemy units, they will just stop coming. Now just destroy the two Salamis and single Columbus and the mission will end. Stage 4: -------- As the Earth Federation Forces make an all or nothing attack against the Zeon asteroid space fortress of Solomon some of Zeon's top aces are off on a field trip. Johnny Ridden has been transferred to the Chimera Corps, which has been assigned to field test the Zeon's new prototype mobile suit, the Gelgoog, in the Corregidor Shoal Zone. You will launch in the MS-14B(JR) Gelgoog High Mobility Type Johnny Ridden custom armed with a Beam Rifle (Gelgoog). Your first objective is to test the Gelgoog's speed, accuracy, and firepower. You do this by blasting the crap out meteoroids equipped with thruster units that will fly around the mission area, or marked free-floating meteors. You have a two minute time limit for this part of the mission. You must destroy a total of ten flyin' space rocks before this part of the mission will end. After destroying all ten meteors and meteoroids you will be informed that you must now participate in a mock battle. You will do a fly-by over the Chimera Corps Musai and meet up with the suits you will face in the mock battle. You will fight three MS-09R Rick Doms armed with Giant Bazookas. You will enter the Battle Sphere in the middle of the debris field and the two minute time limit will be reset. You must defeat all three Rick Doms before the two minutes run out or you will fail the mission. The first thing the three Rick Doms will do is get in a straight line and try to perform a pseudo-Jet Stream Attack on you. Johnny Ridden will mock the three for trying to intimidate the Black Tri-Stars. Now it's on! The best way to fight these guys is probably melee combat, but this allows a chance for the other two to get in close while you are fighting the third, so you may end up with a heat sword in your back if you aren't careful. Luckily since this is a mock battle, you can take tons of damage, but so can your opponents. You should use your Special Attack as often as possible, because that can easily shave off about 30% of the Rick Dom's Health Gauge. Once any of the Rick Doms health Gauge get down to 10% they will retreat back to the Musai, leaving the others to fight you, so it is best to concentrate on one Rick Dom and whittle it down to make things easier. Defeat all three of the Rick Doms before the two minute time limit runs out and the mission will end in success. Stage 5: -------- The Chimera Corps, having completely missed the Battle of Solomon while playing with their new Gelgoogs, has now begun to chug back to aid the Zeon in what seems to be the last ditch battle to end the war. The Chimera Corps deploys in A Baoa Qu's N Field, where it seems the enemy resistance is at its strongest. The last and greatest battle of the One Year War has begun. You will launch from the Chimera Corps Zanzibar in the MS-14B(JR) Gelgoog High Mobility Type Johnny Ridden Custom armed with a Beam Rifle (Gelgoog). You will fly past a few Musai into the battlefield of A Baoa Qu. Your mission is to stop the Earth Federation Force's battleships from crossing the Zeon's defensive line and getting to A Baoa Qu. If six Federation battleships should escape then you will fail the mission, so don't goof off too much. There will already be two Salamis class battleships moving through the area when the mission begins. The two Salamis are being escorted by four RB-79 Balls, which can easily be taken out with a multi-lock attack. Enemy units will consist mostly of RB-79 Balls and RGM-79GS GM Command armed with Beam Guns. Also, a few RGM-79 GMs armed with Beam Spray Guns and RGM-79SP GM Sniper II's armed with Sniper Rifles will appear early on in the mission, though in limited numbers. A few Public space bombers will also do fly-throughs on their way to the space fortress A Baoa Qu, but they are just independent and will not attack. Try not to let yourself get too distracted by enemy units and letting the battleships escape. If at any point during the mission your Health Gauge should fall below 50% than your support will radio in demanding to let him assist you. You support is in a standard MS-14A Gelgoog armed with a Beam Rifle (Gelgoog). He will mainly concentrate on taking out enemy units, so it is up to you to stop the Federation battleships. After you destroy about ten enemy units Phillip Hughes will show up in a GM Command. His unit is much tougher than a normal GM Command, and will take dozens of hits to bring down. It is far better to attack Hughes in close combat because not only will it be faster, but also because Phillip can do a good deal of damage to you if you try to slug it out in a gun fight. After Philip's Health Gauge is depleted his GM Command will be destroyed. Just keep destroying the Earth Federation Forces battleships as they come. After you have destroyed your twelfth battleship the mission will end. (NOTE: Johnny Ridden's end movie incorrectly states he destroyed 185 enemy units during the Battle of A Baoa Qu. One-hundred and eighty- five is actually Ridden's kill count for the entire One Year War, not the Battle of A Baoa Qu.) ----------------------------------------------------------------------- Shin Matsunaga ----------------------------------------------------------------------- Stage 1: -------- Your unit will be a MS-06F Zaku II armed with a Zaku Machinegun. Your mission is to destroy the enemy cruisers as they come forward. As the mission starts there will already be one Salamis to the left. The main enemies you will be up against will be FF-S3 Saberfish attack fighters. Several Public fighters will also start to appear later. The Saberfish are pretty weak; you should be able to destroy them with two bursts of machinegun fire. Destroy the battleships and the fighter jets as you go. After about 42 seconds in the mission Dozle Zabi's Musai will arrive on the battlefield. You will now have a secondary objective of protecting the Musai from being destroyed. If Dozle's Musai is destroyed the mission is failed! The Musai's Health Gauge will be on the left side of the screen, so pay attention to it. The battleships will be the ones to do the most damage, because if you allow them to they will park right in front of Dozle's Musai and blast it with missiles. Do not allow the Federation battleships to get this close, because they can quickly sink Dozle's Musai if they do. After 1:00 your ally will radio in asking if you want support. He is a generic nameless schmoe in a MS-05A Zaku I with a Zaku Machinegun. Call him in if you wish, but I don't recommend it; he will pretty much just steal your kills. If you keep destroying Saberfish and Public fighters, then eventually Yuu Kajima will show up in a Saberfish to fight you. His Saberfish is much tougher than a standard one is. He is capable of taking much, much more damage than a standard enemy unit, and he is much more skilled, but he is still fairly easy to defeat. Just don't get so carried away fighting Yuu that you forget about defending Dozle's Musai. After Yuu's Saberfish has lost all of its Health, Yuu will flee the battlefield. To end the mission at any time just destroy a total of five of the Federation's Salamis and Magellan battleships. After that Dozle will announce that the Federation Forces have started their retreat and the mission will end. Stage 2: -------- You have the honor of escorting his excellency, Dozle Zabi, on his battlefield inspection during a skirmish with Federation Forces at Luna II. Dozle Zabi will be piloting his MS-06F(DZ) Zaku II Dozle Zabi Custom armed with a Zaku Machinegun. You must keep Dozle alive until the end of the mission, because if Dozle's Custom Zaku II should be destroyed you will fail the mission. Fear not though because Dozle can pretty much handle his own, so he really won't need much guarding. When the mission begins you will be piloting the MS-06F(SM) Zaku II Shin Matsunaga Custom armed with a Zaku Machinegun. When you start the mission you and Dozle will be traveling through the Route Tube to the battlefield. When you arrive at your destination you will enter the Battle Sphere, where there will already be one Salamis battleship and two FF-S3 Saberfish attack fighters waiting for you. The Salamis will turn to face in Dozle's direction and open fire while Dozle goes off to chase Saberfish, leaving the battleships to you. As you destroy a few Saberfish, a few Public fighters will attack you as well, but after you and Dozle destroy twenty enemy fighters they will stop coming all together. Destroy the first Salamis and a second Salamis battleship will begin to move into the area. And of course after the second Salamis is obliterated a third Salamis battleship will move into the area to attack you. Destroy that third Salamis and after a few seconds Shin will enter Route Tube Mode and begin to move to another section of the battlefield. When you arrive in the next section there will already be one Salamis battleship slightly behind you, down and to your left, and one Magellan battleship right smack dab in front of you. After a few seconds a few more squadrons of Saberfish and Public will begin to attack you, but if you destroy seventeen of them then they will stop coming. Just destroy the two battleships in the area and the mission will end in success. Stage 3: -------- You will get to pilot the MS-06R-1 Zaku II High Mobility Type Zaku II Shin Matsunaga Custom armed with a Zaku Machinegun for this mission. When the mission begins there will already be three Salamis battleships moving into the area. There will also be a total of twenty FF-S3 Saberfish attack fighters flying throughout the area, which will attack in groups of three at a time. Also, during the entire mission two groups of three Public fighters will fly across the mission area and head towards Solomon. One group of Publics will come from the left and the other group from the right. Strangely, it is the same Publics that do each fly-by, so if you damage one of them it will remain damaged, or if you destroy one it will not be replaced. If at any time your Health Gauge drops below 50% your ally will radio you asking if you need any assistance. Your ally is piloting a MS-06F Zaku II with a Zaku Machinegun. I recommend not taking him, as he will pretty much just steal your kills. Fly over to the Salamis cruisers, and be sure to boost out of the way when they fire their large homing missiles. After you destroy the three Salamis the Federation commander will announce that they are launching their mobile suit fleet. The area will now be swarmed by groups of two RGM-79 GMs packing Beam Spray Guns and one Saberfish fighter. Also, another Salamis and a Magellan battleship will move into the area. There are a total of seven units of two GMs and a Saberfish and after they are all destroyed then the enemy units will just stop coming. Destroy the Magellan and the final Salamis to end the mission. Stage 4 [WHAT IF EPISODE]: -------------------------- NOTE: This mission is a "What If Episode," meaning to say that Shin Matsunaga never really was at the Battle of Solomon. He was away on personal business when the Federation launched their attack on the asteroid base, but this mission explores what it may have been like had Shin not missed the battle. You will be piloting Shin's MS-06R-1(SM) Zaku II High Mobility Type Shin Matsunaga Custom armed with a Zaku Machinegun for this mission. You will launch out of a hanger in the side of Solomon. There will be a Musai attempting to launch from Solomon. You must guard the Musai, and if it is destroyed you will fail the mission. At first the main enemies will be 24 RGM-79 GM armed with Beam Spray Guns, that come three at a time, and after all of the GMs are destroyed there will be infinite waves of RB-79 Balls, two at a time. There will be five Salamis cruisers that will come one at a time. Be sure to destroy the Salamis before they get near Solomon, because they can cause severe damage if they get in close to the Musai. After 1 minute goes by your support will radio in asking if you want assistance. He will only target enemy units, so you can call him in if you wish to keep those pesky GMs and Balls away from you and the Musai while you destroy the battleships. Your ally will be piloting an MS-06R-1 Zaku II High Mobility Type with a Zaku Machinegun. Once you destroy five Salamis cruisers, Shin will notice that the Big Zam has launched. Shin will go and follow Dozle's Big Zam away from Solomon to the front lines. When you re-enter the Battle Sphere Dozle will head towards the Federation fleet. There will be one incredibly durable Salamis moving into the area, and two GMs will attack him. Stay away from the Big Zam. Just move backwards, away from the edge of the combat area where the Big Zam will be. After a couple of seconds Dozle will fire the Big Zam's mega particle cannon, destroying the Salamis and the all of the Federation ships in the background. KA-BLOOEY!!! After a few more seconds, Amuro Ray in the RX-78-2 Gundam armed with the Beam Rifle (Gundam) and Sleggar Law in a FF-X7[Bst] Core Booster will arrive. After a few seconds Sleggar will be killed when he crashes into the Big Zam, disabling its I-Field. Amuro will get angry and attack the Big Zam ferociously, and when the Big-Zam has lost about 40% of its Health it will be destroyed. Watch the hell out, because with the Big Zam gone now Amuro will be gunning for you. Let the Gundam come towards you, because if you get caught on the edge of the combat area the Gundam can tear you apart. The Gundam can deal severe damage to you, and it doesn't help that there will still be GMs in the area, but concentrate all of your efforts on defeating the Gundam. Do not fight the Gundam at long-range; use close combat. Slash the Gundam with a three-hit combo from your heat hawk, then barrel roll and do it again. After the Gundam looses 50% of it's Health Bar, Amuro will retreat. Just destroy twenty more enemy units and the mission will end. Stage 5 [WHAT IF EPISODE]: -------------------------- NOTE: This mission is a "What If Episode," meaning to say that Shin Matsunaga never really was at the Battle of A Baoa Qu. He was still away during the Federation's second daring offensive, but this mission explores what it may have been like had Shin not missed the battle. You get to pilot the MS-14JG/SM Gelgoog Jäger Shin Matsunaga Custom armed with a Beam Machinegun (Gelgoog Jäger). The mobile suit is quite nice, but the beam machinegun is a little on the under-powered side and the shots have a VERY wide spread between them, and the unit has a rather slow beam saber swing. When you begin the mission there will be two Salamis and one Magellan space battleships in the area already. There will be two RB-79 Balls and one RGM-79GS GM Command armed with a Beam Gun guarding the battleships. Go wreak some havoc on them. Your main enemies in the beginning will be several Balls and GM Commands, but you may see a RGM-79SP GM Sniper II armed with a Sniper Rifle early on as well. After 33 seconds pass by, Johnny Ridden the "Crimson Lightning," will arrive on the battlefield in his MS-14B(JR) High Mobility Gelgoog and help you kick a little Federation butt. Johnny Ridden will stay and help for exactly one minute, so after 1 minute and 33 seconds in the mission, Johnny Ridden will leave the area just as suddenly as he came. Continue to destroy enemy units. Towards the end of the mission you will begin to see several more GM Sniper II's. The GM Sniper II's Sniper Rifles are simply vicious. You'll be hearing the sound of the bullets hitting you in your nightmares, so be sure to take out the Sniper II's as soon as possible in close range combat. After all of the enemy units and the three enemy battleships are destroyed one of two things will happen. If you have less than 50% of your Health Gauge remaining, the mission will end soon. If you hit the lock-on button a few times before the mission ends, you may be able to catch a momentary glimpse of the FA-78-1 Gundam Full Armor Type as it zips across the battlefield. However, if you have more than 50% of your Health Gauge remaining you will get to fight the FA-78-1 Gundam Full Armor Type. The Gundam Full Armor Type is tough as nails. It is very heavily armored, but it is woefully slow so you can pretty much fly rings around it. But, it isn't exactly a one on one match, either, as there will be infinite waves of RB-79 Balls pestering you during the fight. You also have a five minute time limit to destroy the Gundam Full Armor Type or you fail the mission. Try to ignore the Balls and just engage the Gundam Full Armor Type in close combat. Do not try to fight the Gundam Full Armor Type in ranged combat; it's got you WAY outgunned. Just slash the Gundam Full Armor Type three times with your beam saber, and then barrel roll around to the other side of the Gundam Full Armor Type and slash three times again. With Shin's Gelgoog Jäger's extensive Thrust Gauge you should be able to keep this up for quite a while. After the Gundam Full Armor Type is destroyed the mission will end. ----------------------------------------------------------------------- Yuu Kajima ----------------------------------------------------------------------- Stage 1: -------- Yuu Kajima, the Earth Federation ace pilot known as the "Blue Death" for his exploits in the GM Blue Destiny Unit 1, is determined to put an end to the existence of the despicable EXAM System. The EXAM System was piloting system that utilizes the trapped soul of a young Newtype girl named Marion Welch to give a mobile suit the ability to level the playing field against Newtype pilots. However, Zeon ace pilot Nimbus "The Paladin of Zeon" Schterzen -who claims to be the chosen pilot of the EXAM System- has killed the creator of the EXAM System, Chlust Moses, and stolen the second unit equipped with the EXAM System, the Gundam Blue Destiny Unit 2. Yuu, determined to destroy the EXAM System once and for all and free Marion's tortured soul, is given the Gundam Blue Destiny Unit 3 to track down the Gundam Blue Destiny Unit 2 and destroy it. Yuu will be piloting the Gundam Blue Destiny Unit 3 armed with the Beam Rifle (Blue Destiny 3) for this mission. Yuu and his team have tracked down Nimbus to a former Zeon research colony. Yuu will move in to investigate and be attacked by Zeon forces. You will have an allied transport ship, being piloted by pink-haired babe Maureen Kitamura that you MUST guard. If the transport ship is destroyed you will fail the mission! You do have back up though. Also guarding the ship in RB-79 Balls will be Yuu's two friends Philip Hughes and Summona Fulis. But seriously... They're in frikkin' Balls, so you're going to have to pull most of the weight, unless you want to fail that is. Be sure to stick close to the transport ship (if you ever loose sight of it there will be a green arrow pointing in the direction of the transport ship). One of the immediate threats to the transport ship will be a defense satellite emplacement hidden behind an asteroid near the beginning of the mission. It will be behind you when the mission starts, so turn completely around to see it. This defense satellite can tear through much of the transports Health Gauge with its missile and beam barrages, so find it and destroy it immediately. Just destroy the units that come after the transport ship. The enemy units consist mostly of MS-06F-2 Zaku II F-2 armed with Zaku Machineguns, as well MS-09R Rick Doms armed with Giant Bazookas, and two of those defense satellite emplacements. The transport ship will pass the second defense satellite, which is hidden behind another asteroid, after about one minute and fifteen seconds in the mission, so be sure to destroy it quickly. After one minute and thirty-five seconds the transport ship will leave the mission area, so it is pretty much safe. Phillip Hughes will radio in asking if you want him to support you now that the transport ship is safe. Take him if you want. Just continue to destroy the Zaku II F-2's and Rick Doms as they come. After you have destroyed a total of twenty enemy units Maureen will announce that something is coming from the direction of Side 5 and the mission will end. Stage 2: -------- In reaction to the presence of the Gundam Blue Destiny Unit 2, Yuu's Gundam Blue Destiny Unit 3 will flip out. The EXAM system will activate, and you will have unlimited use of the Thrust Gauge, which means you can pretty much barrel roll and boost all you want. Of course the same will happen to Nimbus' Blue Destiny 2, so you will be evenly matched. The mission will start with the arrival of the Blue Destiny Unit 2. Once again you are in the Gundam Blue Destiny Unit 3 armed with the Beam Rifle (Blue Destiny 3). Your main enemy, the Gundam Blue Destiny Unit 2 is armed with the Beam Rifle (Blue Destiny 2). There will also be two MS-09R Rick Doms with Giant Bazookas in the area at the start of the mission, so be sure to waste those two before you tackle the Blue Destiny 2. Don't bother engaging in ranged combat with the Blue Destiny 2. Since the Blue Destiny 2's EXAM system is activated as well it tends to avoid pretty much anything you can throw at it. Instead, engage the Blue Destiny 2 in close combat. Give it a good and savage beam saber whipping, and after a three-hit combo, barrel roll around to the Blue Destiny 2's other side and start slashing at it again. You've got infinite thrust, so abuse it! Be sure to destroy the Blue Destiny 2' shield for the extra points. When the Blue Destiny Unit 2 looses all of its Health the mission will end. ----------------------------------------------------------------------- Kou Uraki ----------------------------------------------------------------------- Stage 1: -------- This is the story of Kou Uraki, the Federation's rookie test pilot who is often referred to as the "Unknown Ace." After pursuing former Zeon ace pilot Anavel Gato and the stolen RX-78GPO2A Gundam Physalis into space, the Albion lands in the lunar city of Van Braun to receive repairs and supplies from Anaheim Electronics. After landing, Kou soon goes AWOL and ends up at a junk shop, where he helps a one-armed man repair an old Zeon mobile armor. When Kou returns to the Albion he learns that the old Zeon mobile armor is to be enlisted into the Delaz Fleet and it has challenged the Gundam to a duel... and worse yet it is being piloted by the man who Kou helped repair it. This first mission details the first engagement of Kou Uraki using the upgraded RX-78GPO1Fb Gundam Zephyranthes Full Vernian armed with the Beam Rifle (GP Series). You will be up against the MA-06 Val Varo mobile armor piloted by Kelly Layzner. The Val Varo is the only enemy unit in this mission, so you don't have too much to worry about, although the Val Varo is a pretty hefty challenge. The Val Varo will mainly fly back and forth, shooting at you when it turns around to face you. Fire at it when the Val Varo is heading away from you, and then wait until it starts to turn around. When it turns around and faces you it will launch a shot from its large mega particle cannon and several missiles at you. Shoot at it as it comes towards you, but barrel roll out of the way of its beam fire and missiles, and when it passes you up either try to attack it with your beam saber or shoot it in the back as it heads away from you. Don't stay in front of the Val Varo when it is heading straight towards you because it may attack you with its melee attack, and those big ol' claw pinchers can damage you pretty badly. Use your Special Attack when the Val Varo is heading towards you and you will knock off pretty substantial chunks of its Health Gauge. Just keep that up until the Val Varo only has 10% of its Health remaining and the mission will end in success. Note that the only way to get an S-Rank on this mission is to not die and continue so you get the 35,000 points. Stage 2: -------- NOTE: This battle, known as the Runga Sea Battle, does not appear in the Gundam 0083 OAV, but is instead based on the encounter in the Gundam 0083 CD Drama and novel. After departing from Von Braun, the Albion begins to make its way to the Solomon Sea, the area surrounding the former Zeon asteroid base of Solomon, which was renamed Konpei Island after the end of the One Year War. On their way to Konpei Island the Albion encounters a hostile Delaz Fleet supply unit. The Albion comes under fire and a lucky shot grazes the Albion's bridge and disables the mobile suit launch deck. The Zeon remnants launch a unit of MS-21C Dra-C to attack the crippled Albion, and Kou Uraki makes an emergency take-off from the Albion's landing gate to stave off the attacking enemy units. You are once again in the RX-78GPO1Fb Gundam Zephyranthes Full Vernian, but due to the problems with the launch deck you are limited to only being able to use your beam saber and head vulcans as weapons. The only enemies you have to worry about at the moment are the Dra-C's. You must defend the Albion from the Dra-C squad attacks, because they can chew up the Albion pretty effectively. The Dra-C will come in units of three at a time, so boost towards them and slash them with the beam saber. After fifteen Dra-C's have been destroyed a cutscene will start and the Chivvay will start advancing on the Albion. However, the Albion has gotten its Core Fighter catapult deck working and uses it to send the prototype beam rifle to the Gundam Zephyranthes Full Vernian. The cutscene will end and the Chivvay will be heading straight towards the Albion. Now, you only have a single shot with the prototype beam rifle so DO NOT WASTE IT! The Chivvay is on a kamikaze run on the Albion, so do not waste time or the Albion will be destroyed and you will fail the mission. Just fly towards the Chivvay and when you have a clear shot, blast the Chivvay with the prototype beam rifle. If you successfully hit the Chivvay the mission will end in success. Stage 3: -------- Continuing on the way to Konpei Island, the Albion tracks the movements of the Federation Forces newest battleship, the Birmingham. The Birmingham comes into contact with the Cima Fleet, commanded by Cima Garahau. The Albion, seeing the Birmingham surrounded by enemy forces, deploys their mobile suit forces to defend the ship from the perceived threat. You will launch in the RX-78GPO1Fb Gundam Zephyranthes Full Vernian armed with your Beam Rifle (GP Project). When the mission begins you be in Route Tube heading towards the Birmingham. You will have Chuck Keith in a RGC-83 GM Cannon II armed with a GM Rifle, and South Burning in the RGM-79N GM Custom armed with a GM Rifle as allies. When the Birmingham is discovered to be rendezvousing with enemy forces it will begin to retreat, and it will partially destroy one of the pink Cima Fleet Musais as it makes it escape. (You can re-destroy the Musai the Birmingham destroyed for a quick 6,000 points! NICE!) Once you exit Route Tube mode and enter the Battle Sphere, you and your allies will be attacked by several MS-14F Gelgoog Marines armed with MMP-80 Machineguns. They will attack you in groups of three, but South Burning will be helping you out so you shouldn't have much trouble. After you destroy a total of ten Gelgoog Marines you will enter a cutscene which will show another squad of Gelgoog Marines launching along with Cima Garahau in her MS-14Fs Gelgoog Marine Commander Cima Garahau Custom armed with a Beam Machinegun (Gelgoog Marine CMDR). You will enter combat against her and her squad, which are tougher than the last batch of Gelgoog Marines. You have a two minute time limit to defeat Cima Garahau's Gelgoog Marine Commander. If the time limit should run out Cima will retreat and the mission will end successfully, so try and defeat her and her troops for a higher score. After five seconds go by since the start of this new battle sphere section, Chuck Keith will radio in asking if you want support, so take him if you wish. South Burning's GM Custom will already be in the area, but he will be hiding behind a piece of debris investigating some enemy data. Cima Garahau will mostly attack South's GM Custom until it's in critical condition (when it begins to spark), and then she will start to attack you. There will be a total of seven standard Gelgoog Marines that will accompany Cima, but they will come one or two at a time. Destroy them first, and then go to work on Cima's Gelgoog Marine Commander. Try to keep Cima's Gelgoog Marine Commander in close combat and just keep attacking it and blast it with your Special Attack. After it has been reduced to 5% of its Health, or if you run out of time, Cima will retreat from the battlefield and the mission will end in success. Stage 4: -------- Having finally arrived at Konpei Island for the Earth Federation's naval review, the Albion sets up on the outskirts on patrol for the stolen RX-78GPO2A Gundam Physalis and other Delaz Fleet forces. You will launch in the RX-78GPO1Fb Gundam Zephyranthes Full Vernian armed with the Beam Rifle (GP Series). Your enemies will consist of a constant supply of MS-09R-2 Rick Dom II's armed with Giant Bazooka (Rick Dom II), and MS-21C Dra-C. After fifteen seconds have gone by Chuck Keith, in the RGC-83 GM Cannon II armed with a GM Rifle, will radio in asking if you want him to back you up. Take him if you feel like it, and if you can tolerate him stealing your kills. After you have destroyed a total of nineteen enemy units you will receive a radio call telling you that Gato has been spotted at point S-0 and that you should head over immediately to intercept him. You will have about twenty seconds to continue fighting while they talk, so continue to destroy as many enemy units as you can. After all the chatting is over you will enter a cutscene where Kou will race towards Konpei Island... but it is in vain. Kou watches as Anavel Gato uses the RX-78GPO2A to nuke the Earth Federation naval review. Kou will now hunt Gato down and challenge him to a showdown. It's you versus Gato, and its going to be rough. Even though the Gundam Physalis only has its beam saber and head vulcans as weapons it is still a pretty damn tough opponent! Try to engage the Gundam Physalis in close combat and occasionally try to unload a Special Attack on the monstrous mobile suit. Its defense is quite high and it has a very tough shield, so it will probably prove to be a hell of a knock-down drag-out fight. After the Gundam Physalis has been reduced to only having 1% of its Health remaining the mission will end successfully. Stage 5: -------- After their failure to prevent the nuclear attack on the Earth Federation naval review, the Albion learns of Operation Stardust's true goal: The Delaz Fleet plans to drop a colony onto the Earth. However, the Albion has gotten its hands on a powerful new mobile weapon, and they are charged with preventing the colony drop. In this mission Kou gets to pilot his new RX-78GPO3 Dendrobium Orchis. This massive mobile armor is very powerful, and it even has an I-Field, which will prevent it from taking damage from any beam weapons that hit it. You will start the mission in Route Tube Mode traveling towards the Delaz Fleet vanguard guarding the colony. Three MS-09R-2 Rick Dom II's with Giant Bazookas (Rick Dom II) will fly along side you, so take them out by multi-locking. Another group of three MS-06F-2 Zaku II F-2's with MMP-80 Machineguns will then attack you, so destroy them and get ready to blast a Musai LM with your main weapon, the powerful mega cannon. The mega cannon is awesomely powerful, capable of destroying a battleship in a single shot. You will continue forward, being mobbed by a few MS-21C Dra-C, and encounter another Musai LM before exiting Route Tube Mode and entering the Battle Sphere to attack the Delaz Fleet. Once you enter the Battle Sphere a countdown will begin. You have five minutes to destroy your quota of battleships or you will fail the mission. But fear not, this is part is fun! Busting battleships is quick and easy with the powerful mega cannon. The ships will be guarded by quite a few annoying enemy units consisting of Dra-C's, Rick Dom II's, and Zaku II F-2's which will come in teams of three at a time, and every time you destroy another ship more will come, up to a limit of twenty-six. After you utterly waste seven Musai LM's and all of the enemy mobile suits you will move on to the next area. Well, it seems Anavel Gato is back, and he has got himself a new shiny mobile armor too, the very powerful AMX-002 Neue Ziel. You will again start in Route Tube Mode, and as you fly forward you will come across a Musai LM, which you should waste with your mega cannon. You will fly forward a little ways more and enter the Battle Sphere right in front of another Musai LM being guarded by two Rick Dom II's. Take heed, there will be a three minute countdown running, so if you cannot defeat the Neue Ziel within the time limit you will fail the mission. Destroy the two Rick Dom II's and the four Musai LM battleships in the area for more points before you take on Gato's Neue Ziel. If you know a special tricky-trick defeating the Neue Ziel is absolute child's play. The Neue Ziel like to charge right up to you and use its melee attack, and this is right where you want it. Lock onto the Neue Ziel and use the Dendrobium Orchis' Special Attack when the Neue Ziel is close and right in front of you. The Special Attack will release a micromissile pod, which will shower the area in front of the Orchis with a hail of micromissiles. Since the Neue Ziel is so incredibly huge it will have a damn difficult time avoiding all of the micromissiles, so just fly right up to it and use your Special Attack and it will prove absolutely devastating. In fact one direct hit can deplete the Neue Ziel's entire Health Gauge. Once the Neue Ziel has lost all of its Health it will retreat from the battlefield and you will come under attack from an annoying Zaku II F-2 that is covering for Gato's retreat, so waste the Zaku II F-2's ass in the few remaining seconds before the mission ends. Stage 6: -------- The Federation Fleet has failed to prevent the colony from passing the point of no return. A colony drop now seems inevitable. However, Cima Garahau now turns on the Delaz Fleet and Aiguille Delaz is killed. In a fury, Anavel Gato destroys the bridge of the Gwadan with his Neue Ziel while Cima flees. As the fighting continues, the Federation wishes to at least change the colony's trajectory before it falls. Kou is still in the uber-powerful RX-78GPO3 Dendrobium Orchis, but unfortunately your Shield gauge will already be broken at the start of the mission, so your I-Field is disabled. Boo hoo... After exiting the plummeting colony Kou comes across the Cima Fleet and decides its time to take care of some unfinished business, even though the Cima Fleet is technically on the Federation's side... When the mission begins there will already be two pink Cima Fleet Musai LMs in the area, as well as one green Musai LM that belongs to the Delaz Fleet that will make combat runs on the Cima Fleet battleships. Two MS-14F Gelgoog Marines with MMP-80 Machineguns will also be in the area, and if you destroy them additional enemy mobile suits will come, including MS-06F-2 Zaku II F-2's armed with MMM-80 Machineguns. Enemy mobile suits will stop coming after you have destroyed fourteen of them, which is most easily done before you take out any of the battleships. After destroying one of the pink Cima Fleet Musai LM's, Cima' Zanzibar II flagship, the Lili Marleen, will move into the area. When you destroy the second pink Musai LM Cima Garahau herself will launch in the AGX-04 Gerbera Tetra packing heat in the form of a Beam Machinegun (Gerbera Tetra). Try to keep the Gerbera Tetra right in front of you. You can try to attack the Gerbera Tetra with your melee attacks, but the large claw beam sabers are incredibly clumsy and slow to swing. The mega beam cannon is also slow, so Cima will usually have rolled out of the way. The real trick to end this fight quick is to use your Special Attack when Cima is directly in front of the Dendrobium Orchis. This will release a micromissile pod, which will shower the area with micromissiles, as well as three larger homing missiles. If Cima's Gerbera Tetra gets caught up in the micromissiles radius, she is pretty much a goner, unless she can try to barrel roll out of the way, in which case she will only take major critical damage. Doing this it shouldn't be long before the Gerbera Tetra is finished. Destroy the Gerbera Tetra and you will move on to the next area. After Cima is killed, Kou moves on to the colony, where he finds his rival Gato waiting for him in the AMX-002 Neue Ziel. Now you must defeat the Neue Ziel. This is ludicrously easy to do given the dangerously cheesy power of the Dendrobium Orchis' Special Attack. Since the Neue Ziel is so incredibly huge it will have a damn difficult time avoiding all of the micromissiles, so just fly right up to it and use your Special Attack. Nine times out of ten the Neue Ziel will be utterly destroyed with one or two Special Attacks. Any more than that and it's got to be just 'cause you can't aim very well. Once the Neue Ziel has lost all of its Health the mission will end. Good job! ----------------------------------------------------------------------- Anavel Gato ----------------------------------------------------------------------- Stage 1: -------- December 24, 0079, the tides of war have turned against the Zeon as the Federation Forces overwhelm the Zeon space fortress of Solomon. Humiliated, the remaining Zeon begin their retreat from the giant asteroid base to take refuge at A Baoa Qu. Of these forces is the Doroa corps, which is fleeing the pursuing Federation Forces. Anavel Gato "The Nightmare of Solomon" is asked to guard the fleet from Federation attacks while it makes it escape. You will be piloting the MS-09RS(AG) Rick Dom Anavel Gato Custom armed with a Beam Bazooka (Rick Dom) during this mission. You must protect the Doroa as it escapes. The Doroa is a VERY tough ship, so it can take a quite a pounding and still be in good shape, so just concentrate on watching out for yourself and destroying any hostiles. If the Doroa should be destroyed, which will take a long time and only would happen if you are quite incompetent and don't destroy any of the Federation battleships, allowing them to sit and bombard the Doroa with missiles and beam fire. The enemy fleet will be comprised solely of Salamis class battleships. They won't be without protection however, as there will several RGM-79 GMs armed with Beam Spray Guns, many Public fighters, and a few RB-79 Balls attacking you and the fleeing battleship groups, but if you destroy thirty-three enemy units then they will cease coming altogether. If you should have your Health Gauge fall below 75% than Karius will radio in requesting to support you. Karius is piloting an MS-06F Zaku II armed with a Zaku Machinegun. You can call him in if you wish, but he shouldn't be needed. Continue to destroy the enemy units, and destroy the Salamis battleships as they come. The easiest way to destroy the Federation battleships is to use the Rick Doms Special Attack. The Beam Bazooka (Rick Dom) Special Attack is obscenely powerful and just one glancing shot will completely destroy the battleship. After you destroy six Salamis battleships the pursuing fleet will announce they are falling back and mission will end in success. Stage 2: -------- December 31st, 0079, the Earth Federation Space Forces continue their bold offensive into the Zeon homeland. Following the Zeon's crushing defeat at the Battle of Solomon, Anavel Gato has sworn revenge. The Federation has now aligned its fleet to attack A Baoa Qu, the Zeon's final space fortress and the only thing standing in between the Federation and Side 3. Both forces prepare for what may be the final battle of the war, and Anavel Gato joins the 302nd Patrol Unit to defend A Baoa Qu's S Field. Anavel Gato will be piloting his newly acquired unit, the MS-14A(AG) Gelgoog Anavel Gato Custom which is armed with the unique Prototype Beam Rifle, which is more powerful than a standard Beam Rifle (Gelgoog), but suffers from energy conservation issues so recharging spent shots will take a little while longer. Your objective is to destroy the hell out of everything that even seems hostile. Simple enough, seemingly, but this part of the mission is pretty tough. When you start the mission you will already have a ton of enemies ahead of you, including several RGM-79 GM armed with Beam Spray Guns, RGM-79GS GM Commands armed with Beam Guns, RGM-79SP GM Sniper II's armed with a Sniper Rifle, and a few RB-79 Balls, and Public fighters. After thirty-eight seconds in the mission Char Aznable will pass by and ask if you want him to support you. Take him if you wish, because he will certainly put the hurt on the hordes of enemy units in his MSN-02 Zeong... not to mention Gato ridiculing the Zeong's lack of legs is priceless. Char will only stay for about one minute and ten seconds, but his help is greatly appreciated, as this can be a very tough fight! After twenty-five of the enemy units that are actively attacking you (not including the enemies that passively fly to A Baoa Qu) have been destroyed, you will enter Route Tube mode and head to a new section of the battlefield. Once you arrive in the new area, Karius will ask if you want him to support you. Karius is once again in the MS-06F Zaku II with a Zaku Machinegun. In this new area you must stop the Federation battleships from crossing the defensive lines. If five enemy battleships should escape the battlefield you will fail the mission. Of course that shouldn't happen if you don't spend too much time concentrating on the enemy units instead of the battleships. The enemies in this area consist of several GM Commands and regular GMs. Several GM, Balls, and Public will also passively head towards A Baoa Qu, making for easy targets. Destroy all of the enemy units or battleships and the mission will end. Stage 3: -------- November 11th, Universal Century 0083... The One Year War has been over for three years, but some of the scars of war can never heal. Refusing to accept the defeat of the Principality of Zeon, Aiguille Delaz has formed his own fleet, the Delaz Fleet, to continue to wage the war against the Earth Federation and at his side is Anavel Gato. After an incident in Australia, Anavel Gato was able to successfully steal the earth Federation mobile suit RX-78GPO2A Gundam Physalis, which is carrying a nuclear payload. The Delaz Fleet plans to use this nuclear weapon to conduct a devastating attack on the Federation's naval review, which is being conducted at Konpei Island, Zeon's former fortress of Solomon. Now, using the Gundam Physalis, Gato now plans to return to avenge his previous defeat at Solomon. The first half of this mission will take place completely in Route Tube Mode. You will launch in the Gundam Physalis and head towards Solomon. Your only weapons will be the Physalis' head vulcans. But nay, these are not normal head vulcans! These are uber-vulcans! It's almost silly how powerful the Gundam Physalis' head vulcans are, but they had to do something to give this heap a worthwhile attack. You will have Karius tagging along with you in an MS-09R-2 Rick Dom II armed with a Giant Bazooka (Rick Dom II), until the end of the asteroid section. You will start in a debris field and head towards the Federation Fleet at Konpei Island. In the debris field there will mostly be a few RGM-79GS GM Commands armed with Beam Guns, and RGM-79 GM armed with Beam Spray Guns, as well as a few defense satellite emplacements scattered about. Try to destroy as much as possible with your head vulcans. When you reach the end of the debris field, Karius will stay behind. The Physalis will fly towards the Federation's naval review. There will be several Salamis battleships here, use you multi-lock to spam them with fire from your head vulcans to destroy as many Salamis as possible. It's kind of ridiculous that a simple shower of head vulcan fire can destroy a battleship, isn't it folks? Once you reach the core of the fleet the Route Tube Mode of the mission will end. You will enter a cut scene and Anavel Gato will proceed to nuke the Earth Federation Forces naval review. After nuking the Federation Fleet, Anavel Gato will make his escape only to be confronted by Kou Uraki in the RX-78GPO1Fb Gundam Zephyranthes Full Vernian armed with the Beam Rifle (GP Series). It seems Kou is still pretty steamed about the whole nuking thing, so he will challenge you to a duel. Stay the hell out of ranged combat with Kou's Gundam. All you have are those worthless head vulcans, and he's got a beam rifle and can use his Special Attack. You are incredibly out-gunned. The most expedient way to end this is to just beat the ever-living hell out of the Gundam Zephyranthes Full Vernian in close combat with the Gundam Physalis' beam sabers. Just keep beating on Kou until the Gundam Zephyranthes Full Vernian's Health Gauge is completely empty and the mission will end. Stage 4: -------- Following the successful nuclear attack on the Earth Federation naval review the Delaz Fleet begins the true objective of Operation Stardust: To drop a colony onto the Earth. By hijacking a colony that was being transported and pretending to drop it on the moon, the Federation wastes precious time chasing the colony to a false destination, and is lured into a trap. Anavel Gato has even been given a new toy by the Axis Zeon advance fleet, a new mobile armor, and this will be the perfect opportunity to try it out. You get to piddle around in the AMX-002 Neue Ziel for this mission, and what a super-powerful contraption this mobile armor is. Aside from being big and powerful, the Neue Ziel is also equipped with an I-Field, which will negate any damage that beam weapons would do to you as long as your Shield Gauge does not "BREAK!" That kicks ass! However, as previously stated, the Neue Ziel is big, so piloting it can feel rather clumsy as it is sometimes hard to see what you are doing around its massive olive frame. Your objective in this part of the mission is to wreck the hell out of the pursuing Federation Fleet, which given the sheer power of the Neue Ziel should be pretty darned easy to do. The fleet consists mostly of Salamis battleships with a few Magellan as well. The fleet will be guarded by several RB-79 Balls, and RGM-79GS GM Commands with Beam Guns, but they are laughable compared to your new pimpin' ride. Use the Neue Ziel's multi-lock attack and Special Attacks to make short work of the Federation's wimpy battleships. After you destroy fifteen of the Federation's battleships this section of the mission will end and you will head out. On you way back to rendezvous with the Delaz Fleet you will be confronted by a new Earth Federation mobile armor, the RX-78GPO3 Gundam Dendrobium Orchis. And to make things even more annoying, it's being piloted by Kou Uraki. Now the good news is that both the Neue Ziel's Health Gauge and Shield Gauge will be completely and 100% refilled when you reach this point, so you are in tip-top shape. Kou will fly around the battlefield for a little while minding his own business, that is until he destroys one of the Delaz Fleet's Musai LMs, after which then he will focus on attacking you alone. The Dendrobium Orchis' main tactic is just plain deadly if you are dumb enough to stay close, so for your own safety stay far away from the Dendrobium Orchis. Kou's main tactic is to line up the Dendrobium Orchis in a straight line with the Neue Ziel and fire off its Special Attack. This will release a micromissile pod that fires off a barrage of missiles in the immediate area in front of the Orchis, as well as three larger missiles that will semi-home in on you. The large missiles are hard to avoid due to the Neue Ziel's large size, and they hurt a good bit, but that's not what you should be worried about. The main problem is if you get caught up in the barrage of small missiles YOU. ARE. DEAD. PERIOD! So just stay the hell away from the Dendrobium Orchis to avoid that attack. The second Kou uses the Orchis' Special Attack you should use your Special Attack and then immediately barrel roll out of the way, because after firing off the micromissile pod Special Attack Kou will charge straight forward and attempt to hit you with the Orchis' large claw beam sabers. When the Orchis starts to get close to you begin to pelt it with your homing missile sub-weapons and launch off your claw arm melee attacks. This will stop the Orchis dead in its tracks, so just keep slamming the Orchis with melee attacks until it passes you by. Once Kou gets a good bit away from you, he will barrel roll, turn around, and use his Special Attack starting the entire pattern all over again. Just keep using the above tactics and you should stomp the Dendrobium Orchis like an icky bug in no time. After the Dendrobium Orchis' Health Gauge has been completely depleted the mission will end. Stage 5: -------- The colony continues to head towards Earth, the colony drop almost guaranteed to succeed. But Cima Garahau's Fleet turns traitor and she kills Aiguille Delaz. With the information Cima provided to the Earth Federation they had time to prepare their trump card, the Solar System II. With a single blast the new Solar System could destroy the colony and the remnants of the Delaz Fleet all together. It must be disabled! This mission can be extremely difficult! Sure you're still piloting the incredible uber-powerful continuity buster of a mobile armor, the AMX-002 Neue Ziel, but the Shield Gauge is already broken so you don't have an I-Field. The targets you have to contend with are so much smaller than you they will be very hard to see, not to mention that the Neue Ziel is so enormous that it will obstruct most of the screen. Now, your objective is to destroy the Federation control ships that are controlling the Solar System II. However you are under very tight time restrictions; you only have two minutes and thirty seconds to destroy all three of the Columbus, but the Columbus control ships aren't even out at the beginning of the mission so you'll have to destroy a few things until they do show up. If the time limit should expire, the Solar System will fire and you will fail the mission. To make matters even worse, the Solar System is very heavily guarded. To your own credit you will automatically have a one MS-06F-2 Zaku II F-2 packing an MMP-80 Machinegun providing support for you. Several RB-79 Balls will be the initial enemies, but there will also be three pink Cima Fleet Musai LM (Late Models) guarding the front of the Solar System, as well as three Salamis battleships closer to the mirror panels. You don't have to destroy the three Salamis battle ships, but you might as well for the points they give. What you must do first is destroy the three pink Cima Fleet Musai LM's, and after they are destroyed you will be attacked by infinite hordes of RGM-79GS GM Commands armed with Beam Guns and MS-14F Gelgoog Marines armed with MMP-80 Machineguns. And most importantly after you destroy the three pink Cima Fleet Musai LM's the Columbus control ships will start to show themselves. They can be hard to see, so watch for a red indicator arrow on the edges of the screen to see what direction those pesky Columbus control ships are in. After one Columbus is destroyed it will take a few seconds before the next one will enter the area. Destroy all three of the Columbus as quickly as possible and this portion of this mission will end. The Solar System will be fired anyway so get ready to watch yourself some movies! The Solar System was fired, but failed to stop the colony from dropping. With his mission accomplished, Anavel Gato now goes to settle the score with that constant thorn in his side, Kou Uraki. Kou is again in the RX-78GPO3 Gundam Dendrobium Orchis, however he, just like you, no longer have an active I-Field so he is now susceptible to beam weapon attacks. This is much easier than the last part of the area, but depending on how much Health you have left from the last part of the mission you could be finished off quickly. Be sure to just stay away from the Dendrobium Orchis, because its main tactic is just plain deadly if you are dumb enough to stay close. Stay stationary for the entire time you are fighting Kou; do not even move from the spot you begin in because it will make things much easier. Kou's main tactic is to line up the Dendrobium Orchis in a straight line with you and fire off its Special Attack. This will release a missile pod that fires off a ton of missiles in the immediate area in front of the Orchis, as well as three larger missiles that will semi-home in on you. The large missiles are hard to avoid due to the Neue Ziel's large size, and they hurt a good bit, but that's not what you should be worried about. The main problem is if you get caught up in the barrage of small missiles YOU. ARE. DEAD. PERIOD! So just stay the hell away from the Dendrobium Orchis to avoid that attack. The second Kou uses the Orchis' Special Attack you should use your Special Attack and then immediately barrel roll out of the way, because after firing off the micromissile pod Special Attack Kou will charge straight forward and attempt to hit you with the Orchis' large claw beam sabers. When the Orchis starts to get close to you begin to pelt it with your homing missile sub-weapons and launch off your claw arm melee attacks. This will stop the Orchis dead in its tracks, so just keep slamming the Orchis with melee attacks until it passes you by. Once Kou gets a good bit away from you, he will barrel roll, turn around and use his Special Attack, starting the entire pattern all over again. Just keep attacking the Orchis and once it has 5% of its Health Gauge remaining Bosque Ohm will order the Solar System be fired a second time and the mission will end in success. ----------------------------------------------------------------------- Cima Garahau ----------------------------------------------------------------------- Stage 1: -------- This is the tortured tale of Cima Garahau, the scapegoat for the sins of the Zeon higher-ups. After being conned into gassing a civilian colony, Cima realizes the horrible act she was just tricked into doing. When the mission starts you will be in an MS-06F Zaku II armed with a Zaku Machinegun. You will also automatically have two wingmen tagging along with you, both in MS-05A Zaku I's with Zaku Machineguns. Your two wingmen will fly behind you, one on each side, and attack any nearby enemy units, effectively trying to steal your kills. There will be four FF-S3 Saberfish attack fighters in the area when the mission begins. Destroy them and several more Saberfish will just keep coming. After you have destroyed a total of twenty Saberfish fighters they will stop coming. Destroy as many Saberfish as possible and, after about one minute, three Salamis battleships will arrive in the area. After you've finished off the Saberfish destroy all three of the Salamis battleships and the mission will end. Stage 2: ------- Four years after the One Year War has ended, Cima Garahau is still haunted by the horrible war crimes she was duped into committing by the Zeon. Feeling how wrong the Zeon were for tricking her into murdering a colony full of fellow spacenoids she attempts to get revenge and secretly contacts the Earth Federation Forces to give them the secrets of the Delaz Fleet's Operation Stardust. Unfortunately the secret meeting that was arranged with the Federation battleship Birmingham was disrupted by the arrival of the Albion. Thinking that the Birmingham is under attack, the Albion launches to intercept the Cima Fleet. You get to pilot the MS-14Fs(CG) Gelgoog Marine Commander Cima Garahau Custom packing a Beam Machinegun (Gelgoog Marine CMDR). It's quite a nice unit, although the color scheme is kind of fugly... As the mission begins, you will be flying forward in Route Tube mode. You will have one ally, who is also in an MS-14F Gelgoog Marine with an MMP-80 Machinegun, automatically with you. As the Birmingham retreats, it destroys one of the Cima Fleet Musais to cover its escape, and the fact that they were collaborating with the enemy. When you exit the Route Tube into the Battle Sphere you will be attacked by the Albion's mobile suit fleet. You have a two minute time limit to complete the mission otherwise you will fail it. The first unit to attack you will be South Burning's RGM-79N GM Command, armed with a GM Rifle. Soon after, Chuck Keith in a RGC-83 GM Cannon II armed with a GM Rifle will also arrive. After about fifty seconds have gone by Kou Uraki will attack with in the RX-78GP01Fb Gundam Zephyranthes Full Vernian armed with the Beam Rifle (GP Series). Fight off all of the enemy units. Fighting them in close combat works best, just make sure you destroy their shields to get more points. After each one of the units has lost all of their Health, they will retreat from the battlefield. Make sure you defeat the GM Custom and GM Cannon II before you defeat the Gundam Zephyranthes Full Vernian, because once you defeat Kou's Gundam the mission will end. Stage 3: -------- The Delaz Fleet has started the true phase of Operation Stardust, and has hi-jacked a colony to drop on Earth. But Cima has sold the Zeon remnants out as revenge for what they did to here four years ago. The Cima Fleet has now switched its allegiance from the Delaz Fleet to the Earth Federation. You now get to pilot the super-sweet AGX-04 Gerbera Tetra, which is armed with a Beam Machinegun (Gerbera Tetra). It's a great unit -very fast and very maneuverable. You will also automatically have one MS-14F Gelgoog Marine armed with a MMP-80 Machinegun fighting with you. Kou Uraki will already be in the area. Unfortunately for you, that bonehead Kou can't get it through his skull that the Cima Fleet is allied with the Federation Forces now and he will attack you with the uber-powerful RX-78GPO3 Dendrobium Orchis. But fortunately for you the Dendrobium's I-Field has already been disabled so your Beam Machinegun will be able to damage it. But your trouble doesn't end there, because the Delaz Fleet is out to get you for defecting, so the bulk of the enemies will consist of MS-09R Rick Doms armed with Giant Bazookas and MS-06F-2 Zaku II F-2s armed with MMP-80 Machineguns. Also, over the course of the mission three Delaz Fleet Musai-LM (which are Musai-Late Models) will even enter the area, so destroy them for a ton of points. There are a total of twenty-four Delaz Fleet mobile suits that will attack you, and the three Musai-LM, so if you destroy them all the only remaining enemy will be Kou's Dendrobium Orchis. Kou will mainly concentrate on destroying the pink Cima Fleet Musais and the Lili Marleen Zanzibar II at first, but if Kou should destroy the Lili Marleen then he will set his sights on you alone. The destruction of the Lili Marleen will be denoted by a change in the Background Game Music. Just hope Kou takes awhile to finish off the battleships so you don't have to deal with both him and the Delaz Fleet forces at once. There are two different endings for this mission that you will get depending on what happens. If you lose all of your Health during the mission you will get the ending "When the Mayfly Flies. . .", but if you destroy the Dendrobium Orchis you will get the ending "Fleeting Mayfly." The Dendrobium Orchis is easy as heck if the Lili Marleen is still around, as it will ignore you completely and target the battleships as it runs from your ally. But if the Lili Marleen gets destroyed it gets a bit tougher, as you will be the focus of all of the Dendrobium's attention. Just stay away from the Dendrobium Orchis, because its main tactic is just plain deadly if you are dumb enough to stay close. Kou's main tactic is to line up the Dendrobium Orchis in a straight line with you and fire off its Special Attack. This will release a missile pod that fires off a ton of missiles in the immediate area in front of the Orchis, as well as three larger missiles that will semi-home in on you. The large missiles hurt like hell, but if you get caught up in the barrage of small missiles YOU. ARE. DEAD. PERIOD! So just stay the hell away from the Dendrobium Orchis to avoid that attack. You can also use your Special Attack on the Dendrobium when it is in front of you before it uses its Special Attack. You will do a ton of quick damage while the Dendrobium is making itself an easy target, just be sure to strafe to the side so those three large missiles don't hit you (if your Special Attack doesn't shoot them down). Just destroy that pesky Orchis -or get destroyed yourself- and the mission will end. \ /------------\ / [============================|Mission Mode|===========================] / \------------/ \ Mission mode is an interesting aspect of the game where you are allowed to create your very own pilot. Create a Federation or Zeon pilot, and play through your choice of eight missions that take place during the war. As your pilot completes their missions successfully, they will increase in rank, allowing them access to more elite units, as well as earning skill points that can be spent to increase the pilot's unique abilities. When your pilot has completed all eight missions you will be able to save that pilot to your Memory Card and use them in Versus Mode, so you can use them to beat the hell out of your friends. So lets run down all about Mission Mode, starting from the start, of course. ----------------------------------------------------------------------- Mission Mode Create-A-Pilot Explanation ----------------------------------------------------------------------- The first thing you should do when you want to create a pilot is to pick which pilot you wish to play on which side of the conflict. Each side, both the Earth Federation and Principality of Zeon, has three basic pilot appearances you can choose from. Each side will only be able to use units from their own side. It is easier to build a good Zeon pilot over a Federation pilot due to the Zeon's easier missions; but Federation pilots can become much more powerful than a Zeon pilot can if you are good enough to conquer their extremely difficult missions. Earth Federation Space Force Principality of Zeon ------------------------------ -------------------------------- --A standard main character. --An elite pilot. --A veteran pilot. --A courageous war veteran. --A veteran female pilot. --A mysterious female pilot. After picking your character's appearance, you can choose your pilots personality type. You can choose between personality "Type A", which tends to be rather upbeat or disciplined, or personality "Type B" which tends to be much angrier to downright deranged. Besides giving your pilot a unique attitude, their personality type will also help to determine their starting statistics (See the chart below). After you pick the Personality Type of your pilot, you can enter a name for your pilot. If you have not entered a name when you select "Done," then the game will automatically assign your pilot a default name. After the pilot has been assigned their name, the game will randomly generate a set of statistics for them. As I noted above, the starting statistics are determined by your pilot's Personality Type. Below is a list of all of the possible starting statistics. If you do not get a set of statistics you like, you can go back to the naming screen by pressing the Circle button, and select "Done" again to randomly generate another set of statistics. The only problem with this is that every time you go back you will have to re-enter your pilot's name. +---------------------------------------------------------+ | Possible Starting Pilot Statistics | +----------------------------+----------------------------+ | PERSONALITY TYPE A | PERSONALITY TYPE B | +----------------------------+----------------------------+ | Shoot: -20 Fight: -20 | Shoot: -10 Fight: -10 | | Guard: -10 Mobility: -10 | Guard: -20 Mobility: -20 | | Special Skills: | Special Skills: | | NONE | NONE | +----------------------------+----------------------------+ | Shoot: -10 Fight: -20 | Shoot: -20 Fight: -10 | | Guard: -20 Mobility: -10 | Guard: -10 Mobility: -20 | | Special Skills: | Special Skills: | | NONE | NONE | +----------------------------+----------------------------+ | Shoot: -15 Fight: -15 | Shoot: -15 Fight: -15 | | Guard: -15 Mobility: -15 | Guard: -15 Mobility: -15 | | Special Skills: | Special Skills: | | NONE | NONE | +----------------------------+----------------------------+ | Shoot: -20 Fight: -10 | Shoot: -10 Fight: -20 | | Guard: -20 Mobility: -20 | Guard: -20 Mobility: -20 | | Special Skills: | Special Skills: | | Test Pilot | Test Pilot | +----------------------------+----------------------------+ | Shoot: -20 Fight: -20 | Shoot: -20 Fight: -20 | | Guard: -10 Mobility: -20 | Guard: -20 Mobility: -10 | | Special Skills: | Special Skills: | | Stamina | Ambition | +----------------------------+----------------------------+ | Shoot: -20 Fight: -20 | Shoot: -20 Fight: -20 | | Guard: -20 Mobility: -20 | Guard: -20 Mobility: -20 | | Special Skills: | Special Skills: | | Good Luck | Newtype Level 1 | +----------------------------+----------------------------+ So what do all these statistics do? Well, the most important statistics that make up a pilot are the Shoot, Fight, Guard, and Mobility attributes. The lowest any of these attributes can be is -20, but they can be increased to a maximum of 50 by spending experience points earned by completing missions. All mission mode pilots will start with negative attributes. --The Shoot attribute effects how much damage your unit will do when they attack with any long-ranged or projectile weapon. It also effects how many lock-ons your unit can maintain at one time when it uses the multiple lock-on. --The Fight attribute effects how much damage your unit will do when they attack with a melee weapon. It also effects how quickly your unit can swing their melee weapon, and how quickly and how far your unit will travel forward when they perform a melee attack. --As can be expected, the Guard attribute effects how much damage you receive when you are hit by an enemy attack. Having a higher Guard attribute will slightly reduce the damage your unit's Health Gauge will sustain when it receives damage. --And lastly, the Mobility attribute will increase the speed at which your unit can travel. It will also slow the consumption of the Thruster Gauge when in use and increase the unit's turning speed and overall maneuverability. --In addition to the four main attributes, each pilot has six Special Skill slots. When you purchase new skills, they will be listed here. Some pilots may also randomly start with a Special Skill depending on which personality type is chosen; but pilots that start with Special Skills also tend to start with lower attributes. Once you have chosen your starting attributes you are ready to play your first Mission Mode mission. Successful completion of a mission will earn you experience points to spend on your pilot, as well as increase the rank of your pilot, which will give them access to more (and more powerful) units. Note that the cost of the weapon you equip will not count towards the Deployment Cost of a unit in Mission Mode. Pilot Ranks Successful Missions Units Available ----------- ------------------- ------------------------------- MCPO NONE below 40 Deployment Points Ensign One Mission below 60 Deployment Points LTJG Two Missions below 80 Deployment Points LT Three Missions below 100 Deployment Points LCDR Four Missions below 120 Deployment Points Commander Five Missions below 140 Deployment Points Captain Six Missions below 250 Deployment Points See the sections on the Earth Federation Missions and Principality of Zeon Missions for information on the individual Mission Mode missions that are available to play; but for now, we shall dabble further into the creation of your pilot. After completing a mission, your pilot will receive points in three separate attributes. You will receive Pilot points, Mind points, and Body points as a reward with which you can spend to increase your pilot's four main attributes and purchase Special Skills. Here are the costs for purchasing increases of your pilot's main attributes. Note that the cost of raising your attributes will increase as that attribute is increased. Shooting +1 ----------- Adds one point to Shooting attribute. Requirements: -20 to 0: Pilot 10 / Mind 5 / Body 0 1 to 15: Pilot 15 / Mind 10 / Body 0 16 to 30: Pilot 25 / Mind 20 / Body 0 31 to 50: Pilot 35 / Mind 25 / Body 0 Fighting +1 ----------- Adds one point to Fighting attribute. Requirements: -20 to 0: Pilot 5 / Mind 0 / Body 5 1 to 15: Pilot 10 / Mind 0 / Body 10 16 to 30: Pilot 20 / Mind 0 / Body 20 31 to 50: Pilot 30 / Mind 0 / Body 30 Guard +1 -------- Adds one point to Guard attribute Requirements: -20 to 0: Pilot 0 / Mind 5 / Body 10 1 to 15: Pilot 0 / Mind 10 / Body 20 16 to 30: Pilot 0 / Mind 15 / Body 35 31 to 50: Pilot 0 / Mind 25 / Body 45 Mobility +1 ----------- Adds one point to Mobility attribute. Requirements: -20 to 0: Pilot 15 / Mind 5 / Body 0 1 to 15: Pilot 20 / Mind 5 / Body 5 16 to 30: Pilot 35 / Mind 10 / Body 10 31 to 50: Pilot 45 / Mind 15 / Body 15 And these are the Special Skills that are available to your pilots. Your pilot can only have a total of six Special Skills, and not all of them can be simply bought with experience points. Some Special Skills must be earned, or are only available to a character who starts with that skill. It should be noted that the cost of some Special Skills will fluctuate as your character grows in strength. Some skills will increase in cost, while others decrease in cost, dependent on your pilot's attributes and experience points. The costs listed below are the basic costs of the skills. Newtype Level 1: ---------------- Effects: Newtype (Use psycommu weapons). Perform critical shots and lower thruster consumption in rolls. Requirements: Pilot 0 / Mind 300 / Body 0 Newtype Level 2: ---------------- Effects: Newtype (Use psycommu weapons). Perform critical shots and lower thruster consumption in rolls. Requirements: (Must have Newtype Level 1) Pilot 0 / Mind 450 / Body 0 Newtype Level 3: ---------------- Effects: Newtype (Use psycommu weapons). Perform critical shots and lower thruster consumption in rolls. Requirements: (Must have Newtype Level 2) Pilot 0 / Mind 650 / Body 0 Fearless: --------- Effects: Special Gauge increases as you destroy enemy units. Requirements: Pilot 21 / Mind 56 / Body 35 Will Power: ----------- Effects: Special Gauge increases as your unit takes damage. Requirements: Pilot 0 / Mind 28 / Body 56 Persistence: ------------ Effects: Higher rate of Special Gauge increase when your unit is in danger. Requirements: Pilot 0 / Mind 60 / Body 100 Coward: ------- Effects: Mobility increases when your unit is in danger, but Special Gauge increases more slowly. Requirements: 0 Pilot / 20 Mind / 0 Body Sly: ---- Effects: Increased attack strength when your unit does not have a lot of damage. Requirements: 70 Pilot / 70 Mind / 0 Body Self-Assured: ------------- Effects: Launch with one Special Gauge full. Requirements: 100 Pilot / 75 Mind / 25 Mind Good Luck: ---------- Effects: 50% chance of survival when you take a fatal hit (durability will be set at lowest). Requirements: 0 Pilot / 70 Mind / 0 Body Resupply: --------- Effects: Increased rate of weapon reload. Requirements: 42 Pilot / 28 Mind / 42 Body Info Analysis: -------------- Effects: Increased distance of lock-on capability. Requirements: 50 Pilot / 70 Mind / 0 Body Fast Combat: ------------ Effects: Decreased thruster consumption. Requirements: 150 Pilot / 50 Mind / 0 Body Hit and Run: ------------ Effects: Perform critical attacks in hand-to-hand combat. Requirements: 30 Pilot / 0 Mind / 150 Body Master: ------- Effects: All ability values increase when piloting a unit with a cost below 45. Requirements: 40 Pilot / 40 Mind / 20 Body Leadership: ----------- Effects: Increase allied unit's starting HP. Requirements: 42 Pilot / 35 Mind / 0 Body Co-op: ------ Effects: When all team members possess "Co-op", they all take off with one Special Gauge filled. Requirements: 11 Pilot / 11 Mind / 11 Body Support: -------- Effects: CPU controlled units will focus on shooting. Requirements: 30 Pilot / 30 Mind / 30 Body Sniper: ------- Effects: When only one unit is targeted in multi-shot, the strength of the shot is increased. Requirements: 100 Pilot / 20 Mind / 0 Body Engineer: --------- Effects: The deployment points for units will be reduced by five. Requirements: 30 Pilot / 150 Mind / 0 Body Six Sense: ---------- Effects: Add one to the number of multi-shots. Requirements: 75 Pilot / 75 Mind / 0 Body Fighter Pilot: -------------- Effects: Increase the mobility, shoot, and guard values when your pilot uses a fighter unit. Requirements: 40 Pilot / 0 Mind / 20 Body (NOTE: Units that count as fighters include the FF-X7 Core Fighter, the FF-XII-Fb Core Fighter II, Public, FF-S3 Saberfish, FF-X7[Bst] Core Booster, G-Fighter, G-Armor, Gattle, and Jicco.) MA Pilot: --------- Effects: Increases the mobility, shoot, and guard values when your pilot uses a Mobile Armor. Requirements: 75 Pilot / 75 Mind / 75 Body (NOTE: Units that count as Mobile Armors include the RB-79 Ball, the RB-79K Ball, RX-78GPO3 Gundam Dendrobium Orchis, MA-04X Zakrello, the MA-05 Bigro, MAN-03 Braw Bro, MA-06 Val Varo, MAN-08 Elmeth, MA-08 Big Zam, and the AMX-002 Neue Ziel.) Grandstand: ----------- Effects: Your unit gets +15 Guard in combat. Requirements: Complete two 5-Star Pilot (Blue) missions in Mission Mode. Politics: --------- Effects: The deployment points for units will be reduced by ten. Requirements: Complete two 5-Star Mind (Green) missions in Mission Mode. Hang On: -------- Effects: Increases the Shield Gauge of a unit by 50%. Requirements: Complete two 5-Star Body (Orange) missions in Mission Mode. Mood Maker: ----------- Effects: If any member of a three-member team has Mood Maker the entire team will receive +5 Mobility in combat. Requirements: Complete two 5-Star Balanced (Tri-Colored) missions in Mission Mode. Test Pilot: ----------- Effects: Decrease the cost of Pilot skills by 10%. Requirements: Random starting skill for both Personality Type A and Personality Type B pilots. Ambition: --------- Effects: Decrease the cost of Mind skills by 10%. Requirements: Random starting skill for Personality Type B pilots. Stamina: -------- Effects: Decrease the cost of Body skills by 10%. Requirements: Random starting skill for Personality Type A pilots. ----------------------------------------------------------------------- Special Bonus Multipliers ----------------------------------------------------------------------- This section details the ways in which to achieve special bonuses at the end of the missions in mission mode. The bigger the bonus you get, the more experience points you get to spend on your pilot! There are two different types of bonuses: the Special Bonus multiplier, and the Unit Bonus multiplier. The first bonus, as previously mentioned, is the Special Bonus. This bonus varies from mission to mission, but the highest Special Bonus possible is a 1.50 multiplier. The next highest available is a 1.20 multiplier. Those are the only two possible multipliers for Special Bonuses. Special Bonuses are usually obtained in one of a few ways. This includes having a vast majority of your unit's Health Gauge remaining at the end of the mission (usually 80% or higher), by completing a mission quickly (under 120 to 90 seconds), or having a high Score when you complete the mission. Those are some of the ways to get the bonus, but still there are other ways to get Special Bonuses as well. The individual way to achieve the Special Bonuses will be detailed further down in the sections for each individual mission. If you fail a mission in place of the Special Bonus you will instead get a Penalty Bonus. The Penalty Bonus is .10, which will completely crush the amount of points you get from the mission. So don't fail your missions if you actually want a good pilot, damn it! The second bonus, the Unit Bonus, is derived directly from the unit you piloted during the mission. The weaker the unit, the higher the bonus you get from piloting it into battle; therefore it is very worthwhile to try and take sissified units into combat to get as high a Unit Bonus as possible... That is if you don't get shot down... In this way, the game rewards you for taking on more difficult missions in weaker units. Missions that randomly choose a unit for you to use also add an additional 0.20 bonus to any unit's multiplier at the end of the mission to compensate for the added challenge of being hurled into combat with a random unit. This can add up to having up to a 2.10 Unit Multiplier if you get stuck in a cheap unit such as a Core Fighter. This can make things hellishly difficult, but can effectively double the amount of experience points your pilot gets! The skills Politics and Engineer WILL NOT effect the Unit Multiplier bonus given at the end of the mission, even though they do lower a unit's base cost by 10 and 5 points respectively. The weapon you choose to take into combat also DOES NOT effect the Unit Multiplier bonus at the end of the mission. A GM Custom armed with a Beam Gun and a GM Custom with a Bullpup Machinegun will still both give the same 1.36 Unit Multiplier bonus at the end of the mission. So since your weapon will not effect your bonus you should always take the most powerful weapon available to you. Failing a mission will ensure a flat 1.00 Unit Bonus no matter what you piloted in the mission, ensuring that you get no extra points, you failure, you! Federation Unit Name Multiplier Units Cost -------------------- ---------- ------------ FF-X7 Core Fighter 1.90 5 points FF-XII-Fb Core Fighter II 1.90 5 points Public 1.80 10 points FF-S3 Saberfish 1.80 10 points RB-79 Ball 1.70 15 points RB-79K Ball K Type 1.70 15 points RGM-79 GM 1.48 30 points RX-75 Guntank 1.44 40 points FF-X7[Bst] Core Booster 1.42 45 points RGM-79GS GM Command 1.40 50 points G-Fighter 1.49 50 points RX-77-2 Guncannon 1.38 60 points RGM-79SP GM Sniper II 1.37 65 points RGC-83 GM Cannon II 1.36 70 points RGM-79N GM Custom 1.36 70 points RX-79BD-3 Gundam Blue Destiny Unit 3 1.32 90 points RX-78-2 Gundam 1.30 100 points RX-78-3 Gundam G-3 1.28 110 points FA-78-1 Gundam Full Armor Type 1.26 120 points RX-78-4 Gundam Unit 4 1.26 120 points RX-78-5 Gundam Unit 5 1.26 120 points RX-78-4[Bst] Gundam Unit 4 Booster 1.24 130 points RX-78-5[Bst] Gundam Unit 5 Booster 1.24 130 points RX-78-NT1 Gundam Alex 1.24 130 points RX-78GP03S Gundam Dendrobium Stamen 1.22 140 points RX-78GP01Fb Gundam Zephyranthes Full Vernian 1.20 150 points RX-78GP04G Gundam Gerbera 1.20 150 points G-Armor 1.20 150 points RX-78GP03 Gundam Dendrobium Orchis 1.00 250 points Principality of Zeon Unit Name Multiplier Units Cost ------------------------------ ---------- ------------ Gattle 1.90 5 points Jicco 1.80 10 points MS-05A Zaku I 1.60 20 points MS-21C Dra-C 1.60 20 points MS-06F Zaku II 1.50 25 points MS-05B(TRI) Zaku I Black Tri-Stars Custom 1.48 30 points MS-06S(TRI) Zaku II Black Tri-Stars Custom 1.46 35 points MS-06F(JR) Zaku II Johnny Ridden Custom 1.46 35 points MS-06F(SM) Zaku II Shin Matsunaga Custom 1.46 35 points MS-06F-2 Zaku II F-2 1.46 35 points MS-06S(CA) Zaku II Char Aznable Custom 1.44 40 points MS-06F(DZ) Zaku II Dozle Zabi Custom 1.44 40 points MS-06FZ Zaku II FZ 1.44 40 points MS-06FZ(HELM) Zaku II FZ (Fritz Helm) 1.44 40 points MS-06R-1 Zaku II High Mobility Type 1.44 40 points MS-06R-1(SM) Zaku II H.M. Shin Matsunaga Custom 1.40 50 points MS-06R-1A(TRI) ZakuII H.M. Black Tri-Stars Custom 1.40 50 points MS-06R-2 Zaku II Improved High Mobility Type 1.40 50 points MS-09R Rick Dom 1.40 50 points MS-06R-2(JR) Zaku II H.M. Johnny Ridden Custom 1.38 60 points MS-09RS(AG) Rick Dom Anavel Gato Custom 1.38 60 points MS-09R-2 Rick Dom High Mobility Type 1.38 60 points YMS-15 Gyan 1.34 80 points MS-18E Kämpfer 1.33 85 points MS-14A Gelgoog 1.32 90 points RX-79BD-2 Gundam Blue Destiny Unit 2 1.32 90 points MS-11 Action Zaku 1.31 95 points MS-14S(CA) Gelgoog Char Aznable Custom 1.30 100 points MS-14A(AG) Gelgoog Anavel Gato Custom 1.30 100 points MS-14F Gelgoog Marine 1.30 100 points MA-04X Zakrello 1.30 100 points MS-14B(JR) Gelgoog H.M. Type Johnny Ridden Custom 1.29 105 points MS-14Fs Gelgoog Marine Commander Type 1.28 110 points MS-17 Galbaldy a 1.28 110 points MS-14JG Gelgoog Jäger 1.28 110 points MS-14Fs(CG) Gelgoog M.C. Cima Garahau Custom 1.26 120 points MS-14JG/SM Gelgoog Jäger Shin Matsunaga Custom 1.26 120 points MA-05 Bigro 1.22 140 points AGX-04 Gerbera Tetra 1.20 150 points MAN-03 Braw Bro 1.18 160 points MSN-02 Zeong 1.15 175 points MA-06 Val Varo 1.14 180 points RX-78GP02A Gundam Physalis 1.10 200 points MAN-08 Elmeth 1.10 200 points MA-08 Big Zam 1.04 230 points AMX-002 Neue Ziel 1.00 250 points ----------------------------------------------------------------------- Earth Federation Missions ----------------------------------------------------------------------- When you start playing Mission Mode with a Federation pilot, four of the following One-Star missions will be available to play. Mission difficulty is gauged by how many stars the mission has. The lowest and easiest missions are One-Star missions, and the hardest, most advanced, and difficult missions are Five-Star missions. You will start off with four One-Star missions to choose from in the beginning: one Pilot (Blue) mission, one Mind (Green) mission, one Body (Orange) mission, and one Balanced (Tri-Colored) mission. Pick which mission you wish to play. Once you choose a mission, you CAN NOT change your mind. If you fail a mission, you will NEVER get a chance to replay it with that pilot. The game will try to provide you with missions of the same category as the ones you have played. If you play through mostly Body missions, the game will give you more Body missions. If you show extreme skill, and do not lose, you may even get to try your hand at some higher difficulty missions. Most blue (Pilot), green (Mind) and orange (Body) missions pay out on the following scale, where the first, higher number is the main attribute and the other two lower numbers are the other two attributes. With only a few exceptions (see below), missions of the same type and star difficulty pay identical points. Normal Mission Point Payouts -------------------------------- 1-Star: 140/ 30/ 30 (200 total) 2-Stars: 200/ 45/ 45 (290 total) 3-Stars: 300/ 70/ 70 (440 total) 4-Stars: 480/100/100 (680 total) 5-Stars: 650/150/150 (950 total) There's also a category for special and non-combat missions. The blue (Pilot) Capture the Cruiser, green (Mind) Clear Shoal Zone, and orange (Body) Solar System Construction missions fall into this category. These missions might be difficult and very annoying, but they pay double the standard mission value to the other two minor attributes by way of reward. So, since they have a better points payout, if you see them you should ALWAYS give them a try in lieu of a similar colored mission of the same difficulty. Unfortunately, special missions do not go any higher than 3-Stars in difficulty and there are no balanced (Tri-color) non-combat or special missions. Special Mission Point Payouts -------------------------------- 2-Stars: 200/ 90/ 90 (380 total) 3-Stars: 300/140/140 (580 total) Interestingly enough, all balanced (Tri-color Pilot/Mind/Body) missions pay slightly less than the focused one-color mission types. In most cases the point penalty is trumped by the utility and over-all usefulness of having a balanced amount of points spread between all three experience categories. So, even though balanced missions pay less than single-colored missions of the same difficulty, they are still far superior for building good pilots. Tri-Colored Mission Payouts -------------------------------- 1-Star: 60/ 60/ 60 (180 total) 2-Stars: 90/ 90/ 90 (270 total) 3-Stars: 140/140/140 (420 total) 4-Stars: 210/210/210 (630 total) 5-Stars: 300/300/300 (900 total) So, without further adieu, here are the missions for the Earth Federation Forces! Earth Federation Pilot (Blue) Missions -------------------------------------- +---------------------------+-------------+ | Name: Assault Enemy Fleet | Type: Pilot | |------------------------+--+-------------+---------------------------+ | Difficulty: * | Experience: Pilot 130 Mind 30 Body 30 | +------------------------+--------------------------------------------+ |Unit: Selectable | |Ally: RX-78NT1 Gundam Alex (with Beam Rifle (Alex)) | +---------------------------------------------------------------------+ |Objective: Assault enemy fleet en route to A Baoa Qu. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score over 150,000. | |1.20 - Complete the mission with a Score over 100,000. | +---------------------------------------------------------------------+ For this mission you must destroy a fleet of Musai and Chivvay space cruisers. There will be several MS-06F Zaku IIs armed with Zaku Machineguns or Zaku Bazookas and MS-05A Zaku Is armed with Zaku Machineguns swamping the battlefield. In addition, every time you destroy a battleship an MS-09R Rick Dom with a Giant Bazooka will spawn from the wreckage. Fly over to the Zeon battleships and destroy them as they come. After twenty-five seconds have gone by Christina McKenzie will offer to come in and support you in the Gundam Alex, so accept this hot redheads offer and she will come in and take care of the enemy units for you, leaving you to tend to the enemy battleships. Just take out seven enemy battleships -two Chivvay and five Musai- and the mission will end successfully. +---------------------------+-------------+ | Name: Assault Enemy Fleet | Type: Pilot | |------------------------+--+-------------+---------------------------+ | Difficulty: ** | Experience: Pilot 200 Mind 45 Body 45 | +------------------------+--------------------------------------------+ |Unit: Random | |Ally: RX-78NT1 Gundam Alex (with Beam Rifle (Alex)) | +---------------------------------------------------------------------+ |Objective: Assault enemy fleet en route to A Baoa Qu. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score over 150,000. | |1.20 - Complete the mission with a Score over 100,000. | +---------------------------------------------------------------------+ This mission is just like the One-Star version except this time your unit will be chosen for you at random. You still must destroy the fleet of Musai and Chivvay space cruisers coming from Solomon, but it's just a little tougher. There will be several MS-06F Zaku IIs armed with Zaku Machineguns or Zaku Bazookas and MS-05A Zaku Is armed with Zaku Machineguns swarming the battlefield in squads of three. In addition, every time you destroy a battleship an MS-09R Rick Dom with a Giant Bazooka will spawn from the wreckage. Destroy the Zeon battleships as they come. After twenty-five seconds have gone by Christina McKenzie will offer to come in and support you in the Gundam Alex, and it isn't polite to turn down a request from a lady. Chris will come in and take care of the enemy units for you, leaving you to tend to the enemy battleships. Just take out seven enemy battleships, two Chivvay and five Musai, and the mission will end successfully. +---------------------------+-------------+ | Name: Assault Enemy Fleet | Type: Pilot | |------------------------+--+-------------+---------------------------+ | Difficulty: *** | Experience: Pilot 300 Mind 70 Body 70 | +------------------------+--------------------------------------------+ |Unit: Selectable | |Ally: RGM-79GS GM Command (with Beam Gun) | +---------------------------------------------------------------------+ |Objective: Assault enemy fleet en route to A Baoa Qu. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score over 150,000. | |1.20 - Complete the mission with a Score over 100,000. | +---------------------------------------------------------------------+ This mission is now a good deal tougher, but at least you are able to choose your own unit again. When the mission begins you will fly in the Route Tube to the enemy fleet consisting of Chivvays and Musais nearing A Baoa Qu. You will get dumped into the Battle Sphere and enemies will start approaching your unit. Enemies include MS-09R Rick Doms armed with Giant Bazookas and MS-14A Gelgoogs armed with Beam Rifles (Gelgoog). After twenty-five seconds go by a nameless grunt will offer to come in and support you in a GM Command, so accept his offer and he will help keep the enemy mobile suits off your case. Fortunately, there will not be any mobile suits that spawn from the ships when they are destroyed, so that's one less thing to worry about. Just destroy seven battleships and the mission will end. +---------------------------+-------------+ | Name: Assault Enemy Fleet | Type: Pilot | |------------------------+--+-------------+---------------------------+ | Difficulty: **** | Experience: Pilot 480 Mind 100 Body 100 | +------------------------+--------------------------------------------+ |Unit: Selectable | |Ally: RGM-79 GM (with Beam Spray Gun) | +---------------------------------------------------------------------+ |Objective: Assault enemy fleet en route to A Baoa Qu. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score over 175,000. | |1.20 - Complete the mission with a Score over 150,000. | +---------------------------------------------------------------------+ This mission has gotten tougher again, but you are still able to choose your own unit. When the mission begins you will fly in the Route Tube to the enemy fleet where three Musais will already be visible in a near Earth orbit. You will get dumped into the Battle Sphere and enemies will start approaching your unit. Enemies now include MS-14A Gelgoogs armed with Beam Rifles (Gelgoog) and MS-14JG Gelgoog Jägers armed with Beam Machineguns (Gelgoog Jäger). After twenty-five seconds go by a nameless grunt will offer to come in and support you in a regular GM, so accept his offer and he try to help keep the enemy mobile suits off your back. Watch out, because when you destroy an enemy Chivvay an MS-09R-2 Rick Dom II armed with a Giant Bazooka (Rick Dom II) and a Gelgoog Jäger, or just a lone Gelgoog Jäger, or a standard Gelgoog will spawn from the wreck... just one more thing to worry about. Just destroy nine enemy battleships and the mission will end successfully. +---------------------------+-------------+ | Name: Assault Enemy Fleet | Type: Pilot | |------------------------+--+-------------+---------------------------+ | Difficulty: ***** | Experience: Pilot 650 Mind 150 Body 150 | +------------------------+--------------------------------------------+ |Unit: Random | |Ally: RGM-79 GM (with Beam Spray Gun) | +---------------------------------------------------------------------+ |Objective: Assault enemy fleet en route to A Baoa Qu. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score over 175,000. | |1.20 - Complete the mission with a Score over 150,000. | +---------------------------------------------------------------------+ This mission is pretty similar to the Four-Star version, but there is one deadly plot twist here. Your unit will be chosen randomly. Ugh! Cross your fingers and hope for something that doesn't suck. When the mission begins you will fly in the Route Tube to the enemy fleet where three Musais will already be visible in a near Earth orbit. You will get dumped into the Battle Sphere and enemies will start approaching your unit. Enemies still include MS-14A Gelgoogs armed with Beam Rifles (Gelgoog) and MS-14JG Gelgoog Jägers armed with Beam Machineguns (Gelgoog Jäger), although they come in less numbers then before. After twenty-five seconds go by a nameless grunt will offer to come in and support you in a regular GM, so accept his offer and he try to help keep the enemy mobile suits off your back. Watch out, because when you destroy an enemy Chivvay an MS-09R-2 Rick Dom II armed with a Giant Bazooka (Rick Dom II) and a Gelgoog Jäger, or just a lone Gelgoog Jäger, or a standard Gelgoog will spawn from the wreck. Just destroy nine Zeon battleships and the mission will end. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: * | Experience: Pilot 140 Mind 30 Body 30 | +------------------------+--------------------------------------------+ |Unit: RX-78-2 Gundam (with Beam Rifle (Gundam)) | |Ally: RGM-79SP GM Sniper II (with Sniper Rifle) | +---------------------------------------------------------------------+ |Objective: Destroy enemy Pazock class supply ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% Health remaining. | |1.20 - Complete the mission with 90 to 99% Health remaining. | +---------------------------------------------------------------------+ You will be given an RX-78-2 Gundam for this mission, so you have a pretty good bit of firepower at your disposal. When the mission begins the first Pazock you must destroy will be in front of you. It is being escorted by a Musai and a unit of two MS-06F Zaku II with Zaku Machineguns and one MS-05A Zaku I with a Zaku Machinegun. Ignore the Musai and target the Pazock, and try to avoid the enemy Zaku units. An even better idea would be to position the Pazock between your unit and the enemy units so they damage it while firing at you. After about 30 seconds your ally in a GM Sniper II will radio in for support. Call him in and he will attack those pesky Zakus, keeping them off of your back and allowing you to destroy those Pazocks easier. After the first Pazock is destroyed two more Pazocks, escorted by another Musai will start to move into the area. A red indicator arrow will appear on the screen, showing which direction they are in, so head in that direction. Destroy the two Pazocks and the mission will end successfully. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: ** | Experience: Pilot 200 Mind 45 Body 45 | +------------------------+--------------------------------------------+ |Unit: Random | |Ally: RGM-79SP GM Sniper II (with Sniper Rifle) | +---------------------------------------------------------------------+ |Objective: Destroy enemy Pazock class supply ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% Health remaining. | |1.20 - Complete the mission with 90 to 99% Health remaining. | +---------------------------------------------------------------------+ You will be assigned a random unit and weapon and be forced to attack that enemy transport fleet again. The mission is much like the One-Star version. When the mission begins the first Pazock you must destroy will be in front of you. It is being escorted by a Musai and a unit of two MS-06F Zaku II armed with Zaku Machineguns and one MS-05A Zaku I with Zaku Machineguns. Ignore the Musai and target the Pazock. Try to avoid the enemy Zakus, or better yet position the Pazock between your unit and the enemy units so they damage it while firing at you. After about 30 seconds the GM Sniper II will radio in for support. Call him in and he will attack those pesky Zaku units, keeping them off of your back and allowing you to destroy those Pazocks easier. After the first Pazock is destroyed two more Pazocks, escorted by two more Musais will start to move into the area. A red indicator arrow will appear on the screen, showing which direction they are in, so head in that direction. Destroy the two Pazocks and the mission will end successfully. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: *** | Experience: Pilot 300 Mind 70 Body 70 | +------------------------+--------------------------------------------+ |Unit: Selectable | |Ally: RGM-79GS GM Command (with Beam Gun) | +---------------------------------------------------------------------+ |Objective: Destroy enemy Pazock class supply ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% Health remaining. | |1.20 - Complete the mission with 90 to 99% Health remaining. | +---------------------------------------------------------------------+ Thankfully you get to choose your own unit once more for this tougher rendition of the Assault Enemy Transport Fleet mission. You must once again destroy a fleet of Pazock supply ships. When the mission begins the first Pazock you must destroy will be in front of you. It is being escorted by a Musai and a unit of three MS-06F-2 Zaku II F-2s armed with Zaku Machineguns, but if you keep destroying the enemies a few MS-09R-2 Rick Dom IIs armed with Giant Bazookas (Rick Dom II) will start to show up. Ignore the Musai and target the Pazock, while trying to avoid the enemy units, or try to position the Pazock between yourself and the enemy units so they damage it while firing at your unit. After about 30 seconds your ally, a GM Command, will radio in for support. Call him in and he will attack the enemies, giving you a little more wiggle room to destroy those Pazocks easier. After the first Pazock is destroyed two more Pazocks, escorted by two more Musais will start to move into the area. A red indicator arrow will appear on the screen, showing which direction they are in, so head in that direction. Destroy the two Pazocks and another Pazock being escorted by a Musai will move into the area. Destroy that final Pazock and the mission will end successfully. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: **** | Experience: Pilot 480 Mind 100 Body 100 | +------------------------+--------------------------------------------+ |Unit: Selectable | |Ally: RB-79 Ball | +---------------------------------------------------------------------+ |Objective: Destroy enemy Pazock class supply ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90% to 100% of the Health Gauge. | |1.20 - Complete the mission with 80% to 89% of the Health Gauge left.| +---------------------------------------------------------------------+ Again, you are able to select your own unit for this mission. Choose wisely. The mission has now become drastically more difficult, with stronger enemy units, and better pilots controlling them. You must once again destroy a fleet of Pazock supply ships. When the mission begins the first Pazock you must destroy will be in front of you. It is being escorted by a Musai and a unit of two Gelgoog Marines with MMP-80 Machineguns and one Gelgoog Jäger with a Beam Machinegun (Gelgoog Jäger). Ignore the Musai and target the Pazock, while trying to avoid the enemy units. After about 30 seconds your ally, a worthless little Ball, will radio in for support. Call him in and just to give the enemies somebody else to play with. The Ball will try to attack the enemies, giving you a little more wiggle room to destroy those Pazocks easier, but the enemies will still be coming after you with a vengeance so don't let your guard down. After the first Pazock is destroyed two more Pazocks, escorted by two more Musais will start to move into the area. A red indicator arrow will appear on the screen, showing which direction they are in, so head in that direction. Destroy the two Pazocks and another Pazock being escorted by a Musai will move into the area. Destroy that final Pazock and the mission will end successfully. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: ***** | Experience: Pilot 650 Mind 150 Body 150 | +------------------------+--------------------------------------------+ |Unit: Random (Difficult) | |Ally: RB-79 Ball | +---------------------------------------------------------------------+ |Objective: Destroy enemy Pazock class supply ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90% to 100% of the Health Gauge. | |1.20 - Complete the mission with 80% to 89% of the Health Gauge left.| +---------------------------------------------------------------------+ This mission is exactly like the 4-Star version of Assault Enemy Transport Fleet, but once again the unit you pilot will be selected at random from a very narrow choice list. A unit will be picked randomly from every unit you have unlocked that has a unit cost of 50 points or less, hence the term "difficult" being applied here. If you get one of the fighter jet types like the G-Fighter, or Saberfish than you are in luck because these units are great at these missions. Just pray you don't get something lousy like a Ball or Guntank, otherwise you are in deep trouble because the enemy units are even more vicious than last time. You must once again destroy a fleet of Pazock supply ships. When the mission begins the first Pazock you must destroy will be in front of you. The Pazock is being escorted by a Musai and a unit of two Gelgoog Marines with MMP-80 Machineguns, and one Gelgoog Jäger with a Beam Machinegun (Gelgoog Jäger). Ignore the Musai and target the Pazock, while trying to avoid the enemy units. After about 30 seconds your ally, still a pathetic little Ball, will radio in for support. Call him in to attempt to take some of the heat off of you, but don't expect miracles. Once the first Pazock is destroyed two more Pazocks, escorted by two more Musai will start to move into the area. A red indicator arrow will appear on the screen, showing which direction they are in, so head in that direction. Destroy the two Pazocks and another Pazock being escorted by a Musai will move into the area. Destroy that final Pazock and the mission will end successfully. +----------------------------+-------------+ | Name: Capture Enemy Cruiser| Type: Pilot | |----------------------------+-------------+--------------------------+ | Difficulty: ** | Experience: Pilot 200 Mind 90 Body 90| +----------------------------+----------------------------------------+ |Unit: RGM-79N GM Custom (with GM Rifle) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Land on the enemy Musai to capture an enemy VIP. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 30 seconds. | |1.20 - Complete the mission in under 1 minute and 45 seconds. | +---------------------------------------------------------------------+ This mission is relatively simple. In the beginning of the mission you will be up against several squads of three mobile suits, consisting of a mixture of MS-05A Zaku I's and MS-06F Zaku II's armed with Zaku Bazookas and Zaku Machineguns. You won't see it in the beginning, but there is a secret four minute countdown going on in the background. Destroy the Zakus while waiting for the Musai to show up. After the Musai arrives and all the enemy units are destroyed a red arrow will appear on the screen indicating the direction of the Musai you need to land on and the remainder of the four minute countdown will start, so you must capture the Musai before time runs out. Fly towards the Musai, ignoring the enemies in-between you and it. There will be a unit of two Zaku II's and a MS-09R Rick Dom guarding the Musai, and more will keep coming if you destroy one, so just ignore them and land on the Musai. It is best to approach the Musai from the above front. Stay high over the Musai and when you are over the bridge area, dive straight down and attempt to lock-on to the area you need to land, which is denoted by a yellow lock-on cursor as opposed to the normal red. The close proximity of the Musai's combat bridge to the area you need to land in can make locking-on to the correct target difficult, but once you have the landing area in you crosshairs, hit the Square button to land and complete the mission. +----------------------------+-------------+ | Name: Capture Enemy Cruiser| Type: Pilot | |----------------------------+-------------+--------------------------+ | Difficulty: *** | Experience: Pilot 300 Mind 140 Body 140| +----------------------------+----------------------------------------+ |Unit: RGM-79 GM (with Beam Spray Gun) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Land on the enemy Musai to capture an enemy VIP. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 30 seconds. | |1.20 - Complete the mission in under 1 minute and 45 seconds. | +---------------------------------------------------------------------+ This mission is identical to the last mission, except the enemy units are a bit meaner and you are in a less powerful unit. In the beginning of the mission you will be up against several squads of three Zeon mobile suits consisting of a mixture of MS-05A Zaku I's and MS-06F Zaku II's armed with Zaku Bazookas and Zaku Machineguns. You won't see it in the beginning, but there is a secret four minute countdown going on in the background. Destroy the Zakus while waiting for the Musai to show up. After you have destroyed fifteen Zakus you will be notified of the Musais arrival. A red arrow will appear on the screen indicating the direction of the Musai you need to land on and the countdown timer will appear on screen displaying the remainder of the four minute countdown. You must capture the Musai before time runs out. Fly towards the Musai, ignoring the enemies in-between you and it. There will be a unit of two Zaku II's and a Rick Dom guarding the Musai, and more will keep coming if you destroy one, so just ignore them and land on the Musai. It is best to approach the Musai from the above front. Stay high over the Musai and when you are over the bridge area, dive straight down and attempt to lock-on to the area you need to land, which is denoted by a yellow lock-on cursor as opposed to the normal red. The close proximity of the Musai's combat bridge to the area you need to land in can make locking-on to the correct target difficult, but once you have the landing area in you crosshairs, hit the Square button to land and complete the mission. Earth Federation Mind (Green) Missions -------------------------------------- +-------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 140 Body 30 | +-------------------------+-------------------------------------------+ |Unit: RX-78-2 Gundam (with Beam Rifle) | |Ally: Guncannon (with Custom Beam Rifle (Guncannon)) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90 to 100% Health remaining. | |1.20 - Complete the mission with 80 to 89% Health remaining. | +---------------------------------------------------------------------+ This mission provides you with a Gundam to wreak havoc, so you will be pretty well armed and armored for what is a pretty simple mission. The objective here is to destroy the enemy cruisers. There will be three Musai battleships in the area that you need to waste to complete the mission. There will be a few MS-05A Zaku Is with Zaku Machineguns guarding the ships, but it's best to ignore them and go for the battleships themselves. After about twenty-five seconds a Guncannon will radio in for support. Call him in and he will keep those damn Zakus off your tail. Every time you destroy one of the Musais, an additional Zaku I will spawn from its exploded hull. Destroy the three Musai to complete the mission. But if even one Musai should escape the area you will fail, so destroy those ships! +-------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 200 Body 45 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: Guncannon (with Custom Beam Rifle (Guncannon)) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90 to 100% Health remaining. | |1.20 - Complete the mission with 80 to 89% Health remaining. | +---------------------------------------------------------------------+ This mission is much like the One-Star version of Clear the Enemy, except this time you will have your unit chosen at random. There will be three Musai in the area that you need to destroy. There will be a few MS-05A Zaku Is and MS-06F Zaku II with Zaku Machineguns guarding the ships, but it's best to ignore them and go for the battleships themselves. After about twenty-five seconds a Guncannon will radio in for support. Call him in to keep the Zaku hordes at bay. Every time you destroy one of the Musais, an additional Zaku II will spawn from its wreckage. Destroy the three Musais to complete the mission. But if even one Musai should escape the area you will fail, so destroy those Musai as quickly as possible! +-------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: *** | Experience: Pilot 70 Mind 300 Body 70 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: RGM-79N GM Custom (with GM Rifle) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90 to 100% Health remaining. | |1.20 - Complete the mission with 80 to 89% Health remaining. | +---------------------------------------------------------------------+ The mission has become a little more difficult, but at least you have the option to choose your own unit again. There will be three Musai in the area that you need to destroy. There will be a few MS-06F Zaku IIs and MS-06F-2 Zaku II F-2s with Zaku Machineguns guarding the ships, but it's best to ignore them and go for the battleships themselves. If you keep destroying enemy units a few MS-09R Rick Doms with Giant Bazookas will come as well. After about twenty-five seconds Bernard Monsha will radio in for support, so go ahead and call him in to keep the Zaku hordes at bay. Every time you destroy one of the Musais, an additional Zaku II will spawn from its wreckage. Destroy the three Musais to complete the mission. But if even one Musai should escape the area you will fail, so destroy those Musai as quickly as possible! +-------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 480 Body 100 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: RGM-79 GM (with Beam Spray Gun) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 80% to 100% of the Health Gauge. | |1.20 - Complete the mission with 50% to 79% of the Health Gauge left.| +---------------------------------------------------------------------+ This mission has become much more difficult. There will be four Musai battleships in the area that you need to destroy. There will be a few MS-09R Rick Doms armed with Giant Bazookas and MS-14A Gelgoogs armed with Beam Rifles (Gelgoog) initially guarding the ships. If you keep destroying enemy units than MS-14JG Gelgoog Jägers with Beam Machineguns (Gelgoog Jäger) will come as well. After about twenty-five seconds Bernard Monsha will radio in for support, so go ahead and call him in to try to keep those enemies off of you. Every time you destroy one of the Musais, an additional Gelgoog or Gelgoog Jäger and Rick Dom will spawn from its wreckage. Destroy the four Musais to complete the mission. But if even one Musai should escape the area you will fail, so destroy those Musais as quickly as possible! If you called in Monsha for support and you completed this mission you will have unlocked Monsha for use in versus mode. +-------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 650 Body 150 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: RGM-79 GM (with Beam Spray Gun) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 80% to 100% of the Health Gauge. | |1.20 - Complete the mission with 50% to 79% of the Health Gauge left.| +---------------------------------------------------------------------+ This mission has become even more difficult again, and it's not helping that your unit is chosen for you. There will be four Musai battleships in the area that you need to destroy. There will be a few MS-09R Rick Doms armed with Giant Bazookas and MS-14A Gelgoogs armed with Beam Rifles (Gelgoog) initially guarding the ships. If you keep destroying enemy units than MS-14JG Gelgoog Jägers with Beam Machineguns (Gelgoog Jäger) will come as well. After about twenty-five seconds Bernard Monsha will radio in for support, so go ahead and call him in to try to keep those enemies off of you. Every time you destroy one of the Musais, an additional Gelgoog or Gelgoog Jäger and Rick Dom will spawn from its wreckage. Destroy the four Musais to complete the mission. But if even one Musai should escape the area you will fail, so destroy those Musais as quickly as possible! +-------------------------+------------+ | Name: Clear Shoal Zone | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 200 Body 90 | +-------------------------+-------------------------------------------+ |Unit: RGM-79GS GM Command (with Beam Gun) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Clear a path through the Shoal Zone. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Remove thirty-one or more pieces of debris from the area. | |1.20 - Remove twenty-five to thirty pieces of debris from the area. | +---------------------------------------------------------------------+ In this mission you must clear a path through a shoal zone to allow a Salamis to pass through safely. You have a GM Command to work with. You can not attack in this mission; you must use your special commands to lock onto and drag debris around. There will be three separate areas you must remove debris from. You will be given about one minute in each area to move as much debris as possible. You will enter the area in route tube mode, and when you arrive you will enter the battle sphere. Lock onto a piece of debris and press the Square button to grab it, and then drag it outside of the green lines. Do not press the Cross (X) button to use your thrusters while holding a piece of debris, as this will cause you to drop the debris you are holding. Pressing the Square button again will throw the debris away from you a bit, so use this to throw debris out of the area. You will hear a feint "bwoop" noise if the debris has successfully left the operation area. Move as much debris as you possibly can before the minute is up, and you will be moved to the next area. You must try to clear three areas of as much debris as possible. After time is up in the third area the mission will end. If you didn't move at least twenty pieces of debris, the Salamis will attempt to move through the shoal zone and will be destroyed. If you moved twenty or more pieces of debris the mission will be a success. +-------------------------+------------+ | Name: Clear Shoal Zone | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 300 Body 140 | +-------------------------+-------------------------------------------+ |Unit: RGM-79 GM (with Beam Spray Gun) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Clear a path through the Shoal Zone. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Remove thirty-one or more pieces of debris from the area. | |1.20 - Remove twenty-five to thirty pieces of debris from the area. | +---------------------------------------------------------------------+ This mission is exactly like the Two-Star Clear Shoal zone mission, only you will be using the slower standard GM to move space junk this time. You still can not attack in this mission. You must use your special commands to lock onto and drag debris around. There will be three separate areas you must remove debris from. You will be given about one minute in each area to move as much debris as possible. You will enter the area in route tube mode, and when you arrive you will enter the battle sphere. Lock onto a piece of debris and press the Square button to grab it, and then drag it outside of the green lines. Do not press the Cross (X) button to use your thrusters while holding a piece of debris, as this will cause you to drop the debris you are holding. Pressing the Square button again will throw the debris away from you a bit, so use this to throw debris out of the area. You will hear a feint "bwoop" noise if the debris has successfully left the operation area. Move as much debris as you possibly can before the minute is up, and you will be moved to the next area. You must try to clear three areas. After time is up in the third area the mission will end. If you didn't move at least twenty pieces of debris, the Salamis will attempt to move through the shoal zone and will be destroyed. If you moved twenty or more pieces of debris the mission will be a success. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 140 Body 30 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: RGM-79SP GM Sniper II (with Sniper Rifle) | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Columbus must finish the mission with over 50% Health. | |1.20 - One Columbus must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ You must guard two Columbus class cruisers for three minutes in this mission, which isn't too difficult considering the enemies attacking you aren't so tough. You also have a Salamis cruiser escorting the two Columbus transports with you. The enemies will come in from all sides. Enemy units consist mostly of MS-05A Zaku Is with Zaku Machineguns and MS-06F Zaku IIs with MMP-80 Machineguns, however a few Gattle attack fighters and a single MS-09R Rick Dom armed with a Giant Bazooka will appear later in the mission. The enemies will tend to target the Salamis first, and they will usually destroy it before shifting their focus to destroying you or the Columbus. At twenty-five seconds be sure to call in your ally, Jack Bayard, for support because that GM Sniper II will wreak havoc on those Zeke scum, making it much easier to guard the two Columbus. The mission will last for three minutes before the Columbus cross the defensive line. As long as at least one Columbus crosses the line you will complete the mission. If both Columbus get destroyed, you will fail. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 200 Body 45 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: RGM-79SP GM Sniper II (with Sniper Rifle) | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Columbus must finish the mission with over 50% Health. | |1.20 - One Columbus must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ You must guard two Columbus class cruisers for three minutes in this mission. You also have a Salamis cruiser escorting the two Columbus transports with you. This mission has gotten a tad tougher since last time, and it doesn't help one bit that your unit is chosen at random. The enemies will come in from all sides. Enemy units consist mostly of MS-05A Zaku Is with Zaku Machineguns and MS-06F Zaku IIs with MMP-80 Machineguns, however a few Gattle attack fighters and a single MS-09R Rick Dom armed with a Giant Bazooka will appear later in the mission. The enemies will come in from all sides. The enemies will tend to target the Salamis first, and they will usually destroy it before shifting their focus to destroying you or the Columbus. After twenty- five seconds pass by Jack Bayard will offer to support you in a GM Sniper II, so be sure to accept because he will tear the enemies apart, making it much easier for you to guard the two Columbus. The mission will last for three minutes before the Columbus cross the defensive line. As long as at least one Columbus crosses the line you will complete the mission. If both Columbus get destroyed, you will fail. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: *** | Experience: Pilot 70 Mind 300 Body 70 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: RGM-79GS GM Command (with Beam Gun) | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Columbus must finish the mission with over 50% Health. | |1.20 - One Columbus must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ Again you are charged with guarding two Columbus class supply ships for three minutes in this mission. You also have a Salamis cruiser escorting the two Columbus transports with you, but don't expect much from it. This mission has gotten much tougher since the Three-Star version, and the enemies are meaner than ever. Initial enemies will be a squad of one MS-06F Zaku II armed with a Zaku Bazooka and two MS-09R Rick Doms armed with Giant Bazookas. After you destroy them it will be mostly MS-05A Zaku Is with Zaku Machineguns and more Rick Doms and Zaku IIs with Zaku Bazookas and MMP-80 Machineguns. However, towards the end, a single MS-14A Gelgoog armed with a Beam Rifle (Gelgoog) will enter the area, so be sure to destroy it quickly. The enemies will come in from all sides. The enemies will tend to target the Salamis first, and they will usually destroy it before shifting their focus to destroying you or the Columbus. After twenty-five seconds pass by Jack Bayard will offer to support you in a GM Command, so accept his help. The mission will last for three minutes before the Columbus cross the defensive line. As long as at least one Columbus crosses the line you will complete the mission. If both Columbus get destroyed, you will fail. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 480 Body 100 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: RB-79 Ball | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Columbus must finish the mission with over 50% Health. | |1.20 - One Columbus must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ Like usual you must guard two Columbus class cruisers for three minutes in this mission. You also have a Salamis cruiser escorting the two Columbus transports with you, but don't expect much from it. This mission has gotten much tougher since the three star version, and the enemies are meaner than ever. Initial enemies will be a squad of MS-21C Dra-Cs, but after you destroy them it will be mostly MS-06FZ Zaku II FZs with MMP-80 Machineguns and MS-09R-2 Rick Dom IIs with Giant Bazookas (Rick Dom II). Towards the end more Dra-Cs will appear accompanied by MS-14F Gelgoog Marines with MMP-80 Machineguns. The enemies will come in from all sides. The enemies will tend to target the Salamis first, and they will usually destroy it before shifting their focus to destroying you or the Columbus. After twenty-five seconds pass by Jack Bayard will offer to support you in a measly Ball, but RB-79 help is better than no help so take him anyway. The mission will last for three minutes before the Columbus cross the defensive line. As long as at least one Columbus crosses the line you will complete the mission. If both Columbus get destroyed, you will fail. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 650 Body 150 | +-------------------------+-------------------------------------------+ |Unit: Random (Difficult) | |Ally: RB-79 Ball | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Columbus must finish the mission with over 50% Health. | |1.20 - One Columbus must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ Like usual you must guard two Columbus class cruisers for three minutes in this mission, but unlike usual your unit is chosen randomly. And not only will it be chosen randomly, but the unit will be picked randomly from every unit you have unlocked that has a deployment cost of 50 points or less, hence the term "difficult" being applied here. You will also have a Salamis cruiser escorting the two Columbus transports with you, but don't expect much help from it. This mission has gotten much tougher since the Four-Star version, and the enemies are meaner than ever. Initial enemies will be a squad of MS-21C Dra-Cs, but after you destroy them it will be mostly MS-06FZ Zaku II FZs with MMP-80 Machineguns and MS-09R-2 Rick Dom IIs with Giant Bazookas (Rick Dom II). Towards the end more Dra-Cs will appear accompanied by MS-14F Gelgoog Marines with MMP-80 Machineguns. The enemies will come in from all sides. The enemies will tend to target the Salamis first, and they will usually destroy it before shifting their focus to destroying you or the Columbus. After twenty-five seconds pass by Jack Bayard will offer to support you in a measly Ball, but RB-79 help is better than no help so take him anyway. The mission will last for three minutes before the Columbus cross the defensive line. As long as at least one Columbus crosses the line you will complete the mission. If both Columbus get destroyed, you will fail. Earth Federation Body (Orange) Missions --------------------------------------- +-------------------------+------------+ | Name: Chaos | Type: Body | |-------------------------+------------+------------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 30 Body 140 | +-------------------------+-------------------------------------------+ |Unit: RX-78GPO1Fb Gundam Zephyranthes Full Vernian (Beam Saber ONLY) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Destroy enemy units with beam saber. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90-100% of the Health Gauge left. | |1.20 - Complete the mission with 80-89% of the Health Gauge left. | +---------------------------------------------------------------------+ You can only use your mobile suits beam saber to attack in this mission. You can't even use your sub weapons! Your opponents will also only be limited to attacking with their melee weapons, so it's pretty fair though. You will have the helm of the powerful Gundam Zephyranthes Full Vernian in this mission, so you should have no problem shredding the legions of enemies that will come after you. The enemies consist mostly of MS-21C Dra-C's, MS-05A Zaku I's, MS-06F Zaku II's, and MS-09R Rick Doms. Destroy twelve of the enemy units and you will complete this mission. +-------------------------+------------+ | Name: Chaos | Type: Body | |-------------------------+------------+------------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 45 Body 200 | +-------------------------+-------------------------------------------+ |Unit: RX-78-2 Gundam (Beam Saber ONLY) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Destroy enemy units with beam saber. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90-100% of the Health Gauge left. | |1.20 - Complete the mission with 80-89% of the Health Gauge left. | +---------------------------------------------------------------------+ You will have control of the Gundam for this mission, which is a slight step down from last mission. And speaking of last mission, just like last time you are limited to only attacking with your beam saber, and the enemies will only attack you with their melee weapons. The enemies have had a small increase in skill, but over all things haven't changed much. You will still see a few MS-21C Dra-C in the beginning, followed by waves of MS-05A Zaku I's, then MS-06F Zaku II's, and a few MS-09R Rick Doms. Make all ten enemies eat hot plasma death and victory will be yours. +-------------------------+------------+ | Name: Chaos | Type: Body | |-------------------------+------------+------------------------------+ | Difficulty: *** | Experience: Pilot 70 Mind 70 Body 300 | +-------------------------+-------------------------------------------+ |Unit: RGM-79N GM Custom (Beam Saber ONLY) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Destroy enemy units with beam saber. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90-100% of the Health Gauge left. | |1.20 - Complete the mission with 80-89% of the Health Gauge left. | +---------------------------------------------------------------------+ Just like last time, you are limited to melee weapons only. Only this time you are stuck in a GM Custom. The enemies have gotten a little more vicious, but nothing new from the last mission. Still a bunch of MS-21C Dra-C in the beginning, followed by waves of MS-05A Zaku Is, then MS-06F Zaku II's, and a few MS-09R Rick Doms. Defeat all twelve of the enemies with your beam saber and you win. +-------------------------+------------+ | Name: Chaos | Type: Body | |-------------------------+------------+------------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 100 Body 480 | +-------------------------+-------------------------------------------+ |Unit: RGM-79GS GM Command (Beam Saber ONLY) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Destroy enemy units with beam saber. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 80% to 100% of the Health Gauge. | |1.20 - Complete the mission with 50% to 79% of the Health Gauge left.| +---------------------------------------------------------------------+ You can only attack with your beam saber, conspicuously just like in the last three Chaos missions. But now you only have control of a GM Command, which is pretty darned flimsy. The enemies have become downright evil, and can tear you apart quickly. They will tend to beat up on you in a group, and while you are attacking one unit, several other units may come and backstab you! If an enemy should charge you barrel roll out of its way, and turn around and slash it. Keep an eye on your radar to know where all of the enemy units are at all times. The enemy roll call includes several MS-06FZ Zaku II FZs early on, and then MS-09R-2 Rick Dom II's mixed in. Towards the end you will also be swarmed by a few MS-14A Gelgoogs, and even a few MS-14F Gelgoog Marines. Destroy all twelve enemies with your beam saber and you win. +-------------------------+------------+ | Name: Chaos | Type: Body | |-------------------------+------------+------------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 150 Body 650 | +-------------------------+-------------------------------------------+ |Unit: RGM-79 GM (Beam Saber ONLY) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Destroy enemy units with beam saber. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 80% to 100% of the Health Gauge. | |1.20 - Complete the mission with 50% to 79% of the Health Gauge left.| +---------------------------------------------------------------------+ This mission is only for those with RB-79's of steel. In this mission they stick you in a GM -a GM!- and expect you to slay the vast legions of evil enemy Zeon's who are tons faster, stronger, and more badass then your weakling GM in pretty much every way conceivable. Just like in all of the Chaos missions, you and your enemies are all limited to only being able to use your melee weapons to attack. They will tend to beat up on you in a group, and while you are attacking one unit, several other units may come and backstab you, which not only sucks but could prove potentially fatal! If an enemy mobile suit should charge you barrel roll out of its way and turn around and slash it. Keep an eye on your radar to know where all of the enemy units are at all times. Just like during the Four-Star version of the mission, there are several MS-06FZ Zaku II FZs early on, and then MS-09R-2 Rick Dom IIs mixed in. Towards the end you will also be swarmed by a few MS-14A Gelgoogs, and even a few MS-14F Gelgoog Marines. Destroy twelve enemies with your beam saber and you win. +---------------------------------+------------+ | Name: Solar System Construction | Type: Body | |-------------------------+-------+------------+----------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 90 Body 200 | +-------------------------+-------------------------------------------+ |Unit: RGM-79GS GM Command (with Beam Gun) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Construct the Solar System in the Corregidor Shoal Zone. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Deliver at least eight mirror panels. | |1.20 - Deliver seven mirror panels. | +---------------------------------------------------------------------+ In this mission you must use the GM Command to pick up the folded mirrors that make up the Solar-System and haul them around to the drop- off point near the Solar System. Lock onto one of the mirror panels and use the Square button to pick it up. Do not use your thrusters while carrying a mirror, or you will automatically drop it. Head in the direction of the green indicator arrow with a mirror in hand and after awhile of cruising you will see a green cube area. Drop the mirror into the green box area, and you should hear a beeping noise to signal that the mirror is in the area. Now just use your thrusters to haul ass back to the mirrors, get another mirror, come back and drop it off at the drop off point. Lather, rinse, and repeat. You have three minutes to get five mirror panels into the green area, or you fail. +---------------------------------+------------+ | Name: Solar System Construction | Type: Body | |-------------------------+-------+------------+----------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 140 Body 300 | +-------------------------+-------------------------------------------+ |Unit: RB-79 Ball | |Ally: None | +---------------------------------------------------------------------+ |Objective: Construct the Solar System in the Corregidor Shoal Zone. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Deliver at least eight mirror panels. | |1.20 - Deliver seven mirror panels. | +---------------------------------------------------------------------+ This mission is exactly like the Two-Star version, except now you are in a slow as hell Ball. Like last time, lock onto one of the mirror panels and use the Square button to pick it up. Do not use your thrusters while carrying a mirror, or you will drop it. Head in the direction of the green indicator arrow with a mirror in hand and after awhile of cruising you will see a green cube area. Drop the mirror into the green box area, and you should hear a beeping noise to signal that the mirror is in the area. Now just use your thrusters to haul ass back to the mirrors, get another mirror, come back and drop it off at the drop off point. You have three minutes to get five mirror panels into the green area, or you fail. Successful completion of this mission will unlock the RB-79K Ball K Type for your personal use. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 30 Body 140 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% of the Health Gauge remaining. | |1.20 - Complete the mission with 90-99% of the Health Gauge left. | +---------------------------------------------------------------------+ You are a moron who got stranded behind enemy lines, now it's up to you to pull your own weight and not die! You get to select your own unit to be stranded in, so choose whatever you want and destroy them Zekes! The primary enemies will be squads of three MS-05A Zaku I's with Zaku Machineguns. Soon a few MS-06F Zaku II's armed with either Zaku Machineguns or Zaku Bazookas will begin to attack you. You have to survive while destroying the enemies. After you destroy the total of forty enemies that get thrown your way the mission will end. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 45 Body 200 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% of the Health Gauge remaining. | |1.20 - Complete the mission with 90-99% of the Health Gauge left. | +---------------------------------------------------------------------+ This mission is just like the One-Star version, except that the unit you get stranded in will be chosen for you completely at random. The primary enemies will be squads of three MS-05A Zaku I's with Zaku Machineguns. Soon a few MS-06F Zaku II's armed with either Zaku Machineguns or Zaku Bazookas will begin to attack you. You have to survive while destroying the enemies. After you destroy the total of forty enemies that get thrown your way the mission will end in victory. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: *** | Experience: Pilot 70 Mind 70 Body 300 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% of the Health Gauge remaining. | |1.20 - Complete the mission with 90-99% of the Health Gauge left. | +---------------------------------------------------------------------+ The mission has gotten a bit tougher than last time, but for your own sake at least revel in the fact your unit isn't chosen randomly for you. Again, your ass is stranded behind enemy lines alone. How the hell do you keep getting yourself into situations like this? Initial enemies will include MS-06F Zaku II's armed with either Zaku Machineguns or Zaku Bazookas, but soon MS-06R-1 Zaku II High Mobility Types armed with Zaku Machineguns will attack. Several MS-09R Rick Doms armed with Giant Bazookas will be thrown into the mix later and towards the end you will even start to see a few MS-14A Gelgoogs armed with Beam Rifles (Gelgoog). You have to survive while destroying the attacking enemy mobile suits. After you destroy the total of forty enemies that get thrown your way the mission will end in victory. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 100 Body 480 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 80% to 100% of the Health Gauge. | |1.20 - Complete the mission with 50% to 79% of the Health Gauge left.| +---------------------------------------------------------------------+ This mission has gotten much more difficult! You must survive behind enemy lines, of course. Destroy enemy units as they come until the mission ends. Simple, right? HELL NO! The enemies are vicious... just plain vicious. The enemies consist of MS-06R-1 Zaku II High Mobility Types armed with Zaku Machineguns, MS-09R-2 Rick Dom II's armed with Giant Bazookas (Rick Dom II), MS-18E Kämpfers armed with MMP-80 Machineguns or Giant Bazookas, MS-14F Gelgoog Marines armed with MMP-80 Machineguns, and towards the end there will even be multiple MS-14Jg Gelgoog Jägers toting Beam Machineguns (Gelgoog Jäger). Yikes! Just destroy forty enemies and the mission will end. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 150 Body 650 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 80% to 100% of the Health Gauge. | |1.20 - Complete the mission with 50% to 79% of the Health Gauge left.| +---------------------------------------------------------------------+ This mission subjects you to having your unit randomly chosen for you, which means that you can get stuck in something completely terrible. As if the mission wasn't hard enough last damn time! Besides the random unit selection this mission is very similar to the Four-Star version of the Survival mission. The enemy roster still contains boatloads of MS-06R-1 Zaku II High Mobility Types armed with Zaku Machineguns, MS-09R-2 Rick Dom II's armed with Giant Bazookas (Rick Dom II), MS-18E Kämpfers armed with MMP-80 Machineguns or Giant Bazookas, MS-14F Gelgoog Marines armed with MMP-80 Machineguns, and towards the end there will be multiple MS-14Jg Gelgoog Jägers toting Beam Machineguns (Gelgoog Jäger). Give 'em hell! Destroy forty enemies and the mission will end. Earth Federation Balanced Missions ---------------------------------- +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: * | Experience: Pilot 60 Mind 60 Body 60 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: FF-S3 Saberfish | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers guarding the colony drop group.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute. | |1.20 - Complete the mission in over 1 minute but under 1 minute and | | 15 seconds. | +---------------------------------------------------------------------+ This is a pretty easy mission. It is perfect for small fighter crafts, such as the Core Fighter, Saberfish, or Core Fighter II, to rack up big bonuses in. You will have a three minute time limit, in which you must destroy your quota of ships, otherwise you will fail the mission. The Zeon Fleet will be directly ahead of you. It is made up of a majority of Musai with a few Chivvays. Ignore the enemy Gattle that are flying around. They are a mere annoyance, and you can use the space cruisers as cover from their fire anyway. After about thirty seconds your ally, South Burning, will radio in piloting a Saberfish. Call him in if you wish, but he will pretty much just attack the enemy units. After destroying three space cruisers the mission will end successfully. +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 90 Body 90 | +-------------------------+-------------------------------------------+ |Unit: FF-S3 Saberfish | |Ally: FF-S3 Saberfish | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers guarding the colony drop group.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute. | |1.20 - Complete the mission in over 1 minute but under 1 minute and | | 15 seconds. | +---------------------------------------------------------------------+ This is still pretty easy mission. It is perfect for small fighter crafts to rack up big bonuses in, and that is exactly what the Saberfish is, although it doesn't give quite the bonus that the Core Fighters do. You will have a three minute time limit, in which you must destroy your quota of ships, otherwise you will fail the mission. The Zeon Fleet will be directly ahead of you. It is made up of a majority of Musai with a few Chivvays. Ignore the enemy Gattle that are flying around, and the few Jiccos that will come later. The Gattle and Jicco can do a decent amount of damage to you so try to use the space cruisers as cover from their fire. Hiding underneath the hump of the Musais, between the two rear engines, will provide an ample amount of cover. After about thirty seconds your ally, South Burning, will radio in piloting a Saberfish. Call him in if you wish, but he will pretty much just attack the enemy units. After destroying three space cruisers the mission will end successfully. +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 140 Body 140 | +-------------------------+-------------------------------------------+ |Unit: FF-S3 Saberfish | |Ally: FF-S3 Saberfish | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers guarding the colony drop group.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute. | |1.20 - Complete the mission in over 1 minute but under 1 minute and | | 15 seconds. | +---------------------------------------------------------------------+ The mission has gotten a small amount more challenging, but it's still pretty easy. You are still in a Saberfish, of course. The amount of ships you must destroy to end the mission has increased, and the enemy units have gotten stronger. You will have a three minute time limit, in which you must destroy your quota of ships, otherwise you will fail the mission. The Zeon cruisers will be directly ahead of you when the mission begins. It is made up of a majority of Musai with a few Chivvays. Ignore the enemy Gattle that are flying around, and the few Jiccos that will come later. The Gattle and Jicco can do a decent amount of damage to you so try to use the space cruisers as cover from their fire. Hiding underneath the hump of the Musais, between the two rear engines, will provide an ample amount of cover. After about thirty seconds your ally, South Burning, will radio in piloting a Saberfish. Call him in if you wish, but he will pretty much just attack the enemy units. After destroying five space cruisers the mission will end successfully. +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: **** | Experience: Pilot 210 Mind 210 Body 210 | +-------------------------+-------------------------------------------+ |Unit: FF-S3 Saberfish | |Ally: Public | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers guarding the colony drop group.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute. | |1.20 - Complete the mission in over 1 minute but under 1 minute and | | 15 seconds. | +---------------------------------------------------------------------+ The mission has now taken on a much higher degree of difficulty. Not only are the enemies much more vicious, but there are now a few MS-05A Zaku I armed with Zaku Machineguns in this mission. As a reminder, you are still in a Saberfish so if one of the few Zaku I's gets close enough to melee you, you are pretty much dead unless you have a very high Guard. The amount of ships you must destroy to end the mission has actually decreased since last mission, but those damn Zaku Is make it harder. You will have a three minute time limit, in which you must destroy your quota of ships, otherwise you will fail the mission. The Zeon cruisers will be directly ahead of you when the mission begins. It is made up of a majority of Musai with a few Chivvays. Ignore the enemy Gattle that are flying around, and the few Jiccos, and do your best to avoid the Zaku I's as well. The Gattle and Jicco can do a decent amount of damage to you so try to use the space cruisers as cover from their fire. Hiding underneath the hump of the Musais, between the two rear engines, will provide an ample amount of cover, but you could get caught in a trap if a Zaku gets up close. After about thirty seconds your ally will radio in piloting a Public. Call him in if you wish, but he will pretty much just attack the enemy units. After destroying seven space cruisers the mission will end successfully. Successful completion of this mission will unlock the Public fighter craft for use in versus mode. +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: ***** | Experience: Pilot 300 Mind 300 Body 300 | +-------------------------+-------------------------------------------+ |Unit: FF-S3 Saberfish | |Ally: Public | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers guarding the colony drop group.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute. | |1.20 - Complete the mission in over 1 minute but under 1 minute and | | 15 seconds. | +---------------------------------------------------------------------+ The mission has now taken on a much higher degree of difficulty. Not only are the enemies much more vicious, but there are now a few MS-05A Zaku I armed with Zaku Machineguns AND MS-06F Zaku IIs with Zaku Machineguns in this mission. Yikes! As a reminder, you are still in a Saberfish so if one of the few Zakus gets close enough to melee you you're pretty much dead unless you have a very high Guard. The amount of ships you must destroy to end the mission has increased. You will have a three minute time limit, in which you must destroy your quota of ships, otherwise you will fail the mission. The Zeon cruisers will be directly ahead of you when the mission begins. It is made up of a majority of Musai with a few Chivvays. Ignore the enemy Gattle that are flying around, and the few Jiccos, and do your best to avoid the Zaku I's as well. The Gattle and Jicco can do a decent amount of damage to you so try to use the space cruisers as cover from their fire. Hiding underneath the hump of the Musais, between the two rear engines, will provide an ample amount of cover, but you could get caught in a trap if a Zaku gets up close. After about thirty seconds your ally will radio in piloting a Public. Call him in if you wish, but he will pretty much just attack the enemy units. After destroying eight space cruisers the mission will end successfully. Successful completion of this mission will unlock the Public fighter craft for use in versus mode. +---------------------------+----------------+ | Name: Capture the Fortress| Type: Balanced | |-------------------------+-+----------------+------------------------+ | Difficulty: * | Experience: Pilot 60 Mind 60 Body 60 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: FA-78-1 Gundam Full Armor Type | +---------------------------------------------------------------------+ |Objective: Assist in capturing Solomon by clearing enemy units from | | the area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 100% Health at the end of the mission. | |1.20 - Have 90-99% Health at the end of the mission. | +---------------------------------------------------------------------+ You start this mission with the choice to select your own unit, so if I may let me suggest something small and fast. You will have exactly 3 minutes to survive at Solomon before the mission ends. You will be up against near infinite hordes of MS-05A Zaku I and MS-06F Zaku II with Zaku Machineguns, and small squads of three Gattle will periodically launch from Solomon just outside the mission area. The mobile suits will come in groups of three at a time. If you destroy all three a new group of three enemies will enter combat. This can be used to you advantage, because if you destroy only two of the three enemies than no new enemies will come, and you will only have to deal with the single enemy until the mission ends. After 30 seconds, your ally in a Ball K Type will radio in asking for support. DO NOT TAKE SUPPORT IN THIS MISSION!!! The support you call in will destroy the last remaining enemy, which will totally blow the strategy of evasion. So don't call in support and just dodge the enemy fire until the three minutes are up and the mission ends. +---------------------------+----------------+ | Name: Capture the Fortress| Type: Balanced | |-------------------------+-+----------------+------------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 90 Body 90 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: FA-78-1 Gundam Full Armor Type | +---------------------------------------------------------------------+ |Objective: Assist in capturing Solomon by clearing enemy units from | | the area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 100% Health at the end of the mission. | |1.20 - Have 90-99% Health at the end of the mission. | +---------------------------------------------------------------------+ This mission will randomly select a unit for you to pilot. In some missions this wold pose a serious problem, but this mission isn't of much consequence in a weaker unit because you should be evading, not attacking! You will have exactly 3 minutes to survive at Solomon before the mission ends. You will be up against near infinite hordes of MS-05A Zaku I and MS-06F Zaku II with Zaku Machineguns, and small squads of three Gattle will periodically launch from Solomon just outside the mission area. In the last minute of combat MS-09R Rick Doms armed with Giant Bazookas will begin to appear in the enemy squads. The mobile suits will come in groups of three at a time. If you destroy all three a new group of three enemies will enter combat. This can be used to you advantage, because if you destroy only two of the three enemies than no new enemies will come, and you will only have to deal with the single enemy until the mission ends. After 30 seconds, your ally in the Gundam Full Armor Type will radio in asking for support. DO NOT TAKE SUPPORT IN THIS MISSION!!! The support you call in will destroy the last remaining enemy, which will totally blow the strategy of evasion. So don't call in support and just dodge the enemy fire until the three minutes are up and the mission ends. +---------------------------+----------------+ | Name: Capture the Fortress| Type: Balanced | |-------------------------+-+----------------+------------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 140 Body 140 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: FA-78-1 Gundam Full Armor Type | +---------------------------------------------------------------------+ |Objective: Assist in capturing Solomon by clearing enemy units from | | the area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 100% Health at the end of the mission. | |1.20 - Have 90-99% Health at the end of the mission. | +---------------------------------------------------------------------+ This time you get to choose your own unit. I suggest taking a weaker unit to take full advantage of this missions ease if you just spend all of the time dodging. You will have exactly 3 minutes to survive at Solomon before the mission ends. You will be up against tons of mean MS-06R-1 Zaku II High Mobility Types with Zaku Machineguns and MS-09R Rick Doms, and small squads of three Gattle (which won't attack) that will periodically launch from Solomon just outside the mission area. In the last minute of combat MS-09R Rick Doms armed with Giant Bazookas will begin to appear in the enemy squads. The mobile suits will come in groups of three at a time. If you destroy all three a new group of three enemies will enter combat. This can be used to you advantage, because if you destroy only two of the three enemies than no new enemies will come, and you will only have to deal with the single enemy until the mission ends. After 30 seconds, your ally in the Gundam Full Armor Type will radio in asking for support. DO NOT TAKE SUPPORT IN THIS MISSION!!! The support you call in will destroy the last remaining enemy, which will totally blow the strategy of evasion. So don't call in support and just dodge the enemy fire until the three minutes are up and the mission ends. +---------------------------+----------------+ | Name: Capture the Fortress| Type: Balanced | |-------------------------+-+----------------+------------------------+ | Difficulty: **** | Experience: Pilot 210 Mind 210 Body 210 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: FA-78-1 Gundam Full Armor Type | +---------------------------------------------------------------------+ |Objective: Assist in capturing Solomon by clearing enemy units from | | the area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 100% Health at the end of the mission. | |1.20 - Have 90-99% Health at the end of the mission. | +---------------------------------------------------------------------+ You once again get to choose your own unit in this mission. I suggest taking a weaker unit to take full advantage of this mission's ease if you just spend all of the time dodging. You will have exactly 3 minutes to survive at Solomon before the mission ends. You will be up against infinite hordes of MS-06F-2 Zaku II F-2s with Zaku Machineguns and MS-09R-2 Rick Dom II's armed with Giant Bazookas (Rick Dom II), and small squads of three Gattle (which won't attack) that will periodically launch from Solomon just outside the mission area. The mobile suits will come in groups of three at a time. If you destroy all three a new group of three enemies will enter combat. This can be used to you advantage, because if you destroy only two of the three enemies than no new enemies will come, and you will only have to deal with the single enemy until the mission ends. After 30 seconds, your ally in the Gundam Full Armor Type will radio in asking for support. DO NOT TAKE SUPPORT IN THIS MISSION!!! The support you call in will destroy the last remaining enemy, which will totally blow the strategy of evasion. So don't call in support and just dodge the enemy fire until the three minutes are up and the mission ends. +---------------------------+----------------+ | Name: Capture the Fortress| Type: Balanced | |-------------------------+-+----------------+------------------------+ | Difficulty: ***** | Experience: Pilot 300 Mind 300 Body 300 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: FA-78-1 Gundam Full Armor Type | +---------------------------------------------------------------------+ |Objective: Assist in capturing Solomon by clearing enemy units from | | the area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 100% Health at the end of the mission. | |1.20 - Have 90-99% Health at the end of the mission. | +---------------------------------------------------------------------+ This mission is tougher than ever, and it most definitely NOT HELPED by that fact that you have your unit chosen randomly for you. You will have exactly 3 minutes to survive at Solomon before the mission ends. You will be up against infinite hordes of MS-06F-2 Zaku II F-2s with Zaku Machineguns and MS-09R-2 Rick Dom II's armed with Giant Bazookas (Rick Dom II), and small squads of three Gattle (which won't attack) that will periodically launch from Solomon just outside the mission area. The mobile suits will come in groups of three at a time. If you destroy all three a new group of three enemies will enter combat. This can be used to you advantage, because if you destroy only two of the three enemies than no new enemies will come, and you will only have to deal with the single enemy until the mission ends. After 30 seconds, your ally in the Gundam Full Armor Type will radio in asking for support. DO NOT TAKE SUPPORT IN THIS MISSION!!! The support you call in will destroy the last remaining enemy, which will totally blow the strategy of evasion. So don't call in support and just dodge the enemy fire until the three minutes are up and the mission ends. +---------------------------------+----------------+ | Name: Reconnaissance of Granada | Type: Balanced | |-------------------------+-------+----------------+------------------+ | Difficulty: * | Experience: Pilot 60 Mind 60 Body 60 | +-------------------------+-------------------------------------------+ |Unit: FA-78-1 Gundam Full Armor Type | |Ally: RB-79K Ball K Type | +---------------------------------------------------------------------+ |Objective: Reconnaissance of enemy research program at Granada. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 15 seconds. | |1.20 - Complete the mission in over 1 minute and 15 seconds but | | under 1 minute and 30 seconds. | +---------------------------------------------------------------------+ You will be given the Gundam Full Armor Type to piddle around with in this mission, so you've got quite a bit of firepower at your disposal. When the mission begins there will be a Chivvay battleship directly ahead of you. One MS-17 Galbaldy a's armed with a Beam Rifle will appear near the Chivvay accompanied by a few MS-06F Zaku IIs armed with Zaku Machineguns. Destroy the Galbaldy a and destroy a few waves of Zaku II's. When about thirty seconds go by your support will radio in, so call in the Ball for backup. After the waves of Zaku II's have been destroyed, a MAN-08 Elmeth will show up to give you a little trouble. After destroying all of the enemy units the only thing left will be the Chivvay, if you haven't wasted that yet. Destroy everything and the mission will end. +---------------------------------+----------------+ | Name: Reconnaissance of Granada | Type: Balanced | |-------------------------+-------+----------------+------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 90 Body 90 | +-------------------------+-------------------------------------------+ |Unit: RGM-79SP GM Sniper II (with Sniper Rifle) | |Ally: RB-79K Ball K Type | +---------------------------------------------------------------------+ |Objective: Reconnaissance of enemy research program at Granada. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 15 seconds. | |1.20 - Complete the mission in over 1 minute and 15 seconds but | | under 1 minute and 30 seconds. | +---------------------------------------------------------------------+ In this variation of the mission you have been assigned a GM Sniper II. The enemies are a little tougher, but the mission is pretty much the same. When the mission begins there will be a Chivvay battleship directly ahead of you. One MS-17 Galbaldy a's armed with a Beam Rifle will appear near the Chivvay accompanied by a few MS-06F Zaku IIs armed with Zaku Machineguns. Destroy the Galbaldy a and destroy a few waves of Zaku II's. When about thirty seconds go by your support will radio in, so call in the Ball. After all of the waves of Zaku II's have been destroyed, a MAN-08 Elmeth will show up to give you a little trouble. After destroying all of the enemy units the only thing left will be the Chivvay, if you didn't destroy it yet. Destroy everything and the mission will end. +---------------------------------+----------------+ | Name: Reconnaissance of Granada | Type: Balanced | |-------------------------+-------+----------------+------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 140 Body 140 | +-------------------------+-------------------------------------------+ |Unit: RGM-79SP GM Sniper II (with Sniper Rifle) | |Ally: RB-79K Ball K Type | +---------------------------------------------------------------------+ |Objective: Reconnaissance of enemy research program at Granada. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 15 seconds. | |1.20 - Complete the mission in over 1 minute and 15 seconds but | | under 1 minute and 30 seconds. | +---------------------------------------------------------------------+ You once again are in the GM Sniper II for this third rehash of this mission and, besides increasing in strength and toughness, the enemy roster has changed drastically. When the mission begins you will notice that the Chivvay is still in front of you, but there is already a MAN- 03 Braw Bro mobile armor and two MS-11 Action Zakus armed with Custom Beam Rifles (Act Zaku). Destroy the two Action Zakus before tackling that Braw Bro. The GM Sniper II's special attack will devastate the Braw Bro, so use that to waste it if the mobile armor is headed straight towards or away from you. When about thirty seconds go by your support will radio in, so call in the Ball 'cause your going to need all the help you can get. After the Braw Bro is destroyed five Action Zakus will attack, two at a time. Destroy the few Action Zakus and a MAN-08 Elmeth will arrive. Destroy the Elmeth and take out the Chivvay and the mission will end. +---------------------------------+----------------+ | Name: Reconnaissance of Granada | Type: Balanced | |-------------------------+-------+----------------+------------------+ | Difficulty: **** | Experience: Pilot 210 Mind 210 Body 210 | +-------------------------+-------------------------------------------+ |Unit: RGM-79GS GM Command (with Beam Gun) | |Ally: RB-79K Ball K Type | +---------------------------------------------------------------------+ |Objective: Reconnaissance of enemy research program at Granada. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 45 seconds. | |1.20 - Complete the mission in over 1 minute and 45 seconds but | | under 2 minutes. | +---------------------------------------------------------------------+ In the missions fourth incarnation you take a rather steep drop in the power of the unit you are given. The mission's enemy set up is just like last time, except the enemies are more difficult, and much more powerful. When the mission begins you will notice that the Chivvay is still in front of you, but there is already a MAN-03 Braw Bro mobile armor and two MS-11 Action Zakus armed with Custom Beam Rifles (Act Zaku) nearby. Destroy the two Action Zakus before tackling that Braw Bro. Be careful because if the Braw Bro uses it's special attack, where it launches it's wire-guided beam cannons and attacks you from all angles, and it hits successfully, you will take a whole lot of damage. After about thirty seconds go by your support will radio in, so call in the Ball because your going to need all the help you can get. Once the Braw Bro is destroyed seven Action Zakus will attack, in groups of two at a time. Destroy the few Action Zakus and a MAN-08 Elmeth will arrive. Destroy the Elmeth and take out the Chivvay and the mission will end. +---------------------------------+----------------+ | Name: Reconnaissance of Granada | Type: Balanced | |-------------------------+-------+----------------+------------------+ | Difficulty: ***** | Experience: Pilot 300 Mind 300 Body 300 | +-------------------------+-------------------------------------------+ |Unit: RGM-79 GM (with Beam Spray Gun) | |Ally: RB-79K Ball K Type | +---------------------------------------------------------------------+ |Objective: Reconnaissance of enemy research program at Granada. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 45 seconds. | |1.20 - Complete the mission in over 1 minute and 45 seconds but | | under 2 minutes. | +---------------------------------------------------------------------+ This mission is for the hardcore only! You are supplied with a plain old GM for this mission. A normal GM! Good luck. The enemies come in similar formations to the last mission, except the enemies are more difficult and slightly more powerful. When the mission begins you will notice that a Chivvay battle cruiser is in front of you, and there is already a MAN-03 Braw Bro mobile armor and two MS-11 Action Zakus armed with Custom Beam Rifles (Act Zaku) nearby. Destroy the two Action Zakus before tackling that Braw Bro. Be careful because if the Braw Bro uses it's special attack, where it launches it's wire-guided beam cannons and attacks you from all angles, and it hits successfully, you will probably be destroyed or at least in VERY bad shape, so be sure to dodge that attack. When about thirty seconds go by your support will radio in, so call in the Ball 'cause your going to need all the help you can get. After the Braw Bro is destroyed, seven Action Zakus will attack in groups of two at a time. Destroy the few Action Zakus and a MAN-08 Elmeth will arrive. Destroy the Elmeth and take out the Chivvay and the mission will end. ----------------------------------------------------------------------- Principality of Zeon Missions ----------------------------------------------------------------------- When you start playing Mission Mode with a Zeonic pilot, four of the following One-Star missions will be available to play. Mission difficulty is gauged by how many stars the mission has. The lowest and easiest missions are One-Star mission, and the hardest, most advanced, and difficult missions are Five-Star missions. You will start off with four One-Star missions to choose from in the beginning: one Pilot (Blue) mission, one Mind (Green) mission, one Body (Orange) mission, and one Balanced (Tri-Colored) mission. Pick which mission you wish to play. Once you choose a mission, you CAN NOT change your mind. If you fail a mission, you will NEVER get a chance to replay it with that pilot. The game will try to provide you with missions of the same category as the ones you have recently played. If you play through mostly Balanced missions, the game will give you more even Balanced missions to play. If you show extreme skill, and do not lose, you may even get to try your hand at some higher difficulty missions. Most blue (Pilot), green (Mind) and orange (Body) missions pay out on the following scale, where the first, higher number is the main attribute and the other two lower numbers are the other two attributes. With only a few exceptions (see below), missions of the same type and star difficulty pay identical points. Normal Mission Point Payouts -------------------------------- 1-Star: 140/ 30/ 30 (200 total) 2-Stars: 200/ 45/ 45 (290 total) 3-Stars: 300/ 70/ 70 (440 total) 4-Stars: 480/100/100 (680 total) 5-Stars: 650/150/150 (950 total) There's also a category for special and non-combat missions. The blue (Pilot) Capture the Cruiser, green (Mind) Clear Shoal Zone, and orange (Body) Transport Fleet missions fall into this category. These missions might be difficult, and very annoying, but they pay double the standard mission value to the other two minor attributes by way of reward. So, since they have a better experience points payout, if you see them you should ALWAYS give them a try in lieu of a similar colored mission of the same difficulty. Unfortunately, special missions do not go any higher than 3-Stars in difficulty. Special Mission Point Payouts ---------------------------------- 2-Stars: 200/ 90/ 90 (380 total) 3-Stars: 300/140/140 (580 total) Interestingly enough, all balanced (Tri-color Pilot/Mind/Body) missions pay slightly less than the focused one-color mission types. In most cases the point penalty is trumped by the utility and over-all usefulness of having a balanced amount of points spread between all three categories. So, even though balanced missions pay less than single-colored missions of the same difficulty, they are still far superior for building good pilots. Tri-Colored Mission Payouts -------------------------------- 1-Star: 60/ 60/ 60 (180 total) 2-Stars: 90/ 90/ 90 (270 total) 3-Stars: 140/140/140 (420 total) 4-Stars: 210/210/210 (630 total) 5-Stars: 300/300/300 (900 total) So without further adieu, here are the missions for the Principality of Zeon! Principality of Zeon Pilot (Blue) Missions ------------------------------------------ +--------------------------+-------------+ | Name: Assault Enemy Fleet| Type: Pilot | |--------------------------+-------------+----------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 140 Body 30 | +--------------------------+------------------------------------------+ |Unit: Selectable | |Ally: MS-09R-2 Rick Dom II (with Giant Bazooka (Rick Dom II)) | +---------------------------------------------------------------------+ |Objective: Detected enemy fleet. Attack and destroy enemy ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score higher than 70,000. | |1.20 - Complete the mission with a Score higher than 50,000. | +---------------------------------------------------------------------+ This mission is simple enough. You just have to destroy a fleet of enemy ships before they leave the operation area. They even let you select your own unit for the job! Isn't that nice of them? When the mission starts you will still be a good distance away from the enemy fleet, so it will take at least twenty seconds for the fleet just to get within visual range. Just head towards the red indicator arrow, because that is the direction the fleet will be coming from. After 25 seconds tick by, your ally will radio in for back up. Take him if you wish, but he'll mainly just attack the enemy units, not the battleships, though this can useful if you want to keep those pesky Feds off your back while you trash their battleships. The enemy units will start coming after you have destroyed your second battleship, and they will consist of mostly RGM-79 GM with Beam Spray Guns and a few RB-79 Balls later on. A few Balls will be escorting the battleship, but they will rarely ever attack. Should more than one battleship escape the operation area you will fail, so be careful not to get to caught up blasting GMs. The fleet will consist of five Salamis and one Magellan. Destroy the ships and the mission will end. +--------------------------+-------------+ | Name: Assault Enemy Fleet| Type: Pilot | |--------------------------+-------------+----------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 200 Body 45 | +--------------------------+------------------------------------------+ |Unit: Random | |Ally: MS-09R-2 Rick Dom II (with Giant Bazooka (Rick Dom II)) | +---------------------------------------------------------------------+ |Objective: Detected enemy fleet. Attack and destroy enemy ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score higher than 70,000. | |1.20 - Complete the mission with a Score higher than 50,000. | +---------------------------------------------------------------------+ This mission is pretty much the same as the One-Star version of Assault Enemy Fleet, except this time the game will choose a random unit and weapon for you. Oh joy... Just like last time you have to destroy all of the enemy battleships before they escape the operation area. Should more than one battleship escape, you will fail the mission. You will have to cruise quite a ways before you reach the enemy fleet, which will be right in front of you. After about 25 seconds tick by, your ally will radio in for back up. Take him if you wish, but he'll mainly just attack the enemy units, not the battleships, and at this low difficulty he won't be of much use unless you got pegged with a really lousy unit in random selection. The enemy units will start coming after you have destroyed your second battleship. The enemies mainly consist of RGM-79 GMs armed with Beam Spray Guns and a few RB-79 Balls (that really won't attack) traveling with the battleships. Try to ignore the enemies and target the battleships. After you destroy a total of six enemy battleships the mission will end in success. +--------------------------+-------------+ | Name: Assault Enemy Fleet| Type: Pilot | |--------------------------+-------------+----------------------------+ | Difficulty: *** | Experience: Pilot 92 Mind 396 Body 92 | +--------------------------+------------------------------------------+ |Unit: Selectable | |Ally: MS-06R-2 Zaku II Improved High Mobility Type(with GiantBazooka)| +---------------------------------------------------------------------+ |Objective: Detected enemy fleet. Attack and destroy enemy ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 130,000 or more. | |1.20 - Complete the mission with a Score of 110,000 or more. | +---------------------------------------------------------------------+ This mission has now changed quite a bit, but fundamentally it's still pretty much the same mission. You will approach the in-transit fleet from the left, and there will already be two Salamis battleships not too far from you. Soon the enemy units will be attacking you in squads of three. The units will consist of two RGM-79 GM with Beam Spray Guns and one RB-79 Ball and they will just keep coming and coming until the mission ends. After about twenty-five seconds tick by your ally in a Zaku II High Mobility Type will radio in to request support, so take him if you wish, although right now you probably don't need him. Destroy the Federation Salamis and Magellan battleships as they come, and after you have destroyed eight battleships the mission will end. +--------------------------+-------------+ | Name: Assault Enemy Fleet| Type: Pilot | |--------------------------+-------------+----------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 480 Body 100 | +--------------------------+------------------------------------------+ |Unit: Selectable | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Detected enemy fleet. Attack and destroy enemy ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 130,000 or more. | |1.20 - Complete the mission with a Score of 110,000 or more. | +---------------------------------------------------------------------+ This mission has received a major over-haul, and is now much more difficult. You will approach the in-transit fleet from the left, and there will already be two Salamis battleships not too far from you. Go give them hell while you can, because as soon as you destroy your second battleship the enemies units will be swarming you. You will see several RGM-79 GM with Beam Spray Guns, as well as many RGM-79N GM Customs with GM Rifles, a few RX-77-2 Guncannons with Custom Beam Rifles (Guncannon), and very few RB-79 Balls during the course of this mission. After about 25 seconds tick by, your ally, Kelly Layzner in a Zaku II will radio in for back up. Take him to keep those damn annoying mobile suits off your back. Speed from battleship to battleship, and take them out with your special attacks, and watch out for those damn homing missiles the battleships will fire. After ten Federation battleships have been destroyed the mission will end. +--------------------------+-------------+ | Name: Assault Enemy Fleet| Type: Pilot | |--------------------------+-------------+----------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 650 Body 150 | +--------------------------+------------------------------------------+ |Unit: Random | |Ally: MS-06F Zaku II (Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Detected enemy fleet. Attack and destroy enemy ships. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 130,000 or more. | |1.20 - Complete the mission with a Score of 110,000 or more. | +---------------------------------------------------------------------+ This mission is identical to the Four-Star version with but one exception; your unit is chosen at random. Like usual you will approach the in-transit Federation fleet from the left, and there will already be two Salamis battleships not too far from you. Go destroy the Salamis and then be on your guard, because as soon as you destroy your second battleship the enemy units will start coming. There will be several RGM-79 GM with Beam Spray Guns, as well as many RGM-79N GM Customs with GM Rifles, a few RX-77-2 Guncannons with Custom Beam Rifles (Guncannon), and very few RB-79 Balls during the course of this mission. After about 25 seconds tick by, your ally, Kelly Layzner in a Zaku II will radio in for back up. Take him to keep those damn annoying mobile suits off your back. Speed from battleship to battleship, and take them out with your special attacks, and watch out for those damn homing missiles the battleships will fire. After ten Federation battleships have been destroyed the mission will end. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: * | Experience: Pilot 140 Mind 30 Body 30 | +------------------------+--------------------------------------------+ |Unit: MA-05 Bigro | |Ally: MS-14A Gelgoog (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Destroy enemy transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90-100% of the Health Gauge left. | |1.20 - Complete the mission with 80-89% of the Health Gauge left. | +---------------------------------------------------------------------+ For this mission you must destroy a fleet of Federation Columbus class transport ships. In this version you are stuck in an MA-05 Bigro, which can be kind of cumbersome to fly if you aren't used to playing with mobile armors. As the mission begins you will move forward and see a Salamis battleship escorting a Columbus transport ship. When you exit Route Tube Mode the Federation will call in their units to guard the two ships. A unit of two RB-79 Balls and one RGM-79 GM with a Beam Spray Gun will attack you, but just ignore them and the Salamis, and target the Columbus. After 30 seconds go by in the mission, your ally will radio in asking if you want him to back you up. Go ahead and take him, as he will destroy the enemy units that will be dogging you while you take care of those transports. Once the first Columbus is destroyed, another Salamis and Columbus will enter the area. Head on over and destroy the second Columbus and the mission will end. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: ** | Experience: Pilot 200 Mind 45 Body 45 | +------------------------+--------------------------------------------+ |Unit: Random | |Ally: MS-14A Gelgoog (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Destroy enemy transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90-100% of the Health Gauge left. | |1.20 - Complete the mission with 80-89% of the Health Gauge left. | +---------------------------------------------------------------------+ This mission is just like the One-Star version, except you are stuck in a randomly selected unit. As the mission begins you will move forward and see a Salamis battleship escorting a Columbus transport ship. Again, your goal in this mission is to destroy all of the Columbus transports. When you exit Route Tube Mode the Federation will call in their units to guard the two ships. A unit of two RB-79 Balls and one FF-S3 Saberfish will attack you, but just ignore them and the Salamis, and target the Columbus. After 30 seconds go by in the mission, your ally will radio in asking if you want him to back you up. Go ahead and take him, as he will destroy the enemy units that will be dogging you while you take care of those transports. Once the first Columbus is destroyed, another Salamis and Columbus will enter the area. Head on over and destroy the second Columbus and the mission will end. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: *** | Experience: Pilot 396 Mind 92 Body 92 | +------------------------+--------------------------------------------+ |Unit: Selectable | |Ally: MS-09R Rick Dom (with Giant Bazooka) | +---------------------------------------------------------------------+ |Objective: Destroy enemy transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90-100% of the Health Gauge left. | |1.20 - Complete the mission with 80-89% of the Health Gauge left. | +---------------------------------------------------------------------+ Things have gotten a bit tougher since last time, but not really by much. As the mission begins you will move forward and see a Salamis battleship escorting a Columbus transport ship. Again, your goal in this mission is to destroy all of the Columbus transports. When you exit Route Tube Mode the Federation will call in their units to guard the two ships. A unit of two RB-79 Balls and one RGM-79 GM with a Beam Spray Gun will attack you, but just ignore them and the Salamis, and target the Columbus. After 30 seconds go by in the mission, your ally will radio in asking if you want him to back you up. Go ahead and take him, as he will destroy the enemy units that will be dogging you while you take care of those transports. Once the first Columbus is destroyed, another two Salamis and Columbus will enter the area. Head on over and destroy the next Columbus, and then after that one is destroyed take out the third Columbus transport ship. After all three Columbus are destroyed the mission will end in victory. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+--------+-------------+---------------------+ | Difficulty: **** | Experience: Pilot 480 Mind 100 Body 100 | +------------------------+--------------------------------------------+ |Unit: Selectable | |Ally: MS-09R Rick Dom (with Giant Bazooka) | +---------------------------------------------------------------------+ |Objective: Destroy enemy transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90-100% of the Health Gauge left. | |1.20 - Complete the mission with 80-89% of the Health Gauge left. | +---------------------------------------------------------------------+ Things have gotten quite a bit more difficult in this Four-Star version of Assault Enemy Transport Fleet. As the mission begins you will move forward and see a Salamis battleship escorting a Columbus transport ship. Again, your goal in this mission is to destroy all of the Columbus transports. When you exit Route Tube Mode the Federation will call in their units to guard the two ships. A unit of two RGM-79GS GM Command with Beam Guns and one RX-77-2 Guncannon with a Custom Beam Rifle (Guncannon) will attack you, but just try to ignore them and the Salamis, and target the Columbus. After 30 seconds go by in the mission, your ally will radio in asking if you want him to back you up. Go ahead and take him, as he will come in handy to destroy enemy units that are harassing you. Once the first Columbus is destroyed, another two Salamis and Columbus will enter the area. Head on over and destroy the next Columbus, and then after that one is destroyed take out the third Columbus transport ship. After those two are destroyed, another Columbus transport escorted by another Salamis will enter the area. Destroy that fourth Columbus and the mission will end. +-------------------------------------+-------------+ | Name: Assault Enemy Transport Fleet | Type: Pilot | |------------------------+------------+-------------+-----------------+ | Difficulty: ***** | Experience: Pilot 650 Mind 150 Body 150 | +------------------------+--------------------------------------------+ |Unit: Random (Difficult) | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy enemy transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 90-100% of the Health Gauge left. | |1.20 - Complete the mission with 80-89% of the Health Gauge left. | +---------------------------------------------------------------------+ So you thought things couldn't possibly get any worse... Boy, were you wrong! This mission will choose a unit for you at random, but it will only draw from the units that cost 50 or less deployment points, so it's a pretty narrow field. Other than that this mission is exactly like the Four-Star version of this mission. As the mission begins you will move forward and see a Salamis battleship escorting a Columbus transport ship. Again, your goal in this mission is to destroy all of the Columbus transports. When you exit Route Tube Mode the Federation will call in their units to guard the two ships. A unit of two RGM-79GS GM Command with Beam Guns and one RX-77-2 Guncannon with a Custom Beam Rifle (Guncannon) will attack you, but just try to ignore them and the Salamis, and target the Columbus. After 30 seconds go by in the mission, your ally will radio in asking if you want him to back you up. Go ahead and take him, as he will come in handy to destroy enemy units that are harassing you. Once the first Columbus is destroyed, another two Salamis and Columbus will enter the area. Head on over and destroy the next Columbus, and then after that one is destroyed take out the third Columbus transport ship. After those two are destroyed, another Columbus transport escorted by another Salamis will enter the area. Destroy that fourth Columbus and the mission will end. +----------------------------+-------------+ | Name: Capture Enemy Cruiser| Type: Pilot | |----------------------------+-------------+--------------------------+ | Difficulty: ** | Experience: Pilot 200 Mind 90 Body 90 | +----------------------------+----------------------------------------+ |Unit: MS-14A Gelgoog (with Beam Rifle (Gelgoog)) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Land on the enemy cruiser to capture an enemy VIP. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under a minute and forty-five seconds.| |1.20 - Complete the mission in less than two minutes. | +---------------------------------------------------------------------+ This mission is relatively simple. Your objective is to land on an enemy Earth Federation Salamis battleship, but when the mission begins it won't be there yet. In the beginning of the mission you will be up against several squads of three mobile suits each, consisting of a mixture of RB-79 Balls and RGM-79 GM armed with Beam Spray Guns, as well as a single RGM-79GS GM Command armed with a Beam Gun. You won't see it in the beginning, but there is actually a secret four minute countdown going on in the background. Destroy the enemy units while waiting for the Salamis to show up. After all fifteen of the enemy units are destroyed a red arrow will appear on the screen indicating the direction of the Salamis you need to land on and the remainder of the four minute countdown will start, so you must capture the Salamis before time runs out. Fly towards the Salamis space cruiser, ignoring the enemies in-between you and it. There will be a unit of two GM Commands and one RGM-79SP GM Sniper II with a Sniper Rifle guarding the Salamis, and more enemy units will keep coming if you destroy them, so just ignore them and land on the Salamis. It is best to approach the Salamis from the above front. Stay high over the Salamis and when you are approaching the bridge, dive straight down and attempt to lock-on to the area you need to land, which is denoted by a yellow lock-on cursor as opposed to the normal red. Once you have the landing area in you crosshairs, hit the Square button to land and complete the mission. +----------------------------+-------------+ | Name: Capture Enemy Cruiser| Type: Pilot | |----------------------------+-------------+--------------------------+ | Difficulty: *** | Experience: Pilot 300 Mind 140 Body 140| +----------------------------+----------------------------------------+ |Unit: MS-06F Zaku II (with Zaku Machinegun) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Land on the enemy cruiser to capture an enemy VIP. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under a minute and forty-five seconds.| |1.20 - Complete the mission in less than two minutes. | +---------------------------------------------------------------------+ This mission is identical to the Two-Star Capture Enemy Cruiser mission, except this time the enemy units are a bit more powerful and you are in a much less powerful unit. In the beginning of the mission you will be up against several squads of three EFSF mobile suits consisting of a mixture of RB-79 Balls and RGM-79 GM armed with Beam Spray Guns, as well as more RGM-79GS GM Command with Beam Guns. You won't see it in the beginning, but there is a secret four minute countdown going on in the background. Destroy the enemies while waiting for the Salamis to show up. After you have destroyed fifteen enemy units you will be notified of the Salamis' arrival. A red arrow will appear on the screen indicating the direction of the Salamis you need to land on and the countdown timer will appear on screen displaying the remainder of the four minute countdown. You must capture the Salamis before time runs out, otherwise it will escape the area and you fail the mission. Fly towards the Salamis, ignoring the enemies in-between you and it. There will be a unit of two GM Command and a RGM-79SP GM Sniper II with a Sniper Rifle guarding the Salamis, and more enemies will keep coming if you destroy them, so just ignore them and land on that Salamis. It is best to approach the Salamis from the direction of its above front. Stay high over the Salamis and when you are over the bridge area, dive straight down and attempt to lock-on to the area you need to land, which is denoted by a yellow lock-on cursor as opposed to the normal red. Once you have the landing area in you crosshairs, hit the Square button to land your Zaku II and complete the mission. Principality of Zeon Mind (Green) Missions ------------------------------------------ +-------------------------+------------+ | Name: Clear Shoal Zone | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 200 Body 90 | +-------------------------+-------------------------------------------+ |Unit: MS-14A Gelgoog (with Beam Rifle (Gelgoog)) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Clear a path through the Shoal Zone. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Remove thirty-one or more pieces of debris from the area. | |1.20 - Remove twenty-five to thirty pieces of debris from the area. | +---------------------------------------------------------------------+ In this mission you must clear a path through a shoal zone to allow a Musai to pass through safely. You have a Gelgoog to work with. You can not attack in this mission; you must use your special commands to lock onto and drag debris around. There will be three separate areas you must remove debris from. You will be given about one minute in each area to move as much debris as possible. You will enter the area in route tube mode, and when you arrive you will enter the battle sphere. Lock onto a piece of debris and press the Square button to grab it, and then drag it outside of the green lines. Do not press the Cross (X) button to use your thrusters while holding a piece of debris, as this will cause you to drop the debris you are holding. Pressing the Square button again will throw the debris away from you a bit, so use this to throw debris out of the area. You will hear a feint "bwoop" noise if the debris has successfully left the operation area. Move as much debris as you possibly can before the minute is up, and you will be moved to the next area. You must try to clear three areas. After time is up in the third area the mission will end. If you didn't move at least twenty pieces of debris, the Musai will attempt to move through the shoal zone and will be destroyed. Great job, dummy... But as long as you moved twenty or more pieces of debris the mission will be a success. +-------------------------+------------+ | Name: Clear Shoal Zone | Type: Mind | |-------------------------+------------+------------------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 300 Body 140 | +-------------------------+-------------------------------------------+ |Unit: MS-06F Zaku II (with Zaku Machinegun) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Clear a path through the Shoal Zone. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Remove thirty-one or more pieces of debris from the area. | |1.20 - Remove twenty-five to thirty pieces of debris from the area. | +---------------------------------------------------------------------+ This mission is exactly like the Two-Star Clear Shoal Zone mission, only you will be using the slower standard Zaku II to move space junk this time. You still can not attack in this mission. You must use your special commands to lock onto and drag debris around. There will be three separate areas you must remove debris from. You will be given about one minute in each area to move as much debris as possible. You will enter the area in route tube mode, and when you arrive you will enter the battle sphere. Lock onto a piece of debris and press the Square button to grab it, and then drag it outside of the green lines. Do not press the Cross (X) button to use your thrusters while holding a piece of debris, as this will cause you to drop the debris you are holding. Pressing the Square button again will throw the debris away from you a bit, so use this to throw debris out of the area. You will hear a feint "bwoop" noise if the debris has successfully left the operation area. Move as much debris as you possibly can before the minute is up, and you will be moved to the next area. You must try to clear three areas. After time is up in the third area the mission will end. If you didn't move at least twenty pieces of debris, the Musai will attempt to move through the shoal zone and will be destroyed. You fail at life! But as long as you moved twenty or more pieces of debris the mission will be a success. +--------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |--------------------------+------------+-----------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 140 Body 30 | +--------------------------+------------------------------------------+ |Unit: MS-14A Gelgoog (with Beam Rifle (Gelgoog)) | |Ally: MS-11 Act Zaku (with Custom Beam Rifle (Act Zaku)) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Finish the mission with a Score of 50,000 or more. | |1.20 - Finish the mission with a Score of 40,000 or more. | +---------------------------------------------------------------------+ You have to destroy the enemy fleet in this mission. It is pretty easy to do, as the fleet consists of three Salamis cruisers. They are guarded by a few RB-79 Balls. If you destroy the Balls a few RGM-79 GM armed with Beam Spray Guns will start coming. Every time you destroy one of the Salamis' either two Balls, a single Ball, or a GM will spawn from the wreckage. After about twenty-five seconds your ally will call in for support, so call him in to keep the enemies off your back. If one of the Salamis cruisers should leave the mission area, you will fail. Destroy the three Salamis and the mission will end. +--------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |--------------------------+------------+-----------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 200 Body 45 | +--------------------------+------------------------------------------+ |Unit: Random | |Ally: MS-11 Act Zaku (with Custom Beam Rifle (Act Zaku)) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Finish the mission with a Score of 50,000 or more. | |1.20 - Finish the mission with a Score of 40,000 or more. | +---------------------------------------------------------------------+ This mission is pretty much just like the last one except the enemies are a tad tougher, and the unit you are assigned will be chosen at random. You have to destroy the enemy fleet again. It's still pretty darn easy as the fleet consists solely of three Salamis cruisers. They are guarded by a few RB-79 Balls, but if you destroy the Balls a few RGM-79 GM armed with Beam Spray Guns will start coming. Every time you destroy one of the Salamis' a Ball or two, or a GM will spawn from the wreckage. After about twenty-five seconds your ally will call in for support, so call him in to keep the enemies off your back. If one of the Salamis cruisers should leave the mission area, you will fail. Destroy the three Salamis and the mission will end. +--------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |--------------------------+------------+-----------------------------+ | Difficulty: *** | Experience: Pilot 92 Mind 396 Body 92 | +--------------------------+------------------------------------------+ |Unit: Selectable | |Ally: MS-06R-1 Zaku II High Mobility Type (with Giant Bazooka) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Finish the mission with a Score of 50,000 or more. | |1.20 - Finish the mission with a Score of 40,000 or more. | +---------------------------------------------------------------------+ This mission is similar to the last few Clear the Enemies, but this time you get to choose your own unit. You have to destroy the enemy fleet again. It has become slightly more difficult, as the ships are now guarded by two RB-79 Balls and one RGM-79 GM armed with Beam Spray Guns. You still must destroy the fleet of three Salamis space cruisers. Every time you destroy one of the Salamis', another Ball will spawn from the wreckage. After about twenty-five seconds your ally will call in for support, so call him in to keep the enemies off your back. As you destroy more enemies, a few RGM-79GS GM Commands armed with Beam Guns will show up. If one of the Salamis cruisers should leave the mission area, you will fail. Destroy the three Salamis and the mission will end. +--------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |--------------------------+------------+-----------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 480 Body 100 | +--------------------------+------------------------------------------+ |Unit: Selectable | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 120,000 points or more. | |1.20 - Complete the mission with a Score of 100,000 points or more. | +---------------------------------------------------------------------+ This mission has now gotten much tougher, as the enemies are stronger and the number of ships has increased. You now have to destroy a total of four Salamis space cruisers, and they are now guarded by two RB-79K Ball K Types, and RGM-79GS GM Commands armed with Beam Guns. After about twenty-five seconds tick by your ally, in a Zaku II, will call in for support, so call him in to keep the enemies off your back. If you keep destroying enemy units a few RX-77-2 Guncannons armed with Custom Beam Rifles (Guncannon) and RGM-79N GM Customs with GM Rifles will start to show up with the other enemies. You must destroy the fleet of four Salamis space cruisers. Every time you destroy one of the Salamis', another GM Command or GM Custom will spawn from the wreckage. After about twenty-five seconds your ally will call in for support, so call him in to keep the enemies at bay. If one of the Salamis cruisers should leave the mission area, you will fail. Destroy the four Salamis and the mission will end. +--------------------------+------------+ | Name: Clear the Enemy | Type: Mind | |--------------------------+------------+-----------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 650 Body 150 | +--------------------------+------------------------------------------+ |Unit: Random | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy the enemy cruisers before they leave the combat | | area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 120,000 points or more. | |1.20 - Complete the mission with a Score of 100,000 points or more. | +---------------------------------------------------------------------+ This mission is just like the last Four-Star version of this mission, which is to say it's tough as nails, but it is made that much tougher by deploying you in a randomly selected unit. You still have to destroy four Salamis, which are guarded by two RB-79K Ball K Types, and RGM-79GS GM Commands armed with Beam Guns. After about twenty-five seconds your ally will call in for support, so call him in to keep the enemies off your back. A bunch of RX-77-2 Guncannons armed with Custom Beam Rifles (Guncannon) and RGM-79N GM Customs armed with GM Rifles will start to show up if you keep destroying the enemies. You still must destroy the fleet of four Salamis space cruisers. Every time you destroy one of the Salamis' another GM Command or GM Custom will spawn from the wrecked space cruiser. After about twenty-five seconds have gone by your ally, still in a Zaku II, will call in for support, so call him in to keep the enemies at bay. If one of the Salamis cruisers should leave the mission area, you will fail. Destroy all four of the Salamis and the mission will end. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 140 Body 30 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: MS-14A Gelgoog (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Papua must finish the mission with over 50% Health. | |1.20 - One Papua must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ You must guard two Papua class cruisers for three minutes in this mission, which isn't too difficult considering the enemies aren't the greatest. You also have a Musai cruiser escorting the Papua with you. The enemies will come in from all sides. Expect teams of mainly three RB-79 Balls, and RGM-79 GM armed with Beam Spray Guns. Occasionally, teams of two FF-S3 Saberfish will also streak across the battle area. In the last minute of the operation a single RX-77-2 Guncannons with Custom Beam Rifles (Guncannon) will appear. The enemies will tend to target the Musai first, and they will usually destroy it before shifting their focus to destroying you or the Papua. Be sure to call in your Gelgoog ally for support at twenty-five seconds, because you will definitely need all the help that you can get to guard the two Papua. The mission will last for three minutes before the Papua cross the defensive line. As long as at least one Papua crosses the line you will complete the mission. If both Papua get destroyed, you will fail. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 200 Body 45 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: MS-14A Gelgoog (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Papua must finish the mission with over 50% Health. | |1.20 - One Papua must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ This mission is pretty much just like the last mission, except this time your unit is selected randomly for you. You still have to guard two Papua class cruisers for three minutes. You also have a Musai cruiser escorting the Papua with you. The enemies will come in from all sides. Expect teams of mainly three RB-79 Balls, and RGM-79 GM armed with Beam Spray Guns. Occasionally, teams of two FF-S3 Saberfish will also streak across the battle area. In the last minute of the operation a single RX-77-2 Guncannons with Custom Beam Rifles (Guncannon) will appear. The enemies will tend to target the Musai first, and they will usually destroy it before shifting their focus to destroying you or the Papua. Be sure to call in your Gelgoog ally for support at twenty-five seconds, because you will definitely need all the help that you can get to guard the Papua. The mission will last for three minutes before the Papua cross the defensive line. As long as at least one Papua crosses the line you will complete the mission. If both Papua get destroyed, you will fail. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: *** | Experience: Pilot 92 Mind 396 Body 92 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: MS-09R Rick Dom (with Giant Bazooka) | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Papua must finish the mission with over 50% Health. | |1.20 - One Papua must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ This mission has gotten a bit tougher, but at least you can select your own unit again. Free choice is a good thing! You still have to guard two Papua class cruisers for the missions three minute duration. You will also have a Musai cruiser escorting the Papua with you. The enemies will come in from all sides. Initial enemies will be mostly RGM-79 GM armed with Beam Spray Guns, RGM-79GS Commands armed with Beam Guns, and a few RB-79 Balls and RX-77-2 Guncannons armed with Custom Beam rifles (Guncannon). The enemies will tend to target the Musai first, and they will usually destroy it before shifting their focus to destroying you or the Papua. Be sure to call in your support in his Rick Dom after twenty-five seconds, because you will definitely need all the help you can get to guard these units. The mission will last for three minutes before the Papua cross the defensive line. As long as at least one Papua crosses the line you will complete the mission. If both Papua get destroyed, you will fail. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 480 Body 100 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Papua must finish the mission with over 50% Health. | |1.20 - One Papua must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ This mission is pretty much similar to the last few missions. You get to select your own unit, so do it and get in there. You still have to guard two Papua class cruisers for three minutes. You also have a Musai cruiser escorting the Papua with you. The enemies will come in from all sides. Expect teams of two RGM-79GS GM Commands armed with Beam Guns, and RGM-79SP GM Sniper II's armed with Sniper Rifles, and later on RGC-83 GM Cannon II's armed with GM Rifles. The enemies will tend to target the Musai first, and they will usually destroy it before shifting their focus to destroying you or the Papua. Be sure to call in Karius in his Zaku II for support at thirty seconds, because you will definitely need all the help you can get to guard these units. The mission will last for three minutes before the Papua cross the defensive line. As long as at least one Papua crosses the line you will complete the mission. If both Papua get destroyed, you will fail. If you successfully complete this mission you will unlock the MS-18E Kämpfer for use in versus mode. +------------------------------+------------+ | Name: Escort Transport Fleet | Type: Mind | |-------------------------+----+------------+-------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 650 Body 150 | +-------------------------+-------------------------------------------+ |Unit: Random (Difficult) | |Ally: MS-05B Zaku I (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Escort allied transport fleet. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Both Papua must finish the mission with over 50% Health. | |1.20 - One Papua must finish the mission with over 50% Health. | +---------------------------------------------------------------------+ This mission is identical to the Four-Star Escort Transport Fleet mission, except this time you are subject to having your unit chosen at random from the units with a Deployment Cost below 50. You still have to guard two Papua class cruisers for three minutes. You also have a Musai cruiser escorting the Papua with you. The enemies will come in from all sides. Expect teams of two RGM-79GS GM Commands armed with Beam Guns, and RGM-79SP GM Sniper II's armed with Sniper Rifles, and later on RGC-83 GM Cannon II's armed with GM Rifles. The enemies will tend to target the Musai first, and they will usually destroy it before shifting their focus to destroying you or the Papua. Be sure to call in Karius in his Zaku II for support at thirty seconds, because you will definitely need all the help you can get to guard these units. The mission will last for three minutes before the Papua cross the defensive line. As long as at least one Papua crosses the line you will complete the mission. If both Papua get destroyed, you will fail. Principality of Zeon Body (Orange) Missions ------------------------------------------- +-----------------------------+------------+ | Name: Stop the Solar System | Type: Body | |-------------------------+---+------------+--------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 30 Body 140 | +-------------------------+-------------------------------------------+ |Unit: MS-14Jg Gelgoog Jäger (with Beam Machinegun (Gelgoog Jäger)) | |Ally: MS-18E Kämpfer (with Custom Shotgun) | +---------------------------------------------------------------------+ |Objective: Destroy the central control ship to stop the enemy weapon.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - End the mission with a Score of at least 60,000. | |1.20 - End the mission with a Score of at least 50,000. | +---------------------------------------------------------------------+ You must destroy the Salamis battleship controlling the Solar System, and the game assigns you a badass Gelgoog Jäger to do it with. You have a three minute time limit to complete your objective, otherwise you will fail the mission. This is more than enough time though, so don't sweat it. You start off a rather far ways away from the Solar System so it will probably take about ten to twenty seconds just to get with in attacking distance. The main force guarding the Salamis will be a squad of three RB-79 Balls. A few RGM-79 GM toting Beam Spray Guns will appear later if you keep destroying enemy units, but I suggest ignoring the enemies completely and just targeting the Salamis. After about twenty-five seconds go by your ally piloting a sweetass Kämpfer, will radio in asking if you want backup. You can call him in if you want an ally to do some crowd control on enemy units, but he really isn't needed at this low a difficulty. Just destroy the Salamis and the mission will end. +-----------------------------+------------+ | Name: Stop the Solar System | Type: Body | |-------------------------+---+------------+--------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 45 Body 200 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: MS-18E Kämpfer (with Custom Shotgun) | +---------------------------------------------------------------------+ |Objective: Destroy the central control ship to stop the enemy weapon.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - End the mission with a Score of at least 60,000. | |1.20 - End the mission with a Score of at least 50,000. | +---------------------------------------------------------------------+ This mission is pretty similar to the last mission, you must destroy the Salamis battleship controlling the Solar System, except this time around the game will randomly choose your own unit for you. You have a three minute time limit to complete your objective, otherwise you will fail the mission. This is more than enough time though, so don't sweat it. You start off a rather far ways away from the Solar System so it will probably take about ten to twenty seconds just to get closer. The main force guarding the Salamis will be a squad of three RB-79 Balls. A few RGM-79 GM toting Beam Spray Guns will appear later if you keep destroying enemy units, but I suggest ignoring the enemies completely and just targeting the Salamis. After about twenty-five seconds, your ally, still piloting a Kämpfer, will radio in asking if you want backup. You can call him in if you want an ally to do some crowd control on enemy units, but he really isn't needed at this low a difficulty. Just destroy the Salamis and the mission will end. +-----------------------------+------------+ | Name: Stop the Solar System | Type: Body | |-------------------------+---+------------+--------------------------+ | Difficulty: *** | Experience: Pilot 92 Mind 92 Body 396 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: MS-06FZ Zaku II FZ (with MMP-80 Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy the central control ship to stop the enemy weapon.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - End the mission with a Score of at least 60,000. | |1.20 - End the mission with a Score of at least 50,000. | +---------------------------------------------------------------------+ This mission is much like the last two, except now the enemies have become somewhat tougher. But thankfully you are back to being able to choose your own unit. You still have a three minute time limit to complete your objective, otherwise you will fail the mission. This is more than enough time though, so don't sweat it. You start off a rather far ways away from the Solar System so it will probably take about ten to twenty seconds of cruising just to get close to the enemies. The main force guarding the Salamis will be a squad of two RB-79 Balls, and a RGM-79 GM toting Beam Spray Guns. If you keep destroying enemy units you will be swarmed by many more GMs, but I suggest ignoring the enemies completely and just targeting the Salamis. After about twenty- five seconds, your ally Bernie in a Zaku II FZ will radio in asking if you want him to back you up. You can call him in if you want to take the heat off of you, but he isn't too necessary. Just destroy the Salamis whenever you want and the mission will end. +-----------------------------+------------+ | Name: Stop the Solar System | Type: Body | |-------------------------+---+------------+--------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 100 Body 480 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy the central control ship to stop the enemy weapon.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - End the mission with a Score of at least 60,000. | |1.20 - End the mission with a Score of at least 50,000. | +---------------------------------------------------------------------+ Just like the last few missions of the same name, except now the enemies have become much more powerful. You again have the boon of being able to choose your own unit, so choose wisely. You still have that three minute time limit to complete the mission's objective, otherwise you will fail the mission. This is more than enough time though, so don't sweat it. You start off a rather far ways away from the Solar System so it will probably take about ten to twenty seconds of cruising just to get close to the enemies. The main force guarding the Salamis will be a squad of two RB-79 Balls, and a RGM-79 GM toting Beam Spray Guns. If you keep destroying enemy units you will be swarmed by many more GMs and even a few RGM-79SP GM Sniper II's so I highly suggest to ignore the enemies completely, and don't dilly-dally, because those GM Sniper II's can eat you up. Just target the Salamis. After about twenty-five seconds, your ally Bernie Wiseman in a Zaku II with a Zaku Machinegun will radio in asking if you want him to back you up. You can call him in if you want to take the heat off of you, but he won't help much. Just destroy the Salamis as soon as possible and the mission will end. +-----------------------------+------------+ | Name: Stop the Solar System | Type: Body | |-------------------------+---+------------+--------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 150 Body 650 | +-------------------------+-------------------------------------------+ |Unit: Random (Difficult) | |Ally: MS-05A Zaku I (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy the central control ship to stop the enemy weapon.| +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - End the mission with a Score of at least 60,000. | |1.20 - End the mission with a Score of at least 50,000. | +---------------------------------------------------------------------+ The final incarnation of this mission, unsurprisingly there is little difference from the last few missions of the same name, except now the enemies have become much more powerful. You again able to choose your own unit, so choose wisely. You still have that three minute time limit to complete the mission's objective, otherwise you will fail the mission. This is more than enough time though, so don't sweat it. You start off a rather far ways away from the Solar System so it will probably take about ten to twenty seconds of cruising just to get close to the enemies. The main force guarding the Salamis will be a squad of two RGM-79SP GM Sniper IIs toting Sniper Rifles and RX-77-2 Guncannon with a Custom Beam Rifle (Guncannon). If you keep destroying enemy units you will be swarmed by many more GM Sniper II's and Guncannon so I highly suggest to ignore the enemies completely, and don't dilly-dally, because those GM Sniper II's can eat alive with their powerful Sniper Rifles. Just target the Salamis and drain your special attacks into it. After about twenty-five seconds your ally, in a MS-05A Zaku I with a Zaku Machinegun this time, will radio in asking if you want him to back you up. You can call him in if you want to take the heat off of you, but he won't help much. Just destroy the Salamis as soon as possible and the mission will end. +-------------------------+----------------+ | Name: Supply Unit | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 90 Body 200 | +-------------------------+-------------------------------------------+ |Unit: MS-05B Zaku I Black Tri-Stars Custom (with Zaku Machinegun) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Help the undermanned supply unit with transport. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Deliver eight or more crates to the Papua. | |1.20 - Deliver seven crates to the Papua. | +---------------------------------------------------------------------+ You will be given a Zaku I Black Tri-Stars Custom for this mission. This series of missions are pretty darned easy, and having a high Mobility attribute will make it even easier. When you begin the mission you will exit a passage into the spaceport. You must pick up and move crates by locking on to them and pressing Square to use the special action. There are nine crates that are arranged in a 3x3 square at the back of the room directly to your right when you start the mission. Pick up one of the crates and move forward out of the space dock, where you will have to drop the crate off in a green square area outside of a Papua supply ship. There will be a ton of distractions and hazards moving around the spaceport, so try not to hit them. There will be a huge mechanical claw-arm moving about the space port, as well as the constant launching and landing of Gattle attack fighters, and a Musai will be doing patrol runs outside the space port. Avoid hitting any of them because they will slow you down and damage you if you collide with them. Do not use your Boost while carrying a crate or you will drop it! Just move normally to the area and press the Square button again to toss the crate into the green area. You will hear a feint "bwoop" noise if the crate is properly deposited in the green area. You can also use one of the two launch catapults on the floor of the launch deck to launch you out of the fortress. Just be careful around the right catapult because a Gattle will often fly in front of it, so you will crash into it if you try to use the catapult. To use the catapults to your advantage just move in front of it and after a few seconds it will shoot forward, taking you outside much faster than you could normally move on your own. Once you have dropped off the crate you were carrying quickly boost back to the spaceport, get another crate and head back to the Papua. You must deliver at least five crates in the mission's three-minute time limit to complete it successfully. +-------------------------+----------------+ | Name: Supply Unit | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 140 Body 300 | +-------------------------+-------------------------------------------+ |Unit: MS-05A Zaku I (with Zaku Machinegun) | |Ally: None | +---------------------------------------------------------------------+ |Objective: Help the undermanned supply unit with transport. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Deliver eight or more crates to the Papua. | |1.20 - Deliver seven crates to the Papua. | +---------------------------------------------------------------------+ Just like last time except you will be assigned an even slower Zaku I. The mission is still pretty simple, especially if your pilot has a high Mobility attribute. When you begin the mission you will exit a passage into the space port. You must pick up and move crates by locking on to them and pressing Square to use the special action. There are nine crates that are arranged in a 3x3 square at the back of the room. Pick up one of the crates and move forward out of the space dock, where you will have to drop the crate off in a green square area outside of a Papua supply ship. There will be a ton of distractions and hazards moving around the spaceport, so try not to hit them. There will be a huge mechanical claw-arm moving about the space port, as well as the constant launching and landing of Gattle attack fighters, and a Musai will be doing patrol runs outside the space port. Avoid hitting any of them because they will slow you down, and damage you, if you collide with them. Do not use your Boost while carrying a crate or you will drop it! Just move normally to the area and press the Square button again to toss the crate into the green area. You will hear a feint "bwoop" noise if the crate is properly deposited in the green area. You can also use one of the two launch catapults on the floor of the launch deck to launch you out of the fortress. Just be careful around the right catapult because a Gattle will often fly in front of it, so you will crash into it if you try to use the catapult. To use the catapults to your advantage just move in front of it and after a few seconds it will shoot forward, taking you outside much faster than you could normally move on your own. Once you have dropped off the crate you were carrying quickly boost back to the spaceport, get another crate and head back to the Papua. You must deliver at least five crates in the mission's three-minute time limit to complete it successfully. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: * | Experience: Pilot 30 Mind 30 Body 140 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% of the Health Gauge remaining. | |1.20 - Complete the mission with 90-99% of the Health Gauge left. | +---------------------------------------------------------------------+ For this mission you have to fight off a ton of Federal Forces units alone. You get to select your own unit, so you can take what ever you want. The primary enemies will be squads of three RB-79 Balls, or one RB-79 Ball accompanied by a RB-79 Ball K Type. They shouldn't be much of a problem; I mean they're just Balls. After destroying about ten Balls, a few RGM-79 GMs armed with Beam Spray guns will start to appear intermittently along with the groups of Balls and Ball K Types. You have to survive while destroying the enemies. After you destroy the total of forty enemies that get thrown your way the mission will end. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: ** | Experience: Pilot 45 Mind 45 Body 200 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% of the Health Gauge remaining. | |1.20 - Complete the mission with 90-99% of the Health Gauge left. | +---------------------------------------------------------------------+ This mission is exactly like the One-Star version of the Zeon Survival mission, except this newer version will force your unit on you randomly. The enemies are the same, primarily consisting of squads of three RB-79 Balls, or one RB-79 Ball accompanied by a RB-79 Ball K Type. They shouldn't be much of a problem; I mean they're just Balls. After destroying about ten Balls, a few RGM-79 GMs armed with Beam Spray guns will start to appear intermittently along with the groups of Balls and Ball K Types. You have to survive while destroying the enemies. After you destroy the total of forty enemies that get thrown your way the mission will end. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: *** | Experience: Pilot 92 Mind 92 Body 396 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 100% of the Health Gauge remaining. | |1.20 - Complete the mission with 90-99% of the Health Gauge left. | +---------------------------------------------------------------------+ You're back behind enemy lines. Man, what do you do to get yourself into this kind of trouble? Again you get to select your unit and weapon to take into combat, so be sure to choose wisely. There's still a ton of Federation units gunning for you, and they are much more powerful then they were in the Two-Star mission. Initial enemies consist of quite a few RB-79 Balls and a few RGM-79 GM armed with Beam Spray Guns. As the mission progresses several RGM-79GS GM Command with Beam Guns and RGM-79SP GM Sniper II toting Sniper Rifles will start to arrive. The GM Snipers are very deadly, as their Sniper Rifles can chip away large chunks of health quickly and precisely. It is best to challenge the GM Sniper IIs in close combat. After you destroy about forty enemies the mission will end. +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: **** | Experience: Pilot 100 Mind 100 Body 480 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 80% to 100% of the Health Gauge. | |1.20 - Complete the mission with 50% to 79% of the Health Gauge left.| +---------------------------------------------------------------------+ For this mission you have to fight off a ton of Federal Forces units alone, kind of like you had to do in the last three missions with the same exact name. Coincidence? You get to select your own unit, so you can take what ever you want. Choose wisely, because the enemy units have gotten so much more powerful this time around. The initial enemies will be squads of RB-79K Ball K Types. Soon after, a few RGM-79GS GM Commands with Beam Guns will begin to swarm the area. After a few more kills you will start to have RGM-79SP GM Sniper II's with Sniper Rifles thrown at you. The GM Sniper II's are as deadly as ever, but to make matters worse towards the end a few RX-77-2 Guncannons with Custom Beam Rifles (Guncannon) and even a single FA-78-1 Gundam Full Armor Type will attack you. You have to survive while destroying the enemies. After you destroy a total of forty enemies the mission will end. Whoa! +-------------------------+----------------+ | Name: Survival | Type: Body | |-------------------------+----------------+--------------------------+ | Difficulty: ***** | Experience: Pilot 150 Mind 150 Body 650 | +-------------------------+-------------------------------------------+ |Unit: Random | |Ally: None | +---------------------------------------------------------------------+ |Objective: Survive alone behind enemy lines. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with 80% to 100% of the Health Gauge. | |1.20 - Complete the mission with 50% to 79% of the Health Gauge left.| +---------------------------------------------------------------------+ Oh dear... Much like the reality show of similar namesake, the Survival mission rears its ugly head yet again, and it doesn't help that its last incarnation has been made even tougher by forcing your ass into a randomly selected unit. Cross your fingers and hope for something decent, because the enemy units aren't about to let up on you. The initial enemies will be squads of RB-79K Ball K Types. Soon after they are destroyed, a few RGM-79GS GM Commands with Beam Guns will begin to attack. After a few more kills you will start to have many RGM-79SP GM Sniper II's with Sniper Rifles thrown at you. The GM Sniper II's are as deadly as ever, but to make matters worse towards the end a few RX-77-2 Guncannons with Custom Beam Rifles (Guncannon) and even a single FA-78-1 Gundam Full Armor Type will attack you. You have to survive while destroying the enemies. After you destroy a total of forty enemies the mission will end. Principality of Zeon Balanced Missions -------------------------------------- +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: * | Experience: Pilot 60 Mind 60 Body 60 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Stop the enemy fleet from penetrating the defense line. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 80,000 or higher. | |1.20 - Complete the mission with a Score of 60,000 or higher. | +---------------------------------------------------------------------+ The Battle of Loum is one of the easiest missions in the game because all you do is wreck battle ships with little to measly resistance. You get to select your own unit for the One-Star version of this mission. You must stop the Earth Federation Forces from crossing through the battlefield and escaping for the mission's three minute duration. If more than one Federation battleship is able to leave the battlefield you will FAIL the mission, so by no means are you to let any of the Federation battleships try to break through. Totally ignore the Public and FF-S3 Saberfish fighters and just target the battleships! When you begin the mission there will already be two Salamis battleships and one Magellan battleship moving forward. One Salamis will be coming up the left flank, while another Salamis comes up the right, and the Magellan comes up the middle. The Salamis traveling up on your left will be the closest, so it should be your first target. It will fire homing missiles at you as you approach from the front, so be sure to barrel roll out of the way because those missiles sure do smart if they hit. Take out that first Salamis, and then go get the next Salamis. Ignore the Magellan coming through the center of the mission area for now, as it is further back then the Salamis. Speed over to the right side of the battlefield and take out the Salamis, and then head back towards the center and take out that Magellan. After the previous three battleships are destroyed, single Salamis battleships will begin to charge through the battlefield one at a time. Destroy the Salamis cruisers as they come. Let no ship escape! After twenty-five seconds your ally will radio in. Go ahead and take him so he can destroy the Saberfish and Publics that have been mobbing you. After the mission's three minute time limit is ended, the mission itself will end. +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 90 Body 90 | +-------------------------+-------------------------------------------+ |Unit: MS-06F Zaku II (with Zaku Machinegun) | |Ally: MS-06F Zaku II (with Zaku machinegun) | +---------------------------------------------------------------------+ |Objective: Stop the enemy fleet from penetrating the defense line. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 80,000 or higher. | |1.20 - Complete the mission with a Score of 60,000 or higher. | +---------------------------------------------------------------------+ Just like last time, you must stop the Earth Federation forces from crossing through the battlefield and escaping for the missions three minute duration. This time the game has chosen to stick you with a Zaku II with a Zaku Machinegun. If more than one Federation battleship is able to leave the battlefield you will FAIL the mission, so by no means are you to let any of the Federation battleships try to break through. Totally ignore the Public and FF-S3 Saberfish fighters and just target the battleships! When you begin the mission there will already be two Salamis battleships and one Magellan battleship moving forward. One Salamis will be coming up the left flank, while another Salamis comes up the right, and the Magellan comes up the middle. The Salamis traveling up on your left will be the closest, so it should be your first target. It will fire homing missiles at you as you approach from the front, so be sure to barrel roll out of the way because those missiles sure do smart if they hit. Take out that first Salamis, and then go get the next Salamis. Ignore the Magellan coming through the center of the mission area for now, as it is further back then the Salamis. Speed over to the right side of the battlefield and take out the Salamis, and then head back towards the center and take out that Magellan. After the previous three battleships are destroyed, single Salamis battleships will begin to charge through the battlefield one at a time. Destroy the Salamis cruisers as they come. Let no ship escape! After twenty-five seconds your ally in a Zaku II will radio in. Go ahead and take him so he can destroy the Saberfish and Publics that will be pestering you. After the mission's three minute time limit is ended, the mission itself will end. +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 140 Body 140 | +-------------------------+-------------------------------------------+ |Unit: MS-06F Zaku II (with Zaku Bazooka) | |Ally: MS-05A Zaku I (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Stop the enemy fleet from penetrating the defense line. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 80,000 or higher. | |1.20 - Complete the mission with a Score of 60,000 or higher. | +---------------------------------------------------------------------+ The return of the revenge of the Battle of Loum! This mission is as easy as ever, but this time they have armed your Zaku II a Zaku Bazooka in place of the Zaku Machinegun that it had toted for the last two Loum missions. The Zaku Bazooka tends to run out of ammo quickly, so make use of your lock-on to cut ammo expenditure. As always, you must stop the Earth Federation forces from crossing through the battlefield and escaping for the missions three minute duration. If more than one Federation battleship is able to leave the battlefield you will FAIL the mission, so by no means are you to let any of the Federation battleships try to break through. Totally ignore the Public and FF-S3 Saberfish fighters and just target the battleships! When you begin the mission there will already be two Salamis battleships and one Magellan battleship moving forward. One Salamis will be coming up the left flank, while another Salamis comes up the right, and the Magellan comes up the middle. The Salamis traveling up on your left will be the closest, so it should be your first target. It will fire homing missiles at you as you approach from the front, so be sure to barrel roll out of the way because those missiles sure do smart if they hit. Take out that first Salamis, and then go get the next Salamis. Ignore the Magellan coming through the center of the mission area for now, as it is further back then the Salamis. Speed over to the right side of the battlefield and take out the Salamis, and then head back towards the center and take out that Magellan. After the previous three battleships are destroyed, single Salamis battleships will begin to charge through the battlefield one at a time. Destroy the Salamis cruisers as they come. Let no ship escape! After twenty-five seconds your ally will radio in. Go ahead and take him so he can rip apart those annoying Saberfish and Publics. After the mission's three minute time limit is ended, the mission itself will end. +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: **** | Experience: Pilot 210 Mind 210 Body 210 | +-------------------------+-------------------------------------------+ |Unit: MS-06F Zaku II (with Zaku Bazooka) | |Ally: Gattle | +---------------------------------------------------------------------+ |Objective: Stop the enemy fleet from penetrating the defense line. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 80,000 or higher. | |1.20 - Complete the mission with a Score of 60,000 or higher. | +---------------------------------------------------------------------+ This mission has gotten a bit more difficult. The Saberfish fighters will come after you viciously, and they are much more accurate and capable of doing much more damage to you. With that said it's still a fairly simple mission when compared to most other 4-Star missions. You are again thrown in a Zaku II with a Zaku Bazooka, and again you must stop the Earth Federation forces from crossing through the battlefield and escaping for the mission's three minute duration. If more than one Federation battleship is able to leave the battlefield you will FAIL the mission, so by no means are you to let any of the Federation battleships try to break through. Totally ignore the Public and FF-S3 Saberfish fighters and just target the battleships! When you begin the mission there will already be two Salamis battleships and one Magellan battleship moving forward. One Salamis will be coming up the left flank, while another Salamis comes up the right, and the Magellan comes up the middle. The Salamis traveling up on your left will be the closest, so it should be your first target. It will fire homing missiles at you as you approach from the front, so be sure to barrel roll out of the way because those missiles sure do smart if they hit. Take out that first Salamis, and then go get the next Salamis. Ignore the Magellan coming through the center of the mission area for now, as it is further back then the Salamis. Speed over to the right side of the battlefield and take out the Salamis, and then head back towards the center and take out that Magellan. After the previous three battleships are destroyed, single Salamis battleships will begin to charge through the battlefield one at a time. Destroy the Salamis cruisers as they come. Let no ship escape! After twenty-five seconds your ally, who is in a wimpy-ass Gattle fighter, will radio in. He probably won't be able to do much, but call him in anyway to shake off those annoying Saberfish and Public fighters. After the mission's three minute time limit is ended, the mission itself will end. +-------------------------+----------------+ | Name: Battle of Loum | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: ***** | Experience: Pilot 300 Mind 300 Body 300 | +-------------------------+-------------------------------------------+ |Unit: MS-05A Zaku I (with Zaku Bazooka) | |Ally: Gattle | +---------------------------------------------------------------------+ |Objective: Stop the enemy fleet from penetrating the defense line. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission with a Score of 80,000 or higher. | |1.20 - Complete the mission with a Score of 60,000 or higher. | +---------------------------------------------------------------------+ This mission has gotten a bit more difficult, not because the Saberfish fighters are anymore mean-spirited than last time, but because you are now in a weaker unit: a Zaku I with a Zaku Bazooka. This is still pretty much the damned easiest 5-Star mission in this game. It is again up to you to stop the Earth Federation forces from crossing through the battlefield and escaping for the missions three minute duration. If more than one Federation battleship is able to leave the battlefield you will FAIL the mission, so by no means are you to let any of the Federation battleships try to break through. Totally ignore the Public and FF-S3 Saberfish fighters and just target the battleships! When you begin the mission there will already be two Salamis battleships and one Magellan battleship moving forward. One Salamis will be coming up the left flank, while another Salamis comes up the right, and the Magellan comes up the middle. The Salamis traveling up on your left will be the closest, so it should be your first target. It will fire homing missiles at you as you approach from the front, so be sure to barrel roll out of the way because those missiles sure do smart if they hit. Take out that first Salamis, and then go get the next Salamis. Ignore the Magellan coming through the center of the mission area for now, as it is further back then the Salamis. Speed over to the right side of the battlefield and take out the Salamis, and then head back towards the center and take out that Magellan. After the previous three battleships are destroyed, single Salamis battleships will begin to charge through the battlefield one at a time. Destroy the Salamis cruisers as they come. Let no ship escape! After twenty-five seconds your ally, who is still in a pathetic Gattle fighter, will radio in. He probably won't be able to do much to take down the Saberfish tailing you, but call him in anyway just for your own safety. After the mission's three minute time limit is ended, the mission itself will end. +-------------------------+----------------+ | Name: Operation British | Type: Balanced | |-------------------------+----------------+--------------------------+ | Difficulty: * | Experience: Pilot 60 Mind 60 Body 60 | +-------------------------+-------------------------------------------+ |Unit: Selectable | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy all enemy cruisers in the operation area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 100% Health at the end of the mission. | |1.20 - Have 90-99% Health at the end of the mission. | +---------------------------------------------------------------------+ You get the option to choose your own unit for this mission. The Operation British missions rival the Battle of Loum missions for being the easiest damn missions in the game. You get to wreck the crap out of more near defenseless Feddie Salamis battleships. There will be three Public fighters in the area at the beginning of the mission, and a few Saberfish will be launched in later, but they are a minor nuisance at the worst. Just ignore the space fighters and take out those battleships. You have a three minute time limit in which you must destroy a certain number of battleships. If you do not destroy enough battleships before the three minutes are up, then you will have failed the mission. After twenty-five seconds your ally, in a Zaku II, will radio in. Call him in to keep those Saberfish and Public off your tail. After you destroy three enemy battleships the mission will end in victory. Victory is a good thing! +-------------------------+----------------+ | Name: Operation British | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 90 Body 90 | +---------------------------------------------------------------------+ |Unit: MS-06F Zaku II (with Zaku Machinegun) | |Ally: MS-06F Zaku II (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy all enemy cruisers in the operation area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 100% Health at the end of the mission. | |1.20 - Have 90-99% Health at the end of the mission. | +---------------------------------------------------------------------+ This mission is just as easy as the One-Star version of Operation British, it's just that this time they assign you a Zaku II to use. You still get to wreck a bunch of nigh-defenseless Salamis battleships with relative ease. There will be three Public fighters in the area at the beginning of the mission, and a few Saberfish will be launched in later, but they are a minor nuisance at the worst. Just ignore the space fighters and take out the incoming Federation battleships. You have a three minute time limit in which you must destroy a certain number of battleships. If you do not destroy enough battleships before the three minutes are up, then you will have failed the mission. After twenty-five seconds your ally, in a Zaku II, will radio in. Call him in to keep those Saberfish and Public off your tail. After you destroy three enemy battleships the mission will end successfully. +-------------------------+----------------+ | Name: Operation British | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 140 Body 140 | +---------------------------------------------------------------------+ |Unit: MS-06F Zaku II (with Zaku Machinegun) | |Ally: MS-05A Zaku I (with Zaku Machinegun) | +---------------------------------------------------------------------+ |Objective: Destroy all enemy cruisers in the operation area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 100% Health at the end of the mission. | |1.20 - Have 90-99% Health at the end of the mission. | +---------------------------------------------------------------------+ This mission is still easy as heck. You have again been provided with a Zaku II armed with a Zaku Machinegun for this incarnation of the Operation British mission. The enemy fighters will have become slightly more skilled, but they are still pushovers. This mission has a three minute time limit to destroy your quota of battleships. If you do not destroy enough battleships before the three minute time limit expires you will fail the mission. After twenty-five seconds your ally, Gadem in a Zaku I, will radio in asking if you want assistance, so accept his offers so he can beat those Saberfish and Public fighters off of you. After you destroy your sixth enemy battleship the mission will end in success. +-------------------------+----------------+ | Name: Operation British | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: **** | Experience: Pilot 210 Mind 210 Body 210 | +---------------------------------------------------------------------+ |Unit: MS-06F Zaku II (with Zaku Bazooka) | |Ally: Gattle | +---------------------------------------------------------------------+ |Objective: Destroy all enemy cruisers in the operation area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 80 to 100% Health remaining at the end of the mission. | |1.20 - Have 50 to 79% Health remaining at the end of the mission. | +---------------------------------------------------------------------+ This mission has become a bit more difficult. The Saberfish and Public pilots must have found the cans of Whoop-ass in their rations because these guys are actually out to get you with a vengeance in this incarnation of Operation British. That aside it's still pretty much the same old mission, but now you are stuck with a Zaku II with a Zaku Bazooka in lieu of the Zaku Machinegun you've had in the last few missions. The Zaku Bazooka may be more powerful, but it doesn't have nearly as much ammo, so be conservative in your attacks and multi-lock so you don't waste ammo. This mission still has a three minute time limit where you must destroy your quota of Federation battleships. If you do not destroy enough battleships before the three minute time limit expires you will fail the mission. After twenty-five seconds your ally, a nameless pilot in a Gattle attack fighter, will radio in asking if you want assistance. Accept his offer and he will do his best to keep those Saberfish and Public fighters off of you, but don't expect any miracles. After you destroy your seventh enemy battleship the mission will end in success. +-------------------------+----------------+ | Name: Operation British | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: ***** | Experience: Pilot 300 Mind 300 Body 300 | +---------------------------------------------------------------------+ |Unit: MS-05A Zaku I (with Zaku Bazooka) | |Ally: Gattle | +---------------------------------------------------------------------+ |Objective: Destroy all enemy cruisers in the operation area. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Have 80 to 100% Health remaining at the end of the mission. | |1.20 - Have 50 to 79% Health remaining at the end of the mission. | +---------------------------------------------------------------------+ This mission has become even more difficult. The Saberfish and Public pilots are still tough as nails... Well as tough as fighter pilots can really be anyway. To boot you are now in a Zaku I, which is a lot weaker than the Zaku II you are used to using. Remember to be conservative in your attacks and multi-lock so you don't waste ammo, because the Zaku Bazooka does not have much. This mission still has a three minute time limit where you must destroy your quota of Federation battleships. If you do not destroy enough battleships before the three minute time limit expires you will fail the mission. After twenty-five seconds your ally, a nameless pilot in a Gattle attack fighter, will radio in asking if you want assistance. Accept his offer and he will do his best to keep those Saberfish and Public fighters off of you, but don't expect any miracles. After you destroy your seventh enemy battleship the mission will end in success. +-------------------------+----------------+ | Name: Pezun Numbers | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: * | Experience: Pilot 60 Mind 60 Body 60 | +---------------------------------------------------------------------+ |Unit: MS-17 Galbaldy a (with Beam Rifle (Gelgoog)) | |Ally: MS-17 Galbaldy a (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Destroy enemy reconnaissance team with prototype. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 15 seconds. | |1.20 - Complete the mission in over 1 minute and 15 seconds but | | under 1 minute and 30 seconds. | +---------------------------------------------------------------------+ Unlike the other two Zeon Balanced (Tri-Color) missions, Pezun Numbers tends to be TERRIBLY DIFFICULT! Just giving you some fair warning in advance. Now, the One-Star version isn't so bad, just don't expect a cakewalk like with the other Zeon Balanced (Tri-Color) missions. You get to play with a fairly powerful Galbaldy a for this mission, so you've already been provided with a pretty good suit. Initial enemy forces consists of three RB-79K Ball K Types, and three Salamis battleships further away. When 15 seconds have passed your ally will radio in for back up, so call him in to help you trash your foes. Destroy the three Ball K's and enemy reinforcements will arrive in the form of another two Ball K Types and one RGM-79GS GM Command wielding a Beam Gun. After those enemies are destroyed another group will attack. This third unit consists of a Ball K Type, a GM Command, and an RGM- 79SP GM Sniper II with a Sniper Rifle. Destroy those last few enemies and that will be the end of that; just destroy the three Salamis battleships and the mission will end. +-------------------------+----------------+ | Name: Pezun Numbers | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: ** | Experience: Pilot 90 Mind 90 Body 90 | +---------------------------------------------------------------------+ |Unit: MS-11 Action Zaku (with Custom Beam Rifle (Act Zaku)) | |Ally: MS-17 Galbaldy a (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Destroy enemy reconnaissance team with prototype. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 15 seconds. | |1.20 - Complete the mission in over 1 minute and 15 seconds but | | under 1 minute and 30 seconds. | +---------------------------------------------------------------------+ You get to toy around in an Action Zaku this time. The Act Zaku possesses a better beam rifle then the Galbaldy a, but you are stuck with a lousy heat tomahawk as a melee weapon instead of the beam saber the Galbaldy a is issued so it kind of balances out I guess. Initial enemies are three RB-79K Ball K Types, and three Salamis battleships further away. Your backup in a Galbaldy a will radio in at around 15 seconds, so call him in to help you deal with the enemies. After the three Ball K's are destroyed you will get attacked by one RGM-79GS GM command with a Beam Gun and two more Ball K Types. After they are destroyed the final enemy detachment will consist of one another GM Command and two RGM-79SP GM Sniper II's with Sniper Rifles. GM Sniper II's are perhaps one of the most vicious deadly units in the game. In this low difficulty they may not pose much of a problem, but learn to fear them and destroy them with maximum aggression. After they are destroyed just destroy the three Salamis battleships and the mission will end. +-------------------------+----------------+ | Name: Pezun Numbers | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: *** | Experience: Pilot 140 Mind 140 Body 140 | +---------------------------------------------------------------------+ |Unit: MS-11 Action Zaku (with Custom Beam Rifle (Act Zaku)) | |Ally: MS-17 Galbaldy a (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Destroy enemy reconnaissance team with prototype. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 15 seconds. | |1.20 - Complete the mission in over 1 minute and 15 seconds but | | under 1 minute and 30 seconds. | +---------------------------------------------------------------------+ You get the Action Zaku again in the Three-Star version of the Pezun Numbers mission. In the beginning of the mission there will already be three Salamis battleships in the area and one RGM-79GS GM Command with a Beam Gun and two RB-79K Ball K Types guarding them. Your backup in a Galbaldy a will radio in at around 15 seconds, so call him in to help you deal with the enemy mobile suits and battleships later on. After you destroy the first three Federation units another unit consisting of two GM Command and a single Ball K Type. After they are reduced to space dust another enemy unit consisting of one Ball K Type, one GM Command, and one RGM-79SP GM Sniper II with a Sniper Rifle. After they are destroyed another two GM Sniper II's and one GM Command will attack. After all the enemies are destroyed just destroy the three Salamis battleships to end the mission. +-------------------------+----------------+ | Name: Pezun Numbers | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: **** | Experience: Pilot 210 Mind 210 Body 210 | +---------------------------------------------------------------------+ |Unit: MS-17 Galbaldy a (with Beam Rifle (Gelgoog)) | |Ally: MS-17 Galbaldy a (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Destroy enemy reconnaissance team with prototype. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 45 seconds. | |1.20 - Complete the mission in over 1 minute and 45 seconds but | | under 2 minutes. | +---------------------------------------------------------------------+ It's time for Pezun Number Four-Star!!! Things have seriously heated up, as the enemies are now noticeably much tougher. You're back in the saddles of a Galbaldy a, however, so you have a pretty good suit at your disposal. As usual, at the start of the mission there will already be three Salamis battleships in the area and one RGM-79GS GM Command with a Beam Gun and two RB-79K Ball K Types guarding it. Be sure to call in your Galbaldy a ally when he radios in at 15 seconds. After destroying the first three enemies another unit consisting of a Ball K Type, a GM Command, and a RGM-79SP GM Sniper II with a Sniper Rifle will arrive on the scene. After they are all destroyed another unit consisting of a GM Commands and two GM Sniper II's will attack you. Destroy them as soon as possible because those GM Sniper II's can wrack up damage at an astonishing rate. After they are destroyed take care of those three Salamis battleships and the mission will end. +-------------------------+----------------+ | Name: Pezun Numbers | Type: Balanced | +-------------------------+----------------+--------------------------+ | Difficulty: ***** | Experience: Pilot 300 Mind 300 Body 300 | +---------------------------------------------------------------------+ |Unit: MS-11 Action Zaku (with Custom Beam Rifle (Act Zaku)) | |Ally: MS-17 Galbaldy a (with Beam Rifle (Gelgoog)) | +---------------------------------------------------------------------+ |Objective: Destroy enemy reconnaissance team with prototype. | +---------------------------------------------------------------------+ |How to obtain the Special Bonus: | |1.50 - Complete the mission in under 1 minute and 45 seconds. | |1.20 - Complete the mission in over 1 minute and 45 seconds but | | under 2 minutes. | +---------------------------------------------------------------------+ To all those who attempt this mission, good luck. Pezun Numbers Five-Star is tough. It's tough as hell! It makes grown men cry... Well only really girly men... But still it's tough! You have been cast into an Action Zaku yet again, which sucks for this mission because its melee capabilities aren't as good as the Galbaldy a's are. Stupid heat tomahawks... And melee is exactly what you are going to want to use to nip the damned GM Snipers in this mission in the bud, because their sniper rifles will chew holes through your health. At the start of the mission there will already be three Salamis battleships and one RGM- 79GS GM Command with a Beam Gun and two RB-79K Ball K Types in the area. After 15 seconds in the mission, your Galbaldy a ally will radio in, so accept his help 'cause you're gonna need it! After the two Ball K Types and GM Command are destroyed the real mayhem will start. One GM Command, one RGM-79SP GM Sniper II, RB-79K Ball K Type. The GM Sniper II's are as deadly as ever, so be sure to take it out as soon as possible. Try to stun it with a blast from your beam rifle, and then zoom it and melee it to death while it is incapacitated. After those enemies are destroyed another GM Sniper II and two more GM Commands will arrive. Trash those three and then two GM Sniper II's and one more GM Command will attack you. Waste those Feddie mobile suits and then it's just up to you to destroy those three Salamis battleships. Take care when approaching the battleships from the front because they will fire those annoying homing missiles. After the three Salamis are destroyed the mission will end... Whew! ----------------------------------------------------------------------- "So how the heck do I create a quad-50 pilot anyway?" ----------------------------------------------------------------------- It's inevitable. Everybody wants to be the best so I know you all will demand to know how to create a pilot with all 50's for stats (a.k.a.: the coveted quad-fifty). Well I will tell you straight up, it IS possible. You can create a pilot in Mission Mode with quad-50's for his statistics. I will go even further to tell you that it IS possible to create a quad-50 pilot with the special ability Newtype Level 3. But here's where the optimism fades. Getting a quad-50 character is difficult. I'll say that again and capitalize the important words to let it sink in. Getting a quad-50 character is DIFFICULT! It is INCREDIBLY DIFFICULT! It takes skill to complete every mission in a weak unit and get the 1.50 special bonus multiplier, which usually means you CANNOT TAKE ANY DAMAGE or you must finish the mission in a ridiculously small window of time. But it takes luck as well. You have to be lucky enough to get cheap units in random selection, and lucky enough to get the good missions that you need in a decent order. So not only is it DIFFICULT, but you don't even have full control over all of the factors that will get you the quad-50. It took me well over forty tries before I finally got everything right. So what do you need to start with? Well, first of all you NEED to have unlocked both the Core Fighter and Core Fighter II units so you access to both units that offer a 1.90 Unit Bonus. This is most easily done in a game where no other Federation units, besides the Core Fighter and Core Fighter II, have been unlocked because the pool to draw random units from will be much smaller. This will give you a better chance of getting one of the Core Fighters in a mission with random unit selection. What kind of pilot do you have to start with? Well the pilot has to be an Earth Federation pilot because it is not possible to get a quad- 50 Zeon pilot due to the Zeon mission tree setup. Your pilot absolutely, positively, definitely NEEDS to start with the special ability Test Pilot to reduce the consumption of Pilot experience points, otherwise you will NEVER have anywhere near enough Pilot experience points to make a quad-50 pilot. You also need that pilot to start with a -10 in either the Shooting or the Mobility attributes since those statistics are the most costly to invest in. So combing all of those requirements we discover that we need to select an Earth Federation Space Force pilot with Voice Type B and just keep trying and trying until your pilot starts with this exact profile: Shoot: -10 Fight: -20 Guard: -20 Mobility: -20 Special Skills: Test Pilot So that is the pilot set up you need, so next are the missions. What missions do you need? What unit's to take? Well first things first you must take all Balanced (Tri-Colored) missions or you just won't have enough points to do diddly squat. You can not lose any missions, but you knew that right? You must try to get the special 1.50 bonus multiplier in EVERY mission, or at least the vast majority of them. And of course just hope that you get the missions that are worth it, and get the low cost units to get low unit multipliers. Oh, and stay the hell away from the Reconnaissance of Granada mission until further notice. That mission, besides being extremely difficult, offers absolutely lousy unit multipliers. But let's discuss in depth. Mission #1 ---------- This will be your first mission. It will be a One-Star mission of course. Remember to take Balanced missions only! You may see any of the three One-Star Balanced missions but the only mission you want here is the Battle of Loum. The other two One-Star Balanced missions Capture the Fortress, and Reconnaissance of Granada, both force you to take the Full Armor Gundam, which offers an abysmal 1.26 unit bonus. If you do not see the One-Star Battle of Loum as your choice for a Balanced mission than quit and start over. The One-Star Battle of Loum is the first mission you should hope you get. Unlike Capture the Fortress and Reconnaissance of Granada, Battle of Loum allows you to select your own unit, which means you can select the Core Fighter or Core Fighter II to get the coveted 1.90 unit multiplier. Now it is just a matter of being fast enough to destroy the one Chivvay and two Musai battleships in less than one minute to get the 1.50 special multiplier. Destroy the first Musai, then speed over to the Chivvay and destroy it, and them continue to the next Musai and destroy it. After the three space cruisers have been destroyed the mission will end. Mission #2 ---------- For your second mission you have a choice in which Balanced Two-Star difficulty mission you should try for. Again, DO NOT take the Reconnaissance of Granada, as it is still offering a powerful suit with a low unit multiplier. Now if you are feeling lucky you could take the Two-Star Capture the Fortress, which offers a random unit selection. If you are lucky and get something like the Core Fighter or Core Fighter II with the 1.90 multiplier, and you also get an additional .20 tacked on (for having your unit chosen randomly), you end up with a 2.10 unit multiplier. Very nice! You could also end up seeing the Two-Star Battle of Loum. This mission will automatically put you in a FF-S3 Saberfish, which offers a 1.80 multiplier. That's really good, but not as good as you could possibly get with Capture the Fortress. I suggest taking the Battle of Loum, because you are assured to get the 1.80 multiplier, where as the random selection in Capture the Fortress could mess you up. But of course the choice is yours. If you play the Battle of Loum, just do it like last time. Destroy the Musai and Chivvays in less than one minute to get the 1.50 special multiplier. If you do take the Two-Star Capture the Fortress, and you actually get a really good unit, you must survive the three-minute time limit without taking any damage what-so-ever to get the 1.50 special multiplier. This is most easily done by just running away from the enemies for the missions entire three minute duration. Mission #3 ---------- After completing your Two-Star mission it is now on to bigger things: Your first Three-Star mission. If the only Three-Star mission is Reconnaissance of Granada start over, as luck has turned against you. Do NOT take Reconnaissance of Granada! The mission you want to see is the Three-Star version of Capture the Fortress. This mission will let you select your own unit, so it's time to take out your Core Fighter or Core Fighter II. Just avoid the three enemies and run for the entire three minutes that the mission will last. Avoid taking any damage for the mission's three-minute time limit and you get the 1.50 special multiplier. Missions #4 and 5 ----------------- With your Three-Star mission under your belt, it is now time to kick it into high gear. This is where things get tough(er). Now it's time for your first Four-Star mission. You will have to take two Four-Star missions total, which will account for your fourth and fifth missions. Whatever the hell you do, just don't take Reconnaissance of Granada! You will want to see both Capture the Fortress or Battle of Loum in no particular order. There isn't much preference as to which of the two you'll need to take as you'll have to take them both either way, so just do it in whatever order they come down the pike in. Battle of Loum is much tougher here with the arrival of several Zaku I's to attack your poor Saberfish. Although on the bright side the time limit has been extended to make up for all the additional ships you must destroy to complete the mission. You're still stuck in a Saberfish fighter and have to tear up a bunch of Zeon battleships... like always. Just complete it in under 1:30 to get the 1.50 special multiplier. Capture the Fortress is much more basic, just with tougher enemies. Unit selection is totally up to you so take a Core Fighter or Core Fighter II to get the almighty 1.90 unit multiplier. Then it's just up to you to run like hell and survive for the mission's three minute duration without taking any damage for the 1.50 bonus multiplier. Missions #6, 7, and 8 --------------------- And with that last Four-Star mission done it is time for complete and unmitigated hell: All three Five-Star missions. Yes, even Reconnaissance of Granada will get played here. It doesn't matter what order you play them in. It just matters that you beat them all, and beat them well. It doesn't matter what order you play them in, 'cause you have to play them all anyway, so in no particular order here are the Five-Star missions that you're going to have to play: The Battle of Loum will have to get played, and it is tough as nails with plenty of mobile suits flying around in its Five-Star incarnation. You are still in a Saberfish, and have even more battleships to destroy. Waste them all in less than one minute and thirty seconds for the 1.50 bonus multiplier. Of course the Capture the Fortress Five-Star will be played here. This mission throws a really nasty curveball your way because the unit selection is Random. That SUCKS! I mean you get the extra .20 tagged onto the unit bonus of whatever junk heap they slap you with, but nonetheless if you get something bad ass (like even a low end Gundam) it could blow this entire journey into the realm of futility. Hope and pray for a Core Fighter or a Core Fighter II, or at the least a Saberfish, or Public to take advantage of their high speed and maneuverability. Dread getting a Ball or Ball K Type because they will probably be easy pickings with their lousy mobility. As long as you don't get anything quasi-powerful you should be fine, so just go the entire three minute duration of the mission without getting hit to get the 1.50 unit multiplier. **After completing your second Five-Star Tri-Colored mission you will automatically earn the special ability Mood Maker. Nice!** And hopefully last, and most definitely least, the grueling experience known as Reconnaissance of Granada must get done sooner or later. This will be a tough-ass mission because you are stuck in a shabby ol' GM. A plain GM with a plain Beam Spray Gun against hordes of Action Zakus and a Braw Bro and Elmeth mobile armors, not to mention the Chivvay battleship that will be there as well. Destroy all of the enemies and the mission will end. If you complete the mission in less than one minute and forty-five seconds and you will get the 1.50 special multiplier. So that's it. That's basically the mission layout. So let's crunch some raw numbers. You must have started with this profile: Shoot: -10 Fight: -20 Guard: -20 Mobility: -20 Special Skills: Test Pilot And follow the above mission paths to get enough points. Here's the basic math formula if absolutely everything goes PERFECT. 60 x 1.50 x 1.90 = 171 (* Battle of Loum in Core Fighter) 90 x 1.50 x 2.10 = 283 (** Capture the Fortress in Core Fighter II) 140 x 1.50 x 1.90 = 399 (*** Capture the Fortress in Core Fighter II) 210 x 1.50 x 1.80 = 567 (**** Battle of Loum in Saberfish) 210 x 1.50 x 1.90 = 598 (**** Capture the Fortress in CoreFighterII) 300 x 1.50 x 1.80 = 810 (***** Battle of Loum in Saberfish) 300 x 1.50 x 1.48 = 666 (***** Reconnaissance of Granada in GM) + 300 x 1.50 x 2.10 = 945 (***** Capture the Fortress in Core Fighter) ----------------------------------------------------------------------- 4,439 total Pilot, Mind, and Body points (PILOT) (MIND) (BODY) 4439 4439 4439 RAISE SHOOT TO 50 4349 4339 ---- (-10 to 0) 4154 4189 ---- (01 to 15) 3809 3889 ---- (16 to 30) 3169 3389 ---- (31 to 50) RAISE FIGHT TO 50 3089 ---- 4339 (-20 to 0) 2954 ---- 4189 (01 to 15) 2684 ---- 3889 (16 to 30) 2144 ---- 3289 (31 to 50) RAISE GUARD TO 50 ---- 3289 3089 (-20 to 0) ---- 3139 2789 (01 to 15) ---- 2914 2264 (16 to 30) ---- 2414 1364 (31 to 50) RAISE MOBILITY TO 50 1884 2314 ---- (-20 to 0) 1614 2239 1289 (01 to 15) 1149 2089 1139 (16 to 30) 349 1789 839 (31 to 50) BUY NEWTYPE 1, NEWTYPE 2, AND NEWTYPE 3 ---- 1489 ---- (Newtype 1) ---- 1039 ---- (Newtype 2) - ---- 389 ---- (Newtype 3) ______________________________________________ 349 389 839 So there we go! If you have everything go smashingly perfect you can create a Quad-50 Pilot with Newtype 3 and still have 349 Pilot points, 389 Mind points, and 839 Body points remaining so you'll still have enough experience points left over to spend on a few more special abilities! Now granted the chances of getting a Core Fighter or Core Fighter II on both random missions is slim, but if you take the Two- Star Battle of Loum instead of the Two-Star Capture the Fortress you will still be able to make the Quad-50 pilot. You will end up with a total of 4,390 Pilot, Mind, and Body points which is just a 40 point loss. [90 x 1.50 x 1.80 = 243 (** Battle of Loum in Saberfish)] You will still be able to get all of your attributes to 50 and buy into Newtype 3, you just won't have as many points remaining in the end. So let's see what that final profile would look like: Shoot: 50 Fight: 50 Guard: 50 Mobility: 50 Special Skills: Test Pilot / Mood Maker / NT 3 Beautiful. Just beautiful! Good luck to you if you've got the grapes to pull this off. If you actually do it congratulations, for you are truly an ace pilot. \ /---------------\ / [==========================|Unlocking Guide|==========================] / \---------------/ \ Hey! Here's how to unlock stuff. That's all... Seriously... Why are you still reading this? Look down. ----------------------------------------------------------------------- Unlocking White Base TV Mode ----------------------------------------------------------------------- White Base TV Mode: ------------------- To unlock the White Base TV Mode, complete the standard White Base missions with A or S ranks on every mission. You can now choose to play Movie Mode or TV Mode when you select White Base Mode. ----------------------------------------------------------------------- Unlocking Ace Pilot Missions ----------------------------------------------------------------------- Char Aznable ace pilot mode: ---------------------------- Complete all White Base missions. Black Tri-Stars ace pilot mode: ------------------------------- Complete Char Aznable's ace pilot mode. Johnny Ridden ace pilot mode: ----------------------------- Complete Black Tri-Stars' ace pilot mode. Shin Matsunaga ace pilot mode: ------------------------------ Complete Johnny Ridden's ace pilot mode. Yuu Kajima ace pilot mode: -------------------------- Complete Thoroughbred mode. Kou Uraki ace pilot mode: ------------------------- Unlocked by default. Anavel Gato ace pilot mode: --------------------------- Complete Kou Uraki's ace pilot mode. Cima Garahau ace pilot mode: ---------------------------- Complete Anavel Gato's ace pilot mode. ----------------------------------------------------------------------- Unlocking Pilots for Versus Mode ----------------------------------------------------------------------- Amuro Ray: ---------- Amuro is unlocked by default. Kai Shiden: ----------- Kai is unlocked by default. Hayato Kobayashi: ----------------- Hayato is also unlocked by default. Sayla Mass: ----------- Get all B ranks or higher in all White Base missions to unlock this foxy lady. Sleggar Law: ------------ Complete all White Base Mode missions to unlock Sleggar. Ryu Jose: --------- Complete White Base Tutorial 3 to unlock Ryu Jose. (NOTE: The game will not automatically save after you complete Tutorial 3, so you must save the game manually to be recorded as unlocking Ryu.) Kou Uraki: ---------- Complete Kou Uraki ace pilot mode to unlock Kou. Chuck Keith: ------------ Get all A or S-Ranks in all Kou Uraki ace pilot missions to get Chuck Keith. South Burning: -------------- Get an A or better in Kou Uraki ace pilot Mission 3. Bernard Monsha: --------------- Play an Earth Federation pilot in Mission Mode and play the 4-Star "Clear the Enemy" mission. Call in Monsha for support when he becomes available and he will help you kick some butt. After calling in Monsha, just complete the mission successfully and he will be unlocked. Christina McKenzie: ------------------- Create three Federation pilots in Mission Mode, play all of their missions, and save them all to the memory card to unlock this babe. Yuu Kajima: ----------- Complete Yuu Kajima ace pilot mode to unlock Yuu. Philip Hughes: -------------- Get all A or S-Ranks in all Yuu Kajima ace pilot missions to unlock Philip Hughes. Jack Bayard: ------------ Create five Earth Federation pilots in Mission Mode, complete all of their missions, and save them all to the memory card to unlock Federation ace pilot Jack "The Halloween" Bayard. Luce Kassel: ------------ Complete Thoroughbred mode following the "WHAT IF" path to unlock crusty ol' vet' Luce Kassel. Ford Romfellow: --------------- Complete Thoroughbred mode following the standard path (not the "WHAT IF" path) to unlock the young hotshot jet-jockey Ford Romfellow. Char Aznable: ------------- Complete Char Aznable ace pilot mode to unlock the Red Comet himself. Gaia: ----- Complete Black Tri-Stars ace pilot mode to unlock Gaia. Mash: ----- Complete Black Tri-Stars ace pilot mode to unlock Mash, as well. Ortega: ------- Completing Black Tri-Stars ace pilot mode will also unlock Ortega. M'Quve: ------- Unlock the YMS-15 Gyan and then create a Zeon pilot in Mission Mode with the special abilities Sly and Hit and Run, complete all of their missions, and save them to the memory card. Challia Bull: ------------- Obtain an A or S-Rank on White Base Mode Mission 5 and then create a Zeon pilot with the special ability Newtype Level 1, Newtype Level 2, or Newtype Level 3. Gadem: ------ This old codger is unlocked by default. Lalah Sune: ----------- Get all A or S-Ranks in all White Base missions and A or S-Ranks in all Char Aznable ace pilot missions. Tokwan: ------- Tokwan is unlocked by default. Dmitri: ------- Create a Zeon mission mode pilot with the special skill MA Pilot, complete all of their missions, and save them to the memory card. Gene: ----- Gene is unlocked by default. Dozle Zabi: ----------- Get an A or S-Rank on White Base stage 3 and an A or S-Rank on Shin Matsunaga ace pilot mode stage 2 to unlock Dozle. Anavel Gato: ------------ Complete Anavel Gato ace pilot mode to unlock Anavel Gato. Kelly Layzner: -------------- Earn an A or S-Rank in Kou Uraki ace pilot mode stage 1. Cima Garahau: ------------- Complete Cima Garahau ace pilot mode. Karius: ------- Complete Anavel Gato ace pilot mode. Bernard Wiseman: ---------------- Create three Zeon pilots in mission mode, complete all of their missions, and save them to the memory card to unlock Bernie. Nimbus Schterzen: ----------------- Get an A or S-Rank in Yuu Kajima ace pilot mode stage 2 to unlock Nimbus Schterzen "the Paladin of Zeon". Johnny Ridden: -------------- Complete Johnny Ridden ace pilot mode to unlock the "Crimson Lightning". Shin Matsunaga: --------------- To unlock the "White Wolf" simply complete Shin Matsunaga ace pilot mode. ----------------------------------------------------------------------- Unlocking Earth Federation Forces Units ----------------------------------------------------------------------- RB-79 Ball: ----------- The RB-79 Ball is unlocked by default. RB-79K Ball K Type: ------------------- Successfully complete the 2-Star version of the "Build the Solar System" mission with an Earth Federation pilot in Mission Mode and complete mission mode to unlock the RB-79K Ball. RGM-79 GM: ---------- The RGM-79 GM is unlocked by default. RGM-79GS GM Command: -------------------- Create an Earth Federation pilot in Mission Mode and complete all eight missions and you will get the RGM-79GS GM Command. RGM-79SP GM Sniper II: ---------------------- To unlock the RGM-79SP GM Sniper II create three Earth Federation pilots in Mission Mode, complete all of their missions, and save them to the memory card. RGM-79N GM Custom: ------------------ Complete all of the Kou Uraki ace pilot mode missions with B Ranks or higher to unlock the RGM-79N GM Custom. RGC-83 GM Cannon II: -------------------- Complete all of the Kou Uraki ace pilot missions to unlock the RGC-83 GM Cannon II. RX-77-2 Guncannon: ------------------ The RX-77-2 Guncannon is unlocked by default. RX-75 Guntank: -------------- Complete White Base TV Mode to unlock the RX-75 Guntank. RX-79BD-3 Gundam Blue Destiny Unit 3: ------------------------------------- Obtain a rank of A or higher on Yuu Kajima ace pilot mode Mission 1. RX-78-2 Gundam: --------------- The RX-78-2 Gundam is unlocked by default RX-78-3 Gundam G3: ------------------ Obtain ranks A or higher in all of the White Base missions to unlock the RX-78-3 Gundam. FA-78-1 Gundam Full Armor Type: ------------------------------- Complete the 4-Star "Fortress Capture" mission with an Earth Federation pilot in Mission Mode. This can be a pretty difficult mission, but if you play smart this can be so easy it's funny. The easy way to do it is to create a pilot with a high mobility and defense, and when you start the mission, destroy two of the three mobile suits that attack you. Spend the remainder of the time limit running away from the third mobile suit. DO NOT call in your support, because it will destroy the third mobile suit and cause another enemy squad to come. Just run away from the one enemy until the time is up and the FA-78-1 Gundam Full Armor Type is yours. RX-78-4 Gundam Unit 4: ---------------------- Complete Thoroughbred mode "What-If" Stage 5 to unlock the RX-78-4 Gundam Unit 4 RX-78-4[Bst] Gundam Unit 4: --------------------------- Obtain an A rank or higher on Thoroughbred mode "What-If" Mission 5 to unlock the Gundam Unit 4 Booster. RX-78-5 Gundam Unit 5: ---------------------- Complete Thoroughbred mode Stage 5 to unlock the RX-78-5 Gundam Unit 5. RX-78-5[Bst] Gundam Unit 5: --------------------------- Obtain an A rank or higher on Thoroughbred mode Mission 5 To unlock the Gundam Unit 5 Booster. RX-78NT-1 Gundam Alex: ---------------------- Create an Earth Federation pilot in Mission Mode with the skill Newtype Level 3, complete all of their missions and save the pilot to the memory card and you will unlock the RX-78NT-1 Gundam Alex. RX-78GP01Fb Gundam Zephyranthes Full Vernian: --------------------------------------------- Obtain an A rank or higher on both Kou Uraki ace pilot mode Mission 2 and Mission 3 to unlock the RX-78GPO1Fb. RX-78GP03S Gundam Dendrobium Stamen: ------------------------------------ Obtain an A rank or higher on Kou Uraki ace pilot Mission 6. RX-78GP04G Gundam Gerbera: -------------------------- Obtain all A or S Ranks on all White Base mode missions, all eight Ace Pilot modes, and all Thoroughbred missions (including "What-If" missions). Public: ------- Complete 4-Star "Battle of Loum" with an Earth Federation pilot in mission mode. FF-X7 Core Fighter: ------------------- Complete White Base Tutorial 3 (NOTE: The game will not automatically save after the Core Fighter is unlocked, so you will have to save the game manually or you will not be recorded as unlocking the Core Fighter.) FF-X7[Bst] Core Booster: ------------------------ The FF-X7[Bst] Core Booster is unlocked by default. FF-S3 Saberfish: ---------------- The FF-S3 Saberfish is unlocked by default. FF-XII-Fb Core Fighter II: -------------------------- Complete 3 Star "Escort Supply Fleet" with an Earth Federation pilot in Mission Mode to unlock the Core Fighter II. G-Fighter: ---------- Complete White Base TV Mode to unlock the G-Fighter. G-Armor: -------- Complete the 4 Star "Escort Supply Fleet" mission with an Earth Federation pilot in Mission Mode to unlock the G-Armor. RX-78GP03 Dendrobium Orchis: ---------------------------- Obtain an A rank or higher on Kou Uraki ace pilot Mission 5. ----------------------------------------------------------------------- Unlocking Principality of Zeon Units ----------------------------------------------------------------------- MS-05A Zaku I: -------------- The MS-05A Zaku I is unlocked by default. MS-05B(TRI) Zaku I Black Tri-Stars Custom: ------------------------------------------ Obtain an A rank or higher on Black Tri-Stars ace pilot Mission 2. MS-06F Zaku II: --------------- The MS-06F Zaku II is unlocked by default. MS-06S(TRI) Zaku II Black Tri-Stars Custom: ------------------------------------------- Obtain an A or S Rank on Black Tri-Stars ace pilot mode Mission 1. MS-06S(CA) Zaku II Char Aznable Custom: --------------------------------------- Obtain an A or S Rank on Char Aznable ace pilot mode Mission 1 MS-06F(JR) Zaku II Johnny Ridden Custom: ---------------------------------------- Obtain an A or S Rank on Johnny Ridden ace pilot mode Mission 2 MS-06F(SM) Zaku II Shin Matsunaga Custom: ----------------------------------------- Obtain an A or S Rank on Shin Matsunaga ace pilot mode Mission 2 MS-06(DZ) Zaku II Dozle Zabi Custom: ------------------------------------ Obtain an A or S Rank on Shin Matsunaga ace pilot mode Mission 2 MS-21C Dra-C: ------------- Complete 3 Star "Escort Supply Fleet" with a Zeon pilot in Mission Mode MS-06F-2 Zaku II: ----------------- Create a Zeon pilot in Mission Mode and complete all eight missions with them, and save them to the memory card. MS-06FZ Zaku II FZ: ------------------- Create three Zeon pilots in Mission Mode, complete all eight of their missions, and save them all to the memory card. MS-06FZ(FH) Zaku II FZ (Fritz Helm): ------------------------------------ Complete 2 Star "Escort Supply Fleet" with a Zeon pilot in Mission Mode MS-06R-1 Zaku II High Mobility Type: ------------------------------------ Complete all Shin Matsunaga ace pilot missions. MS-06R-1(TRI) Zaku II High Mobility Type Black Tri-Stars Custom: ---------------------------------------------------------------- Obtain an A or S Rank on Black Tri-Stars ace pilot Mission 3 MS-06R-2 Zaku II Improved High Mobility Type: --------------------------------------------- Complete all of Johnny Ridden ace pilot missions. MS-06R-2(JR) Zaku II Improved High Mobility Type Johnny Ridden Custom: ---------------------------------------------------------------------- Obtain an A or S Rank on Johnny Ridden ace pilot Mission 3. MS-09R Rick Dom: ---------------- The Rick Dom is unlocked by default. MS-09RS(AG) Rick Dom Anavel Gato Custom: ---------------------------------------- Obtain an A or S-Rank on Anavel Gato ace pilot Mission 1. MS-09R-2 Rick Dom II: --------------------- Complete all Anavel Gato ace pilot missions. YMS-15 Gyan: ------------ Obtain an S Rank on White Base Mission 4. MS-14A Gelgoog: --------------- Unlocked by default. MS-14S(CA) Gelgoog Char Aznable Custom: --------------------------------------- Complete all Char Aznable ace pilot missions. MS-14A(AG) Gelgoog Anavel Gato Custom: -------------------------------------- Obtain an A or S Rank on Anavel Gato ace pilot Mission 2 MS-14B(JR) Gelgoog High Mobility Johnny Ridden Custom: ------------------------------------------------------ Obtain an A rank or higher on Johnny Ridden ace pilot Mission 4. MS-14F Gelgoog Marine: ---------------------- Complete all Cima Garahau ace pilot missions. MS-14Fs Gelgoog Marine Commander Type: -------------------------------------- Complete Cima Garahau ace pilot missions with B, A, or S ranks on all missions. MS-14Fs(CG) Gelgoog Marine Commander Type Cima Garahau Custom: -------------------------------------------------------------- Get an S Rank on Cima Garahau Mission 2 MS-14JG Gelgoog Jäger: ---------------------- Create a Zeon pilot in Mission Mode with the Fast Combat, Sniper, and Sixth Sense skills, complete all eight of their missions and save them to the memory card. MS-14JG/SM Gelgoog Jäger Shin Matsunaga Custom: ----------------------------------------------- Obtain an A or S Rank on Shin Matsunaga ace pilot Mission 5. MS-11 Action Zaku: ------------------ Obtain A or S Ranks on all Thoroughbred missions and complete 4 Star "Pezun Numbers" mission with a Zeon pilot in Mission Mode. MS-17 Galbaldy a: ----------------- Obtain A or S Ranks on all Thoroughbred missions and complete 4 Star "Pezun Numbers" mission with a Zeon pilot in Mission Mode. MS-18E Kämpfer: --------------- Complete 4-Star "Escort Supply Fleet" mission with a Zeon pilot in Mission Mode. RX-79BD-2 Gundam Blue Destiny Unit 02: -------------------------------------- Obtain an A or S Rank on Yuu Kajima ace pilot Mission 2. RX-78GP02A Gundam "Physalis": ----------------------------- Obtain an A or S rank on Anavel Gato ace pilot Mission 3. AGX-04 Gerbera Tetra: --------------------- Obtain an A or S Rank on Cima Garahau Mission 3 MA-04X Zakrello: ---------------- Obtain an A or S Rank on White Base Mode Mission 1 and complete White Base TV Mode. MA-05 Bigro: ------------ Unlocked by default. MA-06 Val Varo: --------------- Obtain an S Rank on Kou Uraki mission 1. MAN-03 Braw Bro: ---------------- Create a Zeon pilot with the skill Newtype Level 2 in Mission Mode, complete all of their missions and save them to the memory card. MAN-08 Elmeth: -------------- Create a Zeon pilot with the skill Newtype Level 3 in Mission Mode, complete all of their missions, and save them to the memory card. MSN-02 Zeong: ------------- Earn an A or S Rank on Char Aznable mission 5. MA-08 Big Zam: -------------- Get an A or S Rank on White Base Mission 3 and an A or S rank on Shin Matsunaga ace pilot Mission 2 and Mission 3. AMX-002 Neue Ziel: ------------------ Get an A or S Rank on Anavel Gato ace pilot mission 5. ----------------------------------------------------------------------- Information about Extra Units for Versus Mode ----------------------------------------------------------------------- GAT-X105 Aile Strike Gundam: ---------------------------- American Version: Unlocked by default. Japanese Version: Must be downloaded from online and saved to a Playstation 2 external hard drive. GAT-X303 Aegis Gundam: ---------------------- American Version: Unlocked by default. Japanese Version: Must be downloaded from online and saved to a Playstation 2 external hard drive. GF13-017NJII God Gundam: ------------------------ American Version: Unlocked by default. Japanese Version: Must be downloaded from online and saved to a Playstation 2 external hard drive. GF13-001NHII Master Gundam: --------------------------- American Version: Unlocked by default. Japanese Version: Must be downloaded from online and saved to a Playstation 2 external hard drive. XXXG-00W0 Wing Gundam Zero Custom: ---------------------------------- American Version: Unlocked by default. Japanese Version: Must be downloaded from online and saved to a Playstation 2 external hard drive. OZ-00MS2B Tallgeese III: ------------------------ American Version: Unlocked by default. Japanese Version: Must be downloaded from online and saved to a Playstation 2 external hard drive. MS-09RS(CA) Rick Dom Char Aznable Custom: ----------------------------------------- AVAILABLE IN JAPAN ONLY!!! Must be downloaded from online and saved to a Playstation 2 external hard drive. RX-78(CA) Gundam Char Aznable Custom: ------------------------------------- AVAILABLE IN JAPAN ONLY!!! Must be downloaded from online and saved to a Playstation 2 external hard drive. MSN-02 Zeong (Head): -------------------- AVAILABLE IN JAPAN ONLY!!! Must be downloaded from online and saved to a Playstation 2 external hard drive. MS-06SHAKU Zaku II Shaku Yumiko Custom: --------------------------------------- AVAILABLE IN JAPAN ONLY!!! Must be downloaded from online and saved to a Playstation 2 external hard drive. ----------------------------------------------------------------------- Unlocking Mobile Suit Weapons ----------------------------------------------------------------------- Folding Bazooka: ---------------- Unlock the RX-78GPO3S Dendrobium Stamen. Bullpup Machinegun: ------------------- Unlocked by default. Hyper Bazooka: -------------- Unlocked by default. GM Rifle: --------- Unlock the RGC-83 GM Cannon II. Sniper Rifle: ------------- Unlock the RGM-79SP GM Sniper II. Beam Rifle (Gundam): -------------------- Unlocked by default. Hyper Beam Rifle: ----------------- Unlock the RX-78-4 Gundam Unit 4 or unlock the RX-78-5 Gundam Unit 5. Custom Beam Rifle (Alex): ------------------------- Unlock the RX-78NT-1 Gundam Alex. Custom Beam Rifle (Gerbera): ---------------------------- Unlock the RX-78GPO4G Gundam Gerbera. Beam Spray Gun: --------------- Unlocked by default. Beam Gun: --------- Unlock the RGM-79GS GM Command. Beam Rifle (Blue Destiny Unit 3): --------------------------------- Unlock the RX-79BD-3 Gundam Blue Destiny Unit 3. Beam Rifle (GP Series): ----------------------- Unlock the RX-78GPO1Fb Gundam Zephyranthes Full Vernian. Custom Beam Rifle (Guncannon): ------------------------------ Unlocked by default. Zaku Machinegun: ---------------- Unlocked by default. MMP-80 Machinegun: ------------------ Unlock the MS-06FZ Zaku II FZ or the MS-06FZ(FH) Zaku II (Fritz Helm). Zaku Bazooka: ------------- Unlock any of the following: MS-06S(CA) Zaku II Char Aznable Custom, the MS-06S(TRI) Zaku II Black Tri-Stars Custom, the MS-05B(TRI) Zaku I Black Tri-Stars Custom, the MS-06R-1(TRI) Zaku II High Mobility Type Black Tri-Stars Custom, or the MS-06F(JR) Zaku II Johnny Ridden Custom. Giant Bazooka: -------------- Unlocked by default. Giant Bazooka (Rick Dom II): ---------------------------- Unlock the MS-09RII Rick Dom II. Beam Bazooka (Rick Dom): ------------------------ Unlock the MS-09R(AG) Rick Dom Anavel Gato Custom. Beam Machinegun (Gelgoog Jäger): -------------------------------- Unlock the MS-14Jg Gelgoog Jäger or the MS-14Jg(SM) Gelgoog Jäger Shin Matsunaga Custom. Beam Machinegun (Gerbera Tetra): -------------------------------- Unlock the AGX-04 Gerbera Tetra. Prototype Beam Rifle: --------------------- Unlock the MS-14A(AG) Gelgoog Anavel Gato Custom. Beam Rifle (Gelgoog): --------------------- Unlocked by default. Custom Beam Machinegun (Gelgoog Marine CMDR): --------------------------------------------- Unlock the MS-14Fs Gelgoog Marine Commander Type or the MS-14Fs(CG) Gelgoog Marine Commander Type Cima Garahau Custom. Custom Beam Rifle (Act Zaku): ----------------------------- Unlock the MS-11 Action Zaku. Beam Rifle (Blue Destiny Unit 2): --------------------------------- Unlock the RX-79BD-2 Gundam Blue Destiny Unit 02. Beam Bazooka (Physalis): ------------------------ Unlock the RX-78GPO2A Gundam Physalis. Custom Shotgun: --------------- Unlock the MS-18E Kämpfer. Beam Rifle (Aile Strike Gundam): -------------------------------- American Version: Unlocked by default. Japanese Version: Must download the Aile Strike Gundam from online and save it to a Playstation 2 external hard drive. Beam Rifle (Aegis Gundam): -------------------------- American Version: Unlocked by default. Japanese Version: Must download the Aegis Gundam from online and save it to a Playstation 2 external hard drive. Twin Buster Rifle: ------------------ American Version: Unlocked by default. Japanese Version: Must download the Wing Gundam Zero Custom from online it save to a Playstation 2 external hard drive. Mega Cannon: ------------ American Version: Unlocked by default. Japanese Version: Must download the Tallgeese III from online and save it to a Playstation 2 external hard drive. Beam Rifle (Gundam Mark II): ---------------------------- Japanese Version only! Must be downloaded from online and saved to a Playstation 2 external hard drive. ----------------------------------------------------------------------- Unlocking Movies ----------------------------------------------------------------------- ----------------- White Base Movies ----------------- Opening Movie: -------------- Unlocked by default. Universal Century 0079: ----------------------- Unlocked by default. Return to Space: ---------------- Complete White Base Mode Stage 1. Conscon's Assault: ------------------ Complete White Base Mode Stage 1. A Fateful Encounter: -------------------- Complete White Base Mode Stage 2. White Mobile Suit: ------------------ Complete White Base Mode Stage 2. Side 6: ------- Complete White Base Mode Stage 2. Battle for Solomon: ------------------- Complete White Base Mode Stage 3. Solar-System: ------------- Complete White Base Mode Stage 3. Terror of Big Zam: ------------------ Complete White Base Mode Stage 3. Sleggar's Attack: ----------------- Complete White Base Mode Stage 3. Dozle's Last Stand: ------------------- Complete White Base Mode Stage 3. Control of Solomon: ------------------- Complete White Base Mode Stage 3. Texas Colony: ------------- Complete White Base Mode Stage 4. The Duel in Texas: ------------------ Complete White Base Mode Stage 4. Char and Sayla: --------------- Complete White Base Mode Stage 4. Newtype: -------- Complete White Base Mode Stage 5. Magnet Coating: --------------- Complete White Base Mode Stage 5. Operation Star-One: ------------------- Complete White Base Mode Stage 6. Lalah's Elmeth: --------------- Complete White Base Mode Stage 6. Lalah's Death: -------------- Complete White Base Mode Stage 6. A Cosmic Glow: -------------- Complete White Base Mode Stage 7. Space Fortress: A Baoa Qu: -------------------------- Complete White Base Mode Stage 7. Zeong Launching: ---------------- Complete White Base Mode Stage 8. Last Shooting: -------------- Complete White Base Mode Stage 8. Escape: ------- Complete White Base Mode Stage 8. Battle with Nightmare: ---------------------- Complete White Base Mode Stage 3 by defeating Anavel Gato's Rick Dom. Doroa's Retreat: ---------------- Complete White Base Mode Stage 3 by defeating Anavel Gato's Rick Dom. Terror of Big Zam (B): ---------------------- Complete White Base TV Mode Stage 3. Sleggar's Attack (B): --------------------- Complete White Base TV Mode Stage 3. Lalah's Death (B): ------------------ Complete White Base TV Mode Stage 3. ------------------- Thoroughbred Movies ------------------- Signal of War: -------------- Complete Thoroughbred Mode Stage 1. 16th Autonomous Corps.: ----------------------- Complete Thoroughbred Mode Stage 2. Flash that Splits Space: ------------------------ Complete Thoroughbred Mode Stage 3. Great Gamble: ------------- Complete Thoroughbred Mode Stage 3. Path to Peace: -------------- Complete Thoroughbred Mode Stage 4. A Cosmic Glow: -------------- Complete Thoroughbred Mode Stage 5. Price for Peace: ---------------- Fail Thoroughbred Mode Stage 5 by losing all of your Health at any point in the mission. Battlefield of Solomon: ----------------------- Complete Thoroughbred Mode [What If] Stage 4. Final Battle at A Baoa Qu: -------------------------- Complete Thoroughbred Mode [What If] Stage 5. Lost: ----- Fail Thoroughbred Mode [What If] Stage 5 by losing all of your Health during the part where you fight the two MA-05 Bigros. --------------------- Ace Pilot Mode Movies --------------------- With Shining Blue Fire: ----------------------- Complete Kou Uraki ace pilot Stage 1. Bombardment of Sea of Runga: ---------------------------- Complete Kou Uraki ace pilot Stage 2. Conspiracy Sector: ------------------ Complete Kou Uraki ace pilot Stage 3. Gundam Clashing: ---------------- Complete Kou Uraki ace pilot Stage 4. Point of No Return: ------------------- Complete Kou Uraki ace pilot Stage 5. Solar-System II: ---------------- Complete Kou Uraki ace pilot Stage 6. The End of Stardust: -------------------- Complete Kou Uraki ace pilot Stage 6. Nightmare of Solomon: --------------------- Complete Anavel Gato ace pilot Stage 1. Retreat of Disgrace: -------------------- Complete Anavel Gato ace pilot Stage 2. Return of the Nightmare of Solomon: ----------------------------------- Complete Anavel Gato ace pilot Stage 3. The End of the Nightmare: ------------------------- Complete Anavel Gato ace pilot Stage 5. Mayfly of Space: ---------------- Complete Cima Garahau ace pilot Stage 1. Scheme: ------- Complete Cima Garahau ace pilot Stage 2. When the Mayfly Flies. . .: --------------------------- Complete Cima Garahau ace pilot Stage 3. Fleeting Mayfly: ---------------- Destroy the RX-78GPO3 Dendrobium Orchis in Cima Garahau ace pilot mode Stage 3. Red Comet: ---------- Complete Char Aznable ace pilot Stage 1. Entangled Red and White: ------------------------ Complete Char Aznable ace pilot Stage 2. Artesia: -------- Complete Char Aznable ace pilot Stage 3. Zeon's Dying Wish: ------------------ Complete Char Aznable ace pilot Stage 5. Capture of Revil: ----------------- Complete Black Tri-Stars ace pilot Stage 1. Golden Years: ------------- Complete Black Tri-Stars ace pilot Stage 2. Jet Stream: ----------- Complete Black Tri-Stars ace pilot Stage 3. Crimson Lightning: ------------------ Complete Johnny Ridden ace pilot Stage 1. Smolder: -------- Complete Johnny Ridden ace pilot Stage 2. Hero: ----- Complete Johnny Ridden ace pilot Stage 3. Chimera Corps.: --------------- Complete Johnny Ridden ace pilot Stage 4. Crimson Afterglow: ------------------ Complete Johnny Ridden ace pilot Stage 5. Battle of Loum: --------------- Complete Shin Matsunaga ace pilot Stage 1. Warrior: -------- Complete Shin Matsunaga ace pilot Stage 2. White Wolf of Solomon: ---------------------- Complete Shim Matsunaga ace pilot Stage 3. Retreat to Victory: ------------------- Complete Shin Matsunaga ace pilot Stage 4. Howl of Space: -------------- Complete Shin Matsunaga ace pilot Stage 5. Pursuit of EXAM: ---------------- Complete Yuu Kajima ace pilot Stage 1. The Judged: ----------- Complete Yuu Kajima ace pilot Stage 2. ----------------------------------------------------------------------- Unlocking Background Game Music ----------------------------------------------------------------------- Unlock BGM List 1: ------------------ Complete White Base mode to unlock the first Background Game Music list. This first list contains the songs: --"White Base to the Moon" --"The White One" --"Reunion with Father" --"Zeon Drawing Near" --"Great Battlefield" --"Sortie" --"The Fateful" --"The Beginning" --"Long Sleep" (First Half) --"Long Sleep" (Second Half) --"Gundam Rising" --"Fear of Battle" --"The Gallant Char" --"Gundam in Danger --"Encounter" --"Rising Operation Stardust" --"Feint Operation" --"Guerilla War" --"Full Burner" --"Solar-System II" Unlock BGM List 2: ------------------ Complete Thoroughbred mode to unlock the second Background Game Music list. This second list contains: --"The Lightning 16th Autonomous Corps." --"Thoroughbred" --"G04 Assault" --"Striking G05" --"Where the Battle Heads" --"End of One Year War" --"Rise from the Ashes" --"Sharp Fangs" --"Combat Formations" --"Scar of War" --"Approach March" --"Realization" --"Heat" --"Run Wild" --"Shot of Honor" --"Blade" --"Raid" --"Forced March" --"Dark Night Does Not Pass" --"Endless Battle" \ /------------------\ / [========================|S-Rank Scores List|=========================] / \------------------/ \ Well, here is the list of minimum scores needed to obtain an S-Rank in each of the missions in the game. You get points by blowing stuff up, of course, and then you also get bonus points at the end of the mission depending on if (or how many times) you were destroyed and choose to retry a mission. Number of Retries Bonus Points ----------------- -------------- Zero Retries 35,000 One Retry 23,000 Two Retries 15,000 Three Retries 10,000 Four Retries 5,000 Five or more NONE So there you go. If you want more bonus points just kill more and die less! There are also tricks to squeeze every last point out of some missions. Destroying debris or asteroids floating through space, or shooting down missiles will earn some easy points. Target and wreck individual sections of battleships, such as the bridge, individual gun turrets, or engines for extra points before destroying the entire battleship. You also can get many more points by "over-killing" battleships by continuing to attack them after they have been destroyed; this will cause the battleship wreck to explode again, earning you thousands more points. You can destroy the shield of any mobile suit carrying one for a couple hundred more points as well. Also, never destroy any friendly units, as you will be hit with a very large negative penalty (about -5,000 points) to your score if you do. So let's hit you with the digits. Here are the scores needed to get those S-Ranks so you can unlock all kinds of cool bonus swag! Hop to it! ----------------------------------------------------------------------- White Base S-Rank Scores ----------------------------------------------------------------------- Stage 1 Score: 135,000 Stage 2 Score: 160,000 Stage 3 Score: 500,000 Stage 4 Score: 230,000 Stage 5 Score: 160,000 Stage 6 Score: 225,000 Stage 7 Score: 350,000 Stage 8 Score: 600,000 ----------------------------------------------------------------------- Thoroughbred S-Rank Scores ----------------------------------------------------------------------- Stage 1 Score: 160,000 Stage 2 Score: 120,000 Stage 3 Score: 280,000 Stage 4 Score: 135,000 Stage 4 [IF] Score: 125,000 Stage 5 Score: 200,000 Stage 5 [If] Score: 320,000 ----------------------------------------------------------------------- Ace Pilot Mode S-Rank Scores ----------------------------------------------------------------------- Char Aznable Missions: ---------------------- Stage 1 Score: 130,000 Stage 2 Score: 36,000 Stage 3 Score: 36,000 Stage 4 Score: 36,000 Stage 5 Score: 240,000 Black Tri-Stars Missions: ------------------------- Stage 1 Score: 120,000 Stage 2 Score: 70,000 Stage 3 Score: 110,000 Johnny Ridden Missions: ----------------------- Stage 1 Score: 110,000 Stage 2 Score: 130,000 Stage 3 Score: 100,000 Stage 4 Score: 35,000 Stage 5 Score: 210,000 Shin Matsunaga Missions: ------------------------ Stage 1 Score: 100,000 Stage 2 Score: 100,000 Stage 3 Score: 145,000 Stage 4 [IF] Score: 200,000 Stage 5 [IF] Score: 145,000 Yuu Kajima Missions: -------------------- Stage 1 Score: 120,000 Stage 2 Score: 45,000 Kou Uraki Missions: ------------------- Stage 1 Score: 35,000 Stage 2 Score: 78,000 Stage 3 Score: 175,000 Stage 4 Score: 130,000 Stage 5 Score: 265,000 Stage 6 Score: 175,000 Anavel Gato Missions: --------------------- Stage 1 Score: 125,000 Stage 2 Score: 290,000 Stage 3 Score: 120,000 Stage 4 Score: 150,000 Stage 5 Score: 160,000 Cima Garahau Missions: ---------------------- Stage 1 Score: 70,000 Stage 2 Score: 37,000 Stage 3 Score: 120,000 \ /------\ / [=============================|Thanks|================================] / \------/ \ -GameFAQs for kicking that much ass! (And hopefully posting this FAQ.) -Yoshiyuki Tomino for creating the Mobile Suit Gundam universe! -Charlene... Where ever you are... -klintc for his amazing work on the Mission Mode Data Project. -All the other guys on the GameFAQs Encounters in Space message board who helped either klintc or myself: LukeStrife5, DragoNZ DZ, GoldenChocobo77, kupomogli, Rei Shiki, mario901, songokuss3, The Homeless Guy, Super Magnum 357, Titan44, CarbonFibre, RPGZero, Zajin, Jaeger0079, kampher234, DAEChar, Kajima, Shiro ClanClan, LibraGundamIII, blackfletch, Ren Keron, gundam dubya, DeMatt, Newtype0078 and anybody else that I forgot because I am stupid. -The Coca-Cola Corporation for deciding to once again produce Cherry Coke! -http://www.network-science.de/ascii/input.html for the basis of my opening ASCII art. -My new keyboard, for not sucking like my old keyboard! -The Muse who inspired me to write this jibberish! -And especially you, who are reading this. I hope it helps! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This document is copyrighted to Necropenguin@yahoo.com, that's me, and this document may NOT be altered, reproduced, sold for profit, or especially plagiarized in any way shape or form without my permission, which you won't get so don't ask. As of now GameFAQs is authorized by my decree to display this document for public use. If I find out that my hard work (well not really hard, but you sit here and try doing this) is being ripped off I will be forced to take a rather unhappy legal action, plus I'll just plain find you and hurt you. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++