============================================================================== MOBILE SUIT GUNDAM: ZEONIC FRONT (Playstation 2) ============================================================================== Mobile Suit Gundam: Zeonic Front FAQ/Walkthrough Version 1.51 February 27, 2002-February 09, 2003 Unpublished work Copyright 2002 gundamtotoro E-Mail: gundamtotoro(at)hotmail(dot)com ============================================================================== TABLE OF CONTENTS: ============================================================================== I. Introduction/Version Notes II. E-mail Guidelines III. Lexicon IV. Mobile Suit Controls V. Pilot, Mobile Suit, and Equipment List VI. Primary Weapons VII. Supplies VIII. Mission Strategies/Walkthrough IX. Frequently Asked Questions X. Special Thanks XI. Copyright Info ============================================================================== I. INTRODUCTION AND VERSION NOTES ============================================================================== This FAQ is for the U.S. version of 'Mobile Suit Gundam: Zeonic Front' for the Playstation 2 console. I am a fan of most of the Gundam series and I really enjoyed this game. I first started the FAQ just to show what mobile suits and weapons were available in the game, and eventually added more information and strategies as they proved to be needed. Version 1.51 Notes: 1/01/03-1/09/03 Alright, I went through and clarified some information and included unlock notes for all of the Simulator Programs. Some extra mission strategies were also included. The Campaign Mission 06 Strategy was changed to something that is guaranteed to work as long as the player is able to place one of their units behind a certain rock and set his/her units to not move. A FAQ question was added concerning Renchef and Manning's relationship. I also listed when each person gains supplies for the Round 1 Missions. I'd put Final on this, but I can't really imagine being truly done. o_o; Version 1.5 Notes 01/28/03 Okay, I reformatted the entire thing. I updated the Frequently Asked Question section. I updated some info on Schmitzer than Zanetsuken provided. I also updated the e-mail guidelines. Version 1.41 Notes 08/16/02 Fixed a few typoes. Did some updates to the formatting. Added some additional info to a few sections. Version 1.4 Notes 06/11/02 Fixed some more spacing errors (but probably created some more in the process). I added some more information to the Frequently Asked Questions. A few mission strategies and notes received some extra clarification. Updated the copyright information to better resemble that on other FAQ projects. Version 1.3 Notes 04/24/02 Fixed some spacing errors and typos. Updated the Frequently Asked Questions to further include items not in the game and explain some continuity and other appearance questions. Added extra comments to Beam Gun in the Primary Weapons section. Added some notes on Round 2. Added the 'weak spot' on Big Tray for Campaign Mission 1. Included some more information on Swaggard's Dom. Added a section on Mobile Suit Controls, mostly to explain how blocking works. Added some more people to the Special Thanks list. Version 1.2 Notes 04/19/02 Added E-mail guidelines. Mission Strategies/Walkthrough added. Team Setup’s title was changed to Pilot, Mobile Suit, and Equipment List so it would make more sense. Added Unlock notes onto the Pilot, Mobile Suit, and Equipment List for some of harder to find unlockable characters and suits. Version 1.1 Notes 03/13/02 Added information for primary and proximal weapons. Added information on supplies. Added a small lexicon to go over a few terms. Added more to the frequently asked questions list. Fixed a few spacing errors. I am considering a game script and/or character information in the next update, as well as any other questions I believe should be addressed. Version 1.0 Notes 02/27/02 The FAQ in its current form only addresses the "Team Setup" menu and a few frequently asked questions. The primary purpose is to give a near- complete list of all the characters, mobile suits, weapons, and supplies available at the end of the game. Future updates are planned for this FAQ, and if you have any additional information to the list or any suggestions, please email me at gundamtotoro(at)hotmail(dot)com. ============================================================================== II. E-MAIL AND BOARD GUIDELINES ============================================================================== Questions asking for information included in the FAQ, have terrible grammatical errors, contain no subject, and use any alternate fonts sizes or colors will be ignored. Just keep it simple and readable. Put "MSG: Zeonic Front" in the subject line. Include what site you found the FAQ on in the body of the email somewhere. If you are posting on the GameFAQs Zeonic Front messageboard. DO NOT make your topic title directly to me. I find it to be rude. Just post like a normal rational person, and make sure whatever you are asking has not been presented in the FAQ (double check the Frequently Asked Questions too). 502 Topics on how to get Roberto's GM Command is just way too much. ============================================================================== III. LEXICON ============================================================================== I thought I would throw this in to help with some of the terms used in the game and throughout the FAQ. ------------------------------------------------------------------------------ Midnight Fenrir: Name designated to the Zeon mobile suit team that Zeonic Front centers around. ------------------------------------------------------------------------------ Minovsky Particles: Minovsky particles disrupt electromagnetic waves. This disruption interferes with sensors and accurate targeting. Sensors will not be as effective in stages containing a high density of Minovsky particles. The disruption with accurate targeting explains why large battleships bother with mobile suits instead of just pounding away at each other from a distance. ------------------------------------------------------------------------------ Mobile Suits: Term used for all of the robots seen in this game. Think of the Zaku as the evolution of the human space suit and then the name will make more sense. ------------------------------------------------------------------------------ Round 1 Missions: Term used for the regular missions the first time you play through the game. ------------------------------------------------------------------------------ Round 2 Missions: Once you have completed the game once, the regular missions will be available again in a harder mode. This second time through the regular missions are often referred to being as Round 2. ============================================================================== IV. MOBILE SUIT CONTROLS ============================================================================== This section explains the general controls of a Mobile Suit and its fellow team members. Explanations of the commands are given, including how to block which is not even mentioned in the game manual. Movement - Left Analog Stick Movement forward, backward, strafe left, strafe right, and move diagonally. Sight Movement - Right Analog Stick Move the lock-on sight, which allows you to look around and to turn. Use with the left analog stick to circle around enemies (anyone who has played an FPS on occasion should like this ^_^). Run/Dash - L1 Button Hold the L1 button to run (or to dash with Doms, GM S-Armors, or the fully upgraded Mudrock). Allows your mobile suit to move faster, but makes it easier to detect by the enemy. Back Dash - L1+Down on Left Analog Stick This command will cause most mobile suits (with exception to Doms, GM S- Armors, and the fully upgraded Mudrock) to use their verniers to boost backwards. This is useful to quickly dodge enemy fire or to retreat quickly (particularly if you are stunned by a Stun Grenade or Spraybeam yourself). Mobile Suits also seem to be invulnerable during a Back Dash. Lock-On - Automatic Lock-on will occur whenever a target is within range of your mobile suit's primary weapon. Blocking - Automatic Mobile suits equipped with shields will automatically block incoming shots from the front. Blocking can only be performed if a mobile suit is standing still. Shields can only absorb so much damage in a short period of time though and will have to 'reload' to reach full strength again. Attack - R1 Button R1 handles primary and proximity weapons. When a target is within range, press to fire your primary weapon. Press R1 when the target sight is green to execute a melee attack with your proximity weapon. The R1 button can also be held to automatically fire or use a melee attack whenever a target comes in range. See Primary Weapons section for more info on weapons and their attributes. Reload - L2+R1 Primary Weapons will automatically reload when they are out of ammo, but using the Reload command will allow you to reload faster and avoid being without ammo in a battle. Your other team members will also reload. Combat Gear - Square Button Square handles your mobile suit's combat gear, which is required to perform to the best of your ability in this game. Only one item of combat gear can be used at a time, so you can not have a Radar Cloak on and use a Grenade at the same time. Combat Gear such as Grenades, Cannons, and Support Attacks may be used if you have a target square on an enemy, lock on is not required. See Combat Gear under Supplies for more information on what each item does. Toggle HUD On/Off - L2+L1 This will remove the data from the lower part of the screen and allow you to see the full screen. Execute Battle Code - L2+X Execute Battle Code. Basically informs any teams at an operation point to start moving again. Attack Formation - R2+Triangle This informs your other team members to attack whatever target square your weapon sight is pointed at. This can be very useful when you are busy reloading after depleting a magazine. Retreat Formation - R2+X Tell your other team members to retreat. This command will probably receive very little use other than to get your team members out of a situation where they will only get in the way. Halt Formation - R2+Square A better way to prevent your team members from getting in your way. Scatter Formation - R2 + Circle Tell your team members to break formation and circle around the target. ============================================================================== V. PILOT, MOBILE SUIT, EQUIPMENT LIST ============================================================================== Notes: This section is divided into four sections: Midnight Fenrir (Zeon Mobile Suits), Secret Zeon Characters, Secret Federation Characters, and Midnight Fenrir (Federation Mobile Suits). The pilots and their mobile suits are listed in the order that the game lists them. The Federation mobile suits for the Midnight Fenrir pilots are also kept separate from the Zeon ones because the game considers them as being separate characters. Only Midnight Fenrir (Zeon Suits) can be used in Campaign Missions. All other characters can only be used on simulation missions. Oh yeah, go to the Mission Setup menu to change pilots, suits, and equipment, yes people are too baka to figure that one out sometimes and need it spelled out for them... I also put this in the Frequently Asked Question section... and I'm still going to get bakas asking me how to do it... The format for the list is as follows: ------------------------------------------------------------------------------ (Pilot Name) ------------------------------------------------------------------------------ Unlock: Only appears a few times. How to unlock that item. MS: (Name of MS) (Description of MS) MS #: (Number of Mobile Suits allowed per team) Weapons: (Name of Weapon)(Description of Weapon) Shield: (Type of Shield used by Mobile Suit if available) Proximity: (Close Combat Weapon used by Mobile Suit if available Supply Slots: (Number of slots available to equip Supplies) Upgrade Gear: (1st Type of Supplies. This type of gear upgrades certain Mobile Suit functions) Combat Gear: (2nd Type of Supplies. This type of gear is used in combat situations by pressing the Square button) If a character has more than one Mobile Suit available, it will be listed after all the information for the first mobile suit. ------------------------------------------------------------------------------ Midnight Fenrir (Zeon Mobile Suits) ------------------------------------------------------------------------------ These suits are available for Campaign and Simulator Missions ------------------------------------------------------------------------------ Lt. Roher: ------------------------------------------------------------------------------ MS: Gouf B3: All Purpose MS MS #: 1-3 Weapons: 90mm MG: New Zaku Machine Gun 90mm AR: Top Class Rifle: Mid-Range Gatlin Gun: 3 x 5 35mm Gatlin Gun: No Shield Shield: Middle Proximity: Heat Saber Supply Slots: 14 Upgrade Gear: Reloader I Radar Boost I, II Therm Boost I, II Sonar Boost I, II Night Scope I, II, III Cool Device I Silencer I Combat Gear: Radar Cloak I, II Thermal Cloak I, II Sonar Cloak I, II Smoke Grenade I, II Heat Rod I, II MS: Zaku II F2 Last Production Model of Zaku MS #: 1-3 Weapons: 90mm MG: New Zaku Machine Gun 90mm AR: Top Class Rifle:-Mid Range Shield: Light Proximity: Heat Hawk Supply Slots: 16 Upgrade Gear: Bullets Magazine Radar Boost I, II Thermal Boost I, II Sonar Boost I, II Night Scope I, II, III Combat Gear: Radar Pod I Thermal Pod I Sonar Pod I Smoke Grenade I, II ------------------------------------------------------------------------------ MCPO Austin ------------------------------------------------------------------------------ MS: Zaku I B Improved MS: Adjusts to Pilot MS #: 1-3 Weapons: Zaku BZ Zaku Bazooka: Mid-Range Raketen BZ Raketen Bazooka: Rapid Fire Giant Bazooka Super Power Shotgun Wide Kill Zone Shield: Heavy (Federation type) Proximity: Heat Saber Supply Slots: 18 Upgrade Gear: Armor A I, II, III Bullets Magazine Scope I, II Reloader I, II Night Scope I, II Armor B I, II Combat Gear: Smoke Grenade I, II, III Stun Grenade I, II, III Heat Grenade I, II, III Note: To get Austin’s Federation Shield and Giant Bazooka, you must obtain all of his equipment (S ranks on various missions) and then increase your kill number. ------------------------------------------------------------------------------ En. Roberto ------------------------------------------------------------------------------ MS: Zaku II F2 Last Production Model of Zaku MS #: 1-3 Weapons: 90mm MG New Zaku Machine Gun Raketen BZ Raketen Bazooka: Rapid Fire Shield: None Proximity: Heat Hawk Supply Slots: 18 Upgrade Gear: Radar Boost I Therm Boost I Sonar Boost I Night Scope I, II Combat Gear: Radar Cloak I Therm Cloak I Sonar Cloak I Tank Decoy I, II, III MS Decoy I, II, III Smoke Grenade I, II Dopp I, II, III ------------------------------------------------------------------------------ En. Hepner ------------------------------------------------------------------------------ MS: Zaku II J Zaku II F for Ground Combat MS #: 1-3 Weapons: 90mm MG New Zaku Machine Gun M-Launcher 3x Missile Launcher: No Shield Shield: Light Proximity: Heat Hawk Supply Slots: 20 Upgrade Gear: Radar Boost I, II, III Therm Boost I, II, III Sonar Boost I, II, III Armor B I, II, III Combat Gear: Radar Pod I, II, II Therm Pod I, II, III Sonar Pod I, II, III Smoke Grenade I, II, III ------------------------------------------------------------------------------ PO Swaggard ------------------------------------------------------------------------------ MS: Zaku I B Improved MS: Adjusts to Pilot MS #: 1-3 Weapons: 90mm MG New Zaku Machine Gun Shotgun Wide Kill Zone Shield: Heavy Proximity: Heat Hawk Supply Slots: 18 Upgrade Gear: Armor A I, II, III Night Scope I, II Armor B I, II, III Combat Gear: Radar Pod I, II Therm Pod I, II Sonar Pod I, II Smoke Grenade I, II Stun Grenade I, II Heat Grenade I, II Magella I, II, III Unlock: Alright, to get all of Swaggard's equipment there seems to be a fruity process of having to force him to be destroyed many many times. o_O I haven't confirmed it yet but it seems to have worked out for several individuals over on the boards. MS: Dom Heavy Equip MS: Very Mobile MS #: 1-3 Weapons: Raketen BZ Raketen Bazooka: Rapid Fire Shield: None Proximity: Heat Sword Supply Slots: 8 Upgrade Gear: Armor A I Combat Gear: Tank Decoy I, II MS Decoy I, II Smoke Grenade I, II Magella I, II Spraybeam I, II Note: Swaggard's Dom is supposed to be able to go up to 12 slots and gain access to Armor A II, Armor B I, II, and Magella III. I have not accessed it myself yet, so I have not included the information as I normally would. ------------------------------------------------------------------------------ CPO Manning ------------------------------------------------------------------------------ MS: Zaku I B Improved MS: Adjusts to Pilot MS #: 1-3 Weapons: 90mm MG New Zaku Machine Gun 90mm AR Top Class Rifle: Mid-Range Shield: Light Proximity: Heat Hawk Supply Slots: 18 Upgrade Gear: Bullets Magazine Reloader I, II, III Therm Boost I, II Sonar Boost I, II Night Scope I, II, III Cool Device I, II, III Silencer I, II, III Combat Gear: Radar Cloak I Therm Cloak I Sonar Cloak I Tank Decoy I, II MS Decoy I, II MS: Gouf B3 All Purpose MS MS #: 1-3 Weapons: M-Launcher 3x Missile Launcher: No Shield Gatlin Gun: 3 x 5 35mm Gatlin Gun: No Shield Shield: None Proximity: Heat Saber Supply Slots: 14 Upgrade Gear: Bullets Reloader I, II Radar Boost I Therm Boost I Sonar Boost I Night Scope I, II, III Cool Device I, II, III Silencer I, II, III Combat Gear: Radar Cloak I, II, III Therm Cloak I, II, III Sonar Cloak I, II, III Heat Rod I, II, III ------------------------------------------------------------------------------ Lt. Renchef ------------------------------------------------------------------------------ MS: Gouf MP Gouf A: for proximal attack MS #: 1-3 Weapons: Shotgun Wide Kill Zone 75mm Vulcan 5x Finger Vulcan Gun Shield: Middle Proximity: Heat Saber Supply Slots: 14 Upgrade Gear: Armor A I, II, III Night Scope I Cool Device I, II Silencer I, II Armor B I, II Combat Gear: Smoke Grenade I, II Stun Grenade I, II Heat Rod I, II ------------------------------------------------------------------------------ Lt. Fran ------------------------------------------------------------------------------ MS: Dom F New Model of early MP Dom MS #: 1-3 Weapons: 90mm MG New Zaku Machine Gun 90mm AR Top Class Rifle: Mid-Range Raketen BZ Raketen Bazooka: Rapid Fire M-Launcher 3x Missile Launcher: No Shield Shield: None Proximity: Heat Sword Supply Slots: 14 Upgrade Gear: Armor A I, II Scope I, II, III Reloader I, II Radar Boost I, II Therm Boost I, II Sonar Boost I, II Night Scope I Armor B I Combat Gear: Tank Decoy I, II MS Decoy I, II Spraybeam I, II ------------------------------------------------------------------------------ Lt. Sandra ------------------------------------------------------------------------------ MS: Dom Tropen New Dom F: for local combat MS #: 1-3 Weapon: Raketen BZ Raketen Bazooka: Rapid Fire M-Launcher 3x Missile Launcher: No Shield Beam Rifle Experimental Beam Rifle Shield: None Proximity: Heat Sword Supply Slots: 14 Upgrade Gear: Bullets Reloader I, II Night Scope I, II Cool Device I, II Combat Gear: Radar Pod I Therm Pod I Sonar Pod I Smoke Grenade I Spraybeam I, II Note: Okay, to get Sandra's Beam Rifle, just increase your number of destroyed mobile suits (Sim Program 01 would be an excellent place to do this) after completing Round 1 MS: Zaku II F2 MS #: 1-3 Weapon: Raketen BZ Raketen Bazooka: Rapid Fire M-Launcher 3x Missile Launcher: No Shield Beam Rifle Experimental Beam Rifle Shield: Light Proximity: Heat Hawk Supply Slots: 16 Upgrade Gear: Bullets Magazine Scope I Reloader I, II Night Scope I, II Cool Device I Combat Gear: Radar Pod I, II Therm Pod I, II Sonar Pod I, II Smoke Grenade I ------------------------------------------------------------------------------ Secret Zeon Characters ------------------------------------------------------------------------------ These characters are only available in Simulator Missions, and may not be used in stages that involve that character until Sim 33 is unlocked. ------------------------------------------------------------------------------ LC Schmitzer ------------------------------------------------------------------------------ Unlock: Complete Round 1 Missions and S Rank at least 1 Sim Mission MS: Zaku I S Customized Zaku I for Schmitzer MS #: 1 Weapon: 90mm MG: New Zaku Machine Gun 90mm AR: Top Class Rifle:-Mid Range Raketen BZ Raketen Bazooka: Rapid Fire M-Launcher 3x Missile Launcher: No Shield Shield: Middle Proximity: Heat Saber Supply Slots: 20 Upgrade Gear: Armor A I Bullets Magazine Reloader I, II Radar Boost II Therm Boost II Sonar Boost II Night Scope I, II, III Armor B I, II Combat Gear: Thermal Cloak I, II Sonar Cloak I, II Magella I, II ------------------------------------------------------------------------------ Char ------------------------------------------------------------------------------ Unlock: Complete Sim Mission 1 with an S Rank and finish the game. If you have already finished the game, finish it again. MS: Zaku II S 30% more output than Zaku II F MS #: 1 Weapon: 120mm MG Zaku Machine Gun: Short Range Zaku BZ: Zaku Bazooka: Mid-Range Shield: None Proximity: Heat Hawk Supply Slots: 16 Upgrade Gear: Bullets Magazine Radar Boost I, II, III Therm Boost I, II, III Sonar Boost I, II, III Night Scope I, II, III Combat Gear: Radar Cloak I, II, III Therm Cloak I, II, III Sonar Cloak I, II, III Tank Decoy I, II, III MS Decoy I, II, III Smoke Grenade I Stun Grenade I, II, III ------------------------------------------------------------------------------ Garma ------------------------------------------------------------------------------ Unlock: Finish Sim Mission 2 with an A or S Rank and finish the game. If you've already finished the game once, finish it again. MS: Zaku II F S MS used only by Garma Zabi MS #: 1 Weapon: 120mm MG Zaku Machine Gun: Short Range 120mm AR 120mm Rifle: Mid-Range Shield: Light Proximity: Heat Hawk Supply Slots: 20 Upgrade Gear: Armor A I, II Scope I, II Reloader I, II Armor B I, II Combat Gear: Radar Pod I, II Therm Pod I, II Sonar Pod I, II Magella I, II, III Dopp I, II, III ------------------------------------------------------------------------------ Ramba Ral ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 07 Round 2 MS: Gouf B Prototype Gouf B: Ramba Ral's MS #: 1 Weapons: Shotgun Wide Kill Zone 75mm Vulcan 5x Finger Vulcan Gun M-Launcher 3x Missile Launcher: No Shield Shield: Middle Proximity: Heat Saber Supply Slots: 14 Upgrade Gear: Bullets Magazine Reloader I, II Night Scope I, II Combat Gear: Smoke Grenade I, II, III Stun Grenade I, II, III Heat Rod I, II, III ------------------------------------------------------------------------------ Gaia ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 12 Round 2 MS: Dom Doms for "Black Tri-Stars" MS #: 1-3 Weapons: Raketen BZ Raketen Bazooka: Rapid Fire Giant Bazooka Super Power Shield: None Proximity: Heat Sword Supply Slots: 8 Upgrade Gear: Armor A I, II Bullets Magazine Reloader I, II Night Scope I, II, III Cool Device I, II, III Armor B I, II Combat Gear: Spraybeam I, II, III ------------------------------------------------------------------------------ Secret Federation Characters ------------------------------------------------------------------------------ These characters may only be used in Simulator Missions 27-32 until Sim 33 is unlocked, and then they may be used in other Sims but not in Campaign mode. ---------- Lt. Agar ---------- Unlock: Attain an S Rank on at least 6 Round 2 Missions and complete Mission 10 Round 2 (and all Sim Programs available) MS: Guncannon Mid-range: with 240mm cannons MS #: 1 Weapons: Rifle Primer Based Rifle: Mid-Range 100mm MG Machine Gun: Main Model Shield: None Proximity: None Supply Slots: 10 Upgrade Gear: Bullets Magazine Scope I, II Reloader I Silencer I, II Combat Gear: Smoke Grenade I, II Stun Grenade I, II Heat Grenade I, II Cannon I Unlock: Get an S rank with Agar’s Guncannon to get the first version of Mudrock. Attain another S rank with the first Mudrock to get the final upgrade. MS: Mudrock No. 6: New Armor & High Output MS #: 1 Weapons: 90mm MG 90mm Machine Gun: Improved Rifle Primer Based Rifle: Mid-Range Beam Rifle Beam Weapon of RX-78 Shield: Middle Proximity: Beam Saber Supply Slots: 12 Upgrade Gear: Armor A I, II Bullets Magazine Cool Device I, II, III Combat Gear: Smoke Grenade I, II Stun Grenade I, II Heat Grenade I, II Cannon I, II, III ---------- Amuro ---------- Unlock: Attain at least 6 S ranks on Campaign 2 Missions, complete Campaign Mission 10 Round 2, and complete Simulation Missions 27-31 with S ranks (1 or 2 A ranks may be allowed). MS: Gundam Feddy MS for Zeon Battle MS #: 1 Weapons: Beam Rifle Beam Weapon of RX-78 Hyper Bazooka Feddies' Strongest Bazooka Shield: G-Shield Proximity: Beam Saber Supply Slots: 10 Upgrade Gear: Armor A I, II Radar Boost I, II, III Therm Boost I, II, III Sonar Boost I, II, III Night Scope I, II, III ---------- Kai ---------- Unlock: Attain at least 6 S ranks on Campaign 2 Missions, and complete Mission 10 Round 2 (and all available Sim Programs) MS: Guncannon Mid-Range: with 240mm cannons MS #: 1 Weapons: Beam Rifle Beam Weapon of RX-77 Shield: None Proximity: None Supply Slots: 10 Upgrade Gear: Reloader I, II Night Scope I, II, III Combat Gear: Radar Pod I, II Therm Pod I, II Sonar Pod I, II Stun Grenade I, II Heat Grenade I, II Cannon I, II Unlock: Obtain 50 kills with Kai’s Guncannon MS: Guntank Long-range Support MS MS #: 1 Weapon: Cannon 120mm Cannon: Long Range Shield: None Proximity: None Supply Slots: 6 Upgrade Gear: Armor A I, II Reloader I, II Radar Boost I, II Therm Boost I, II Sonar Boost I, II Combat Gear: Radar Cloak I, II Therm Cloak I, II Sonar Cloak I, II ---------- Hayato ---------- Unlock: Attain at least 6 S ranks on Campaign 2 Missions, and complete Mission 10 Round 2 (and all available Sim Programs) MS: Guntank Long-range Support MS MS #: 1 Weapon: Cannon 120mm Cannon: Long Range Shield: None Proximity: None Supply Slots: 6 Upgrade Gear: Armor A I, II Reloader I, II Radar Boost I, II Therm Boost I, II Sonar Boost I, II Combat Gear: Radar Cloak I, II Therm Cloak I, II Sonar Cloak I, II Unlock: Obtain 50 kills with Hayato’s Guntank MS: Guncannon Mid-Range: with 240mm cannons MS #: 1 Weapons: Beam Rifle Beam Weapon of RX-77 Shield: None Proximity: None Supply Slots: 10 Upgrade Gear: Reloader I, II Night Scope I, II, III Combat Gear: Radar Pod I, II Therm Pod I, II Sonar Pod I, II Stun Grenade I, II Heat Grenade I, II Cannon I, II --------- Sayla --------- Unlock: Obtain 3 consecutive C or below ranks on any Federation sim. It does not matter if you already higher ranks on the missions, just get the 3 C Ranks and you will be fine. The easiest way to get low ranks is to force Nikki and Austin's GM Teams to be destroyed to create a large score penalty. You must have also attained at least 6 S ranks in Round 2 Missions and completed Campaign Mission 12 Round 2. MS: Gundam Feddy MS for Zeon Battle MS #: 1 Weapons: Beam Rifle Beam Weapon of RX-78 Hyper Bazooka Feddies' Strongest Bazooka Shield: G-Shield Proximity: Beam Saber Supply Slots: 10 Upgrade Gear: Armor A I, II Radar Boost I, II, III Therm Boost I, II, III Sonar Boost I, II, III Night Scope I, II, III ---------------------------------------- Midnight Fenrir (Federation Mobile Suits) ---------------------------------------- ---------- Lt. Roher ---------- MS: Gundam(G) Mass-pro Gundam: Ground Combat MS #: 1 Weapons: Beam Rifle Mass Produced Beam Rifle 100mm MG 100mm Machine Gun: Main Model R-Launcher Pre-mass production weapon M-Launcher Pre-mass production weapon Shield: Light Proximity: Beam Saber Supply Slots: 8 Upgrade Gear: Radar Boost I, II Thermal Boost I, II Sonar Boost I, II Night Scope I, II, III Combat Gear: Radar Pod I Therm Pod I Sonar Pod I Smoke Grenade I ---------- MCPO Austin ---------- MS: GM(G) MP RGM-79 for ground combat MS #: 1-3 Weapons: R-Launcher Pre-mass production weapon M-Launcher Pre-mass production weapon Shield: Light Proximity: Beam Saber Supply Slots: 14 Upgrade Gear: Armor A I, II Bullets Magazine Night Scope I, II Combat Gear: Smoke Grenade I, II, III Stun Grenade I, II, III Heat Grenade I, II, III ---------- En. Roberto ---------- MS: GM Earth Federation's main MS MS #: 1-3 Weapons: 90mm MG 90mm Machine Gun: Improved Beam SG Small beam weapon Shield: Heavy Proximity: Beam Saber Supply Slots: 12 Upgrade Gear: Radar Boost I Therm Boost I Sonar Boost I Night Scope I Combat Gear: Radar Cloak I Therm Cloak I Sonar Cloak I Tank Decoy I MS Decoy I Smoke Grenade I Unlock: Obtain 50 kills with Roberto’s GM. Seriously this suit is not worth that much consideration. Just get it on Sim Program 01 after you have unlocked Sim Program 33. MS: GM Command New RGM-79: Regional Combat MS #: 1-3 Weapons: 90mm MG 90mm Machine Gun: Improved Beam Gun Improved Small Beam Weapon Shield: Middle Proximity: Beam Saber Supply Slots: 14 Upgrade Gear: Radar Boost I, II Therm Boost I, II Sonar Boost I, II Combat Gear: Radar Cloak I, II Therm Cloak I, II Sonar Cloak I, II Tank Decoy I, II MS Decoy I, II Smoke Grenade I, II ---------- En. Hepner ---------- MS: Guntank MP MP RX-75: Long Range support MS #: 1 Weapons: Cannon 120mm Cannon: Long Range Shield: None Proximity: None Supply Slots: 6 Upgrade Gear: Radar Boost I, II Therm Boost I, II Sonar Boost I, II ---------- PO Swaggard ---------- MS: Guncannon MP MP RX-77: Shoulder Cannons MS #: 1 Weapons: 100mm MG 100mm Machine Gun: Main Model Rifle Primer Based Rifle: Mid-range Shield: None Proximity: None Supply Slots: 8 Upgrade Gear: Night Scope I, II Combat Gear: Radar Pod I, II Therm Pod I, II Sonar Pod I, II Smoke Grenade I, II Stun Grenade I, II Heat Grenade I, II Cannon I, II --------- CPO Manning --------- MS: GM Sniper II For enhanced camera & sensor MS #: 1 Weapons: 90mm MG 90mm Machine Gun: Improved Rifle Primer Based Rifle: Mid-range Beam Gun Improved small beam weapon Shield: Middle Proximity: Beam Saber Supply Slots: 14 Upgrade Gear: Reloader I, II Night Scope I, II, III Cool Device I, II, III Silencer I, II, III Combat Gear: Radar Cloak I, II, III Therm Cloak I, II, III Sonar Cloak I, II, III --------- Lt. Renchef --------- MS: Gundam(G) Mass-pro Gundam: Ground Combat MS #: 1 Weapons: Beam Rifle Mass Produced Beam Rifle 100mm MG 100mm Machine Gun: Main Model R-Launcher Pre-mass production weapon M-Launcher Pre-mass production weapon Shield: Light Proximity: Beam Saber Supply Slots: 8 Upgrade Gear: Armor A I, II, III Cool Device I, II Silencer I, II Combat Gear: Smoke Grenade I, II Stun Grenade I, II --------- Lt. Fran --------- MS: GM S-Armor Assault GM: New armor & quick MS #: 1 Weapons: 90mm MG 90mm Machine Gun: Improved Beam Gun Improved small beam weapon Hyper Bazooka Feddies' strongest bazooka Shield: Light Proximity: Beam Saber Supply Slots: 12 Upgrade Gear: Armor A I Scope I, II, III Reloader I, II Radar Boost I Therm Boost I Sonar Boost I Night Scope I Combat Gear: Tank Decoy I, II MS Decoy I, II Unlock: Obtain 50 kills with Fran’s GM S-Armor MS: Guntank MP MP RX-75: Long range support MS #: 1 Weapons: Cannon 120mm Cannon: Long Range Shield: None Proximity: None Supply Slots: 6 Upgrade Gear: Armor A I, II Scope I, II Reloader I, II -------- Lt. Sandra -------- MS: Gundam(G) Mass-pro Gundam: Ground Combat MS #: 1 Weapons: Beam Rifle Mass Produced Beam Rifle 100mm MG 100mm Machine Gun: Main Model R-Launcher Pre-mass production weapon M-Launcher Pre-mass production weapon Shield: Light Proximity: Beam Saber Supply Slots: 8 Upgrade Gear: Bullets Magazine Scope I Night Scope I, II Combat Gear: Radar Pod I, II Therm Pod I, II Sonar Pod I, II Smoke Grenade I Heat Grenade I Unlock: Obtain 50 kills with Sandra’s RX-79(G) MS: Guntank MP MP RX-75: Long range support MS #: 1 Weapons: Cannon 120mm Cannons: Long Range Shield: None Proximity: None Supply Slots: 6 Upgrade Gear: Bullets Magazine Reloader I Night Scope I, II Combat Gear: Radar Cloak I, II Therm Cloak I, II Sonar Cloak I, II ============================================================================== VI. WEAPONS ============================================================================== ----- A. Primary Weapons ----- The format is as follows: (Weapon Type) Range: (Range of Weapon) Zeon Weapons of this type: (Zeon weapons of type) Feddie Weapons of this type: (Feddie weapons of type) Strengths: (Strengths of Weapon) Weaknesses: (Weaknesses of Weapon) ----- Bazooka: Range: 200m Zeon Weapons of this type: Zaku BZ, Raketen BZ, Giant BZ, Feddie Weapons of this type: R-Launcher, Hyper Bazooka Strengths: Easily capable of destroying most targets with a single shot, good range. Weaknesses: Most mobile suits (with the exception of Dom types) have to stop and crouch to fire these weapons, which leaves them vulnerable. The shot itself also has a slow speed and is fairly easy to dodge Special Note: The Giant BZ also has the added effect of preventing an enemy suit from firing their primary weapon for a short period of time, similar to the Heat subweapons. Beam Gun: Range: 160m Feddie Weapons of this type: Beam SG, Beam Gun Strengths: Ummm. None that I have found. Weaknesses: Low damage (if any) and short range. Only possible use would be to shoot a suit from behind, but it can even fails in that regard. Go for an MG unless you really want that extra 10m of range. Beam Rifle: Range: 160m Zeon Weapons of this type: Beam Rifle Feddie Weapons of this type: Beam Rifle of RX-78 Strengths: Very powerful. Good rate of fire. Able to fire through obstacles. Weaknesses: Reload can be very slow without Reloader gear. The range is also somewhat lacking. Beam Rifle of RX-77 Range: 250m Feddie Weapons of this type: Beam Rifle of RX-77 Strengths: Very powerful, great range, able to fire through through obstacles. Weaknesses: I would say the reload rate, but Kai and Hayato's Guncannons both have Reloader II upgrade gear. Cannon: Range: 400m Feddie Weapons of this type: Cannon (Guntank and Guntank MP only) Strengths: This weapon has the best range in the game and is easily capable of wiping out a team of three mobile suits or even a Gundam in a single shot. Cannons can also fire over obstacles. Weaknesses: Slow reload rate. Impossible to attain blue kills due to targets detecting the incoming shot. Difficult to hit targets moving horizontally. Gouf Weapons: Range: 150m Zeon Weapons of this type: 75mm Vulcan, Gatlin Gun Strengths: Quick reload time and can destroy multiple targets with a single shot. Weaknesses: Mobile suits must pause to fire these guns, which which leaves them vulnerable. Short Range. Not very effective in face to face encounters with other mobile suits. Machine Gun: Range: 150m Zeon Weapons of this type: 120mm MG, 90mm MG Feddie Weapons of this type: 90mm MG, 100mm MG Strengths: Rapid fire, can easily destroy a large number of small targets in a short amount of time. Quick reload time. Weaknesses: Short range and not very effective against other mobile suits. Missile Launcher: Range: 200m Zeon Weapons of this type: M-Launcher Feddie Weapons of this type: M-Launcher Strengths: Good range. Good Power. Homes in on target. Weaknesses: Mobile suits must pause to fire. Targets are able to detect incoming missiles, which prevents blue kills. Rifles Range: 250m Zeon Weapons of this type: 120mm AR, 90mm AR Feddie Weapons of this type: Rifle Strengths: Long range. Good power on the 90mm AR. Reload time is fairly short. Weaknesses: The 120mm AR and Federation Primer-based Rifle are both on the weak side, particularly when compared to the stopping power of 90mm AR. Not the best weapon to have when surrounded by several units either. Shotgun Range: 150m Zeon Weapons of this type: Shotgun Strengths: Shotguns hit really hard and can hit multiple targets with one shot. Anything from a group of helicopters, tanks, even a team of mobile suits (if struck from behind) can be destroyed with a single shot. Mobile suits do not have to pause to fire the shotgun either. The shotgun also fares well against other mobile suits. Weaknesses: Reload time is on the long side. Short range. ----- B. Proximal Weapons ----- Beam Saber Used by Gundam and GM types. Basically beam energy held in form by an I-field made up of Minovsky particles. Strongest and quickest melee attack in the game. Heat Hawk Axe with a heated blade to help cut through armor. Often used by Zaku units. Weakest of the proximal weapons with the exception of Guncannon's punching. Heat Saber Saber with a heated blade to help cut through armor. Often used by Gouf units. 2nd Strongest of the heat weapons. Heat Sword Sword with a heated blade to help cut through armor. Often used by Dom units. Strongest of the heat weapons. None Only available to Guntank and Guncannon types. Guntanks can do nothing in close combat. Guncannons can deliver punches to enemy units, but they are ineffective for the most part. ============================================================================== VII. SUPPLIES ============================================================================== Okay, this section will be really basic. I will list the parts in alphabetical order, provide the description for it, and list the number of slots required. I will also add any notes that I believe are noteworthy. Upgrade Gear will be presented first, and then Combat Gear. A. Upgrade Gear Note: Upgrade Gear improves/upgrades the performance of your mobile suit. Simple eh? ^^ Armor A I Armor is reinforced by a factor of 1.5x. 3 Slots Armor A II Armor is reinforced by a factor of 2x. 5 Slots Armor A III Armor is reinforced by a factor of 3x. 7 Slots Armor B I Lessens enemy beam effect on armor. 3 Slots Armor B II Lessens enemy beam effect on armor and shields. 5 Slots Armor B IIII Lessens enemy beam effect more than Grade II. 7 Slots Bullets Increase the ammo of main weapon. 2 Slots. Cool Device I Heat output lower by 10%. Less thermal detection. 1 Slot Cool Device II Heat output lower by 20%. Less thermal detection. 2 Slots Cool Device III Heat output lower by 30%. Less thermal detection. 3 Slots Magazine Increase magazines of main weapon. 2 Slots Night Scope I Increase night vision with Night Scope. 2 Slots Night Scope II Increase Night Scope I power by 25%. 3 Slots Night Scope III Increase Night Scope I power by 50%. 4 Slots Radar Boost I Radar range is increased by 20%. 2 Slots Radar Boost II Radar range is increased by 40%. 3 Slots Radar Boost III Radar range is increased by 60%. 4 Slots Scope I Increase main weapon's hit ratio. 2 Slots Scope II Increase main weapon's hit ratio more than I. 3 Slots Scope III Increase main weapon's hit ratio more than II. 4 Slots Silencer I Sound output lower by 10%. Less sonar detection. 1 Slot Silencer II Sound output lower by 20%. Less sonar detection. 2 Slots Silencer III Sound output lower by 30%. Less sonar detection. 3 Slots Sonar Boost I Sonar range is increased by 20%. 2 Slots Sonar Boost II Sonar range is increased by 40%. 3 Slots Sonar Boost III Sonar range is increased by 60%. 4 Slots Therm Boost I Thermal range is increased by 20%. 2 Slots Therm Boost II Thermal range is increased by 40%. 3 Slots Therm Boost III Thermal range is increased by 60%. 4 Slots ----- B. Combat Gear ----- Note: Combat Gear acts as secondary weaponry in the game, press the square button to use a chosen item. Most secondary weapons can be used outside of primary weapon range. Feel free to throw grenades or execute support attacks whenever a target squarei s shown. Dopp I Call attack support from Dopp by aiming x2. 4 Slots Dopp II Call attack support from Dopp by aiming x3. 6 Slots Dopp III Call attack support from Dopp by aiming x4. 8 Slots Note: More accurate than Magella attacks, but require 20 seconds to aim, and target will be lost if you lose sight of it. Heat Grenade I Disables weapons for a short time x2. 2 Slots Heat Grenade II Disables weapons for a short time x4. 4 Slots Heat Grenade III Disables weapons for a short time x6. 6 Slots Note: It prevents the enemy from firing at you for a little while, usually only hits one unit, but can affect a team in tight formation. Stun Grenades are slightly better though. Heat Rod I Gouf Heat Rod hits enemy with high voltage x2. 2 Slots Heat Rod II Gouf Heat Rod hits enemy with high voltage x4. 4 Slots Heat Rod III Gouf Heat Rod hits enemy with high voltage x6. 6 Slots Note: Similar to Heat Grenades in that it prevents an enemy from using their primary weapon. The Heat Rod is very difficult to avoid though. The enemy will also be unable to move while they are being shocked, which easily allows a teammate to finish off a target. Magella I Call attack support from Magellas by aiming x2. 4 Slots Magella II Call attack support from Magellas by aiming x3. 6 Slots Magella III Call attack support from Magellas by aiming x4. 8 Slots Note: Powerful, but the shells seem to land in a random fashion MS Decoy I Put enemy on alert with decoy x2. 2 Slots MS Decoy II Put enemy on alert with decoy x4. 4 Slots MS Decoy III Put enemy on alert with decoy x6. 6 Slots Note: Enemy will ignore your units, and concentrate on the decoy. Useful to buy some time, lure an enemy out, or just to shoot an MS in the back. Better combat gear is often available though. Radar Cloak I Blocks enemy radar. Good only for team that uses it. 2 Slots Radar Cloak II Blocks enemy radar around team and small area. 3 Slots Radar Cloak III Blocks enemy radar around team and medium area. 4 Slots. Note: It cloaks you from the enemy's radar detection, good stuff. Especially useful against the Federation who seems to prefer using radar. Radar Pod I Blocks radar for set area & time. Short range x2. 2 Slots Radar Pod II Blocks radar for set area & time. Medium range x4. 4 Slots Radar Pod III Blocks radar for set area & time. Long range x6. 6 Slots Smoke Grenade I Smoke Screen. Can't lock-on with smoke x2. 2 Slots Smoke Grenade II Smoke Screen. Can't lock-on with smoke x4. 4 Slots Smoke Grenade III Smoke Screen. Can't lock-on with smoke x6. 6 Slots Note: Several units carry these, and they are essential starting out in the game. These grenades create a huge smoke cloud that prevents anything inside of it to target outwards, or anything outside to target inwards. Their best use is to get close to the Federation command vehicles, even though I'm sure some individuals have found creative uses for them. ^^ Sonar Cloak I Blocks enemy sonar. Good only for team that uses it. 2 Slots Sonar Cloak II Blocks enemy sonar around team and small area. 3 Slots Sonar Cloak III Blocks enemy sonar around team and medium area. 4 Slots. Note: It cloaks you from the enemy's sonar detection, good stuff. Sonar Pod I Blocks sonar for set area & time. Short range x2. 2 Slots Sonar Pod II Blocks sonar for set area & time. Medium range x4. 4 Slots Sonar Pod III Blocks sonar for set area & time. Long range x6. 6 Slots Spraybeam I Disable enemy camera and sensors for a set time x2. 2 Slots Spraybeam II Disable enemy camera and sensors for a set time x4. 4 Slots Spraybeam III Disable enemy camera and sensors for a set time x6. 6 Slots Note: Great item. Disables a single enemy or even a group from attacking you, and their sensors will go into blue mode. Basically the enemy will be unable to fight back and you can destroy them for the maximum points allowed. Stun Grenade I Flash impact disables enemy camera & sensors x2. 2 Slots Stun Grenade II Flash impact disables enemy camera & sensors x4. 4 Slots Stun Grenade III Flash impact disables enemy camera & sensors x6. 6 Slots Note: Same effect as the Spraybeam, but you will typically only stun one unit at a time and they are somewhat easy to dodge. Great combat gear overall, just not as good as the Spraybeam. Tank Decoy I Fool enemy with decoy for set time x2. 2 Slots Tank Decoy II Fool enemy with decoy for set time x4. 4 Slots Tank Decoy I Fool enemy with decoy for set time x6. 6 Slots Note: Enemy will ignore your units, and concentrate on the decoy. Useful to buy some time, lure an enemy out, or just to shoot an MS in the back. Better combat gear is often available though. Therm Cloak I Blocks enemy thermal. Good only for team that uses it. 2 Slots Therm Cloak II Blocks enemy thermal around team and small area. 3 Slots Therm Cloak III Blocks enemy thermal around team and medium area. 4 Slots. Note: It cloaks you from the enemy's thermal detection, good stuff. Therm Pod I Blocks therm for set area & time. Short range x2. 2 Slots Therm Pod II Blocks therm for set area & time. Medium range x4. 4 Slots Therm Pod III Blocks therm for set area & time. Long range x6. 6 Slots ============================================================================== VIII. MISSION STRATEGIES/WALKTHROUGH ============================================================================== ------------------------------------------------------------------------------ Campaign Mission 01 ------------------------------------------------------------------------------ First mission, exciting isn't it? Don't worry, it'll be easy if you know what to do, which is why I guess you are here isn't it? Equip Roher with Smoke Grenades. Equip Austin with Zaku BZ and Bullets. Set Number of mobile suits to 1. Set your teams to not move (press x, press right, press x again) when the mission starts. Have Austin move forward and find three tanks, shoot them and reload. Notice how you shot them when the square was blue? You want to keep doing that because that way you get the most points per defeated enemy. Proceed right/east two roads, then go north to find another group of three tanks. Then go to the northwest corner of the city to find a larger group of tanks that are equally oblivious to your presence. Now switch to Thermal Sensors (press circle). Move west to get within the trees, move north, and then start going east. You will find some gun installations, but your therm sensors should find almost all of them before they notice you. After all of the installations are destroyed, its onward to the forest. There are 4 teams of 2 tanks patrolling the forest. You should be able to find them if you continue to use Therm Sensors. Exit out of the forest slowly at the top left exit. There are 5 tanks waiting for you, and you should get blue kills on at least two of them. Destroy the rest of the tanks and then fire on the tower. There is an event that shows the tower surrendering, but you get more points for destroying it. Continue east to find two tanks sitting in front of a hangar, and fire bazooka shells into them. Have Austin sit between that hangar and the forest and wait there. Take control of Roher, and move him north, and exit out of the forest on the top right. An event will take place saying how a land battleship has been discovered and it is up to you to destroy it. Cycle through Roher's sensors until he is able to get a target square on Big Tray from the other side of the building. You do not have to be within weapon range to use secondary equipment, you only have to have a target acquired. Press square to throw a Smoke Grenade over the building, and proceed forward under Big Tray's left gun. When the smoke clears, destroy that gun, and the cockpit. If you feel you need some more points, throw your other smoke grenade, and destroy the rest of Big Tray's guns as well. Big Tray's Weak Spot: Schmitzer mentions attacking Big Tray from its weak spot. The weak spot for Big Tray is attacking it straight from the west side. The cannons on the sides can not tilt inward enough to hit a suit attacking from the west, so its definitely possible to continue to use Austin to finish the mission. Round 2 Notes: Round 2 acts as a harder difficulty. In almost every mission some of the Type 61 tank teams are replaced with GM teams, whose armor is only slightly improved over the tanks are much easier to detect by sensors. GMs will typically carry machine guns that pose little threat, but in some missions they may carry bazookas or rifles that allow them to put up some opposition. Anyway, the sensors of the enemies are improved here, so just hiding in the woods will not provide enough cover to avoid being detected. Either use Roher or Manning with cloaks, or have your Dom teams use Spraybeams on anything that actually detects them. Sandra's Dom Tropen with Beam Rifle can prove to be very useful too since the GM teams on the north side of the hangers can all be shot for easy blue kills since beams can travel through obstacles. ------------------------------------------------------------------------------ Campaign Mission 02 'Breakthrough' ------------------------------------------------------------------------------ You get to help the Zeon forces in their advance to California Base, your job is to tear a hole in the Federation's defense perimeter... what is amazing is how well a single Zaku I can do this. ^_^; Keep mobile suit number set to 1 per team. Set your team to not move again at the beginning. Austin could do this mission by himself ^_^ Anyway, go with the Zaku BZ and Bullets again because you haven't received any new equipment yet. ^^; Set Austin as the Red team and proceed east. Use Sonar to detect helicopters (which have a difficult time detecting you if you are in the trees). Use Thermal to detect units on the other side of a bridge. The first bridge you find to the south has 4 missile firing vehicles on the other side. Let them see you and jump back (R1+back) into the woods. They will then move forward along the bridge unsure of where you are, and they will get into range for 4 decent yellow kills. Proceed east again past the next bridge. Circle around that rock to get behind the gun batteries and shoot them. Proceed onward to the west central gun battery perimeter from here and you will have a line of batteries and tanks with their backs turned toward you for more easy points. Proceed east from here to find the last three gun batteries, and if you come at them from the side, they should also be blue kills. Round 2 Notes: Some tank and helicopter teams have changed into GMs. The three tanks at the west central bridge have changed to Guncannons. I would suggest setting Sandra as the blue team since she can easily shoot the team of GMs forward from her initial start point through the rock for some easy blue kills. A single mobile suit Roher or Manning team is suggested for the Red team. AR, Radar Cloak, and Sonar Boost would be helpful. Do not be afraid to block the missles from the helicopters, just face the appropriate direction and stand still while you reload. Anyway, circle forward and around back to blue team's initial position. Walk slowly as you start to get within 250m of a target and everything should work out alright. ----------------------------------------------------------------------------- Campaign Mission 03 'Shock Troops' ------------------------------------------------------------------------------ Roberto is assigned to your team with a Zaku II F with 120mm MG, Tank Decoy I, and MS Decoy I. Hepner is assigned a Zaku IIF with 120mm MG and Light Shield, along with Radar, Sonar, and Thermal Pod I. Roher gets Radar Boost I, Therm Boost I, Night Scope I and a Light Shield. Roher is to stay with 1 mobile suit still. Austin could benefit from some teammates since the opposition gets a bit stiffer here. Set teams to not move at the beginning and use manual control again. Stick with Austin and Roher still, but equip Roher's new Radar Boost. Austin is to proceed left from the entrance, and attack the southwest room from the south which will maximize his blue kills (the default is to enter from the east side, but then all of the installations will be able to detect your entrance). Roher is to head right, and then turn left and proceed north. Pass the power supply room for now, and turn at the right afterwards. Go through this room and destroy all of the tanks and installations (Radar will detect all of them), and continue east and loop back down south. There are three tanks in this room which put up little opposition. Now go west to enter the power room from the other side. Once destroyed it will delay the timer for a little while. Have Austin continue north, be careful of the down hill hallway because there are tanks hiding in the right outcropping. Once Austin enters the room, face right and destroy some installations by firing between the boxes and the wall and reload. Go forward a little and look to your left to find two rather sneaky tanks that would have shot you in the back if you continued to the right. Destroy them and then continue. Destroy more tanks and installations, until the area is clear, and then finish off the building to complete the mission. Round 2 Notes: Some tank teams have changed into GM teams. Two of the tanks protecting the command center have changed into RX-79(G)s carrying Bazookas. Essentially the same strategy as before works, but feel free to use Spraybeam to maximize blue kills. ------------------------------------------------------------------------------ Campaign Mission 04 'Midnight Fenrir' ------------------------------------------------------------------------------ Austin's Zaku I is upgraded to a Zaku I B. He receives the Shotgun as a new weapon along with Armor A I, Magazine, Night Scope I, and Stun Grenade I. Ah, the first night mission. Night Scope is useful here because all enemies will be highly visible, even appear as if they were glowing almost. The mission itself is easy to complete in that it will end after a short period of time. Attaining an S rank is somewhat difficult in that you have very little time to destroy all of the units in the area. I would suggest having mobile suit teams of 3 each with Roher, Austin, and Hepner (she has a shield unlike Roberto). Modify the attack routes to >>>Attack so that the suits move as quickly as possible, and make the routes so that they sweep the entire area. Blue Team should go west, proceed north, and move to the center north (you should control this team yourself to ensure survival). Green Team should proceed north all of the way. Red Team should move east, north, and then to north central. If you destroyed all of the enemies, you should have an S rank. Round 2 Notes: Easier now that the time limit is gone. Make sure to stun each group with Spraybeam or Stun Grenade before defeating them. I like to switch to another Dom team once I use up the Spraybeams of one. ------------------------------------------------------------------------------ Campaign Mission 05 'Desert Fenrir' ------------------------------------------------------------------------------ Swaggard joins the team with a Zaku I A equipped with a 105mm MG, Armor A I, and Magella I. Roberto receives a Zaku Bazooka, Night Scope I, Radar Cloak I, Thermal Cloak I, Sonar Cloak I, Tank Decoy II, Smoke Grenade I, and Dopp I. This is actually a rather straight forward mission. You aid some allies at a base and make the Federation turn tail. The hard part of this mission is in the form of a team of three Guncannons that show up in the middle of the mission. Fortunately they might start running shortly after they show up... Strategy #1 Use Roher for your Blue Team and equip Smoke Grenades. Use Austin for your Red Team, preferably with the Shogun. Green Team doesn't really matter. There is a command vehicle at the northwest part of the map. Blue team will be responsible for destroying the vehicle, which will then force the remaining Federation forces to begin fleeing. Roher can take it out pretty easily by throwing a Smoke Grenade at the command vehicle and destroying it when the smoke clears. Austin can also use a Smoke Grenade and do the same, or he can throw a Stun Grenade which can incapacitate the vehicles guns long enough to get one good Shotgun blast off, which could destroy everything on the vehicle. The Guncannons will turn tail and flee as soon as the command vehicle is destroyed, which leaves them open to being shot from behind, which is particularly destructive with a Shotgun. Austin could also use a Stun Grenade. Do not underestimate the Guncannons though. If you do not destroy the command vehicle quickly, the Guncannons can start wreaking havoc on your forces in no time. The Guncannons might also get rather feisty if they are cornered while they are retreating. The mission is not worth that much worry though. Strategy #2 Use Roberto for your Blue Team with 120mm MG and Dopp I. Austin with Shotgun would be a good choice for Red Team. Green Team does not really matter. Move Roberto along the existing Blue route, but move a little to the left so you can sneak up on the two tanks to the left of the first rock, and circle around and destroy another vehicle for three easy blue kills. Move along the outside of the base's left wall and head straight north to reach the command vehicle. Ignore any other vehicles you may detect to your right. As soon as you can get a target indicator of any kind on the command vehicle use Dopp I, and do not switch to another team during the next 20 seconds. Roberto needs to keep his sight on the command vehicle. Yes the Guncannons are approaching and this can be stressful. After the Dopps destroy the command vehicle, the Guncannons that were approaching Roberto will of course turn tail and leave. Austin should be fairly close to them while moving along the Red route, switch to that team and finish them off while they retreat with Shotgun blasts (or even a Heat Hawk slash). If any reach the end of the line to turn around, use a Stun Grenade and then finish them off with a Heat Hawk to the back. Round 2 Notes: Some of the tank teams have no changed to GM teams, but they put up little resistance as usual. The Guncannons have changed to MP Guncannons. The only difficulty might lie in that there is a retreating GM team to the northeast, and one to the center east. ------------------------------------------------------------------------------ Campaign Mission 06 'Trojan Horse' ------------------------------------------------------------------------------ Roher gains a Gouf MP with 120mm MG, 120mm AR, Radar Boost I, Radar Boost II, Thermal Boost I, Thermal Boost II, Sonar Boost I, Night Scope I, Night Scope II, Radar Cloak I, Thermal Cloak I, Sonar Cloak I and Radar Pod I, Radar Pod II, Smoke Grenade I, and Smoke Grenade II This mission on the other hand is worth worrying about. The Midnight Fenrir team must obtain data on the Trojan Horse and its mobile suits. This means there is great potential of watching your whole team be wiped out in a few seconds, especially since it is impossible to damage the enemy mobile suits in this stage. You may end up having nightmares of Amuro counting up to 9 as he destroys every single suit in your three teams. Sounds scary huh? Well... actually it isn't... I finally created a new method to finishing this level during a recent period of insomnia. Roher should use his new Gouf with Radar Cloak and 120mm AR, and set his team to one mobile suit. Roberto should use a Zaku BZ and Radar Cloak, set his team to one mobile suit as well. Yes folks, a single Gouf and a Zaku are going to acquire combat data on the White Base and its mobile suits and live to tell about it. ^_^ Set Roher for Blue Team, and Roberto for Red Team. First off, Halt all Teams. Make sure you do this. Move Roher left, shoot a decoy, move left more, shoot another decoy, keep progressing left, and shoot one more decoy. Now walk north, and shoot that decoy to the north as soon as you get in range and turn back around. Return to where you shot the second decoy, start walking north and shoot another. A short conversation will take place between Bright and Sayla, continue north, and Guncannon will be deployed. Move over the first hill directly in front of you, and move up to the green mossy rock at the southern edge of the second hill. Shoot the decoy to the left if you feel like taking a risk. Gundam will be deployed when you get really close to the rock. Aquire Guncannon's data, while Gundam moves toward you. Gundam will move to about 100 away from you and stop. He is guaranteed to stop if you are behind the rock. Aquire Gundam's data. Make sure you have Roher set to not move, and switch to Roberto. Move Roberto north, shoot a decoy, toward the northeast corner. Proceed west, shoot a decoy. Now this part will depend on your skill to dodge a Guntank's fire (which simply involves moving straight left or right when a shot is fired). Approach the Guntank, and a short conversation will take place about Guntank being found. What sucks about these conversations is that it will turn your mobile suit from where you were originally facing. Dodge the Guntank's first shot, approach the Guntank, dodge another shot, and finish moving up against the plateau the Guntank is sitting on. Acquire Guntank's data if you have not on the approach. Shoot the decoy to your left if you wish. Move right along the wall, and target White Base through it. You will acquire White Base's data. Enjoy the S rank. Round 2 Notes: This mission is much easier with Fran's Dom FUNF and 90mm AR. No sneaky tricks are required. Run along the southern edge again to destroy decoys. The Gundam and Guncannon will be waiting above the rock to the southwest, but you can easily target them for their information while staying out of the effective range of their weaponry. Return to the southeast corner, head north, and west again like you would have with Roher's last route to finish up the rest of the decoys, and then get the Guncannon and Trojan Horse's data. ------------------------------------------------------------------------------ Campaign Mission 07 'Defend Odessa' ------------------------------------------------------------------------------ Manning joins with Zaku I B, 120mm AR, 120mm MG, Bullets, Reloader I, Thermal Boost I, Sonar Boost I, Night Scope I, Night Scope II, Cool Device I, Silencer I, Tank Decoy I, MS Decoy I. Renchef joins with Gouf equipped with Shotgun, 75mm Vulcan, Armor A I, Night Scope I, Coll Device I, Silencer I, Smoke Grenade I, Stun Grenade I, and Heat Rod I. Roher's Zaku II is upgraded to J type. He receives Radar Boost II, Sonar Boost I, Night Scope II, Radar Pod I, Thermal Pod I, Sonar Pod I, and Smoke Grenades II for his Zaku II J. Okay, first off, ignore what Roher says about combining the Smoke Grenade and Magella or Dopp support units to create a powerful attack against the Guntanks or Big Tray. That will prevent a lot of potential frustration. The boring way to finish the mission is to stand by the Dobday at the start point, and simply wait out the mission. Boring, but it is effective, even though your point totals will not be very impressive. See that Guntank on the bottom right? I know it is rather scary, but it is actually easy to destroy. Stop all of your teams starting out and take control of one unit on its lonesome. I personally suggest Renchef in his Gouf with a Shotgun. Head toward the Guntank, but be sure to move left or right to avoid incoming shots. Keep moving until you reach the wall face. Now turn to where your back faces the wall, and travel to the ramp leading up to the Guntank. By keeping your back to the wall, you will avoid having any stray attacks hitting your back and resulting in instant destruction. Anyway, run up the ramp, and insert your close range weapon into the Guntank, which will actually nab you 6000 points. From here on, you could call the rest of your teams to all travel along the right path, or you could run back down the ramp and up the one parallel to it, and sneak up on the other Guntank. That will make the left path rather easy to travel on. Big Tray is an easier target on this mission since you have CPO Manning, and can shoot the cockpit from 250m away to end the mission. Destroying Big Tray will give you 2000 bonus points too. Basically if you take out at least one Guntank and Big Tray, you are looking 8000 points, what is needed for an S rank. If you do not destroy Big Tray, but get one Guntank and just wait for the mission to end, you must obtain 2000 points worth of enemies for an S rank, which is possible but it is difficult will probably take a few tries. Throwing a Stun Grenade at a Guntank before destroying it would improve your chances though Round 2 Notes: Some of the vehicles are now GMs of course. The number of enemies also seems to have increased. Be careful when progressing on to Big Tray after destroying the Guntanks, or just go forward full speed with a Dom and Spraybeam everything in your path so you are not attacked (only go for the kamikaze Dom route after getting a decent number of kills, you only get 5000 points from the Guntanks this time). ------------------------------------------------------------------------------ Campaign Mission 08 'Dobday Rescue' ------------------------------------------------------------------------------ Manning receives a Gouf with 75mm Vulcan, Missile Launcher, Radar Boost I, Cool Device II, Silencer II, Radar Cloak I, Thermal Cloak I, Sonar Cloak I, Heat Rod I. Austin receives Raketen Bazooka, Heavy Shield, Armor A II, Reloader I, Night Scope I, Smoke Grenade II, Stun Grenade II, and Heat Grenade I. Swaggard receives a Zaku I B with 120mm MG, Shotgun, Armor A II, Night Scope I, Radar Pod I, Thermal Pod I, Sonar Pod I, Smoke Grenade I, Stun Grenade I, Heat Grenade I, and Magella II. Okay, you have to rescue the Dobday and its passengers from several teams of Federation forces. Strategy #1 Roberto is very important for this mission. Equip him with his Zaku BZ, Dopp I, and Therm Cloak. The other two teams do not matter too much, but I like using Manning with 3 mobile suits and Austin with 3 mobile suits in their respective teams. First travel forward and destroy the force already attacking the Dobday. If you look to your left you may notice some tanks on a cliff. Manning can shoot them fairly easily. Set your teams to not move, and have Roberto travel just to the south of the aforementioned cliff. Target the three mobile suits at the top, and use your Dopp support attack. Twenty seconds later they will be destroyed. Go ahead and have Manning start moving to the south of Dobday where he should travel up the cliff there. By this time the first Dopp support attack should be finished. Roberto should turn on his Therm Cloak and head to the cliff on the opposite (western) side of the map where two Guncannons and various vehicles await. Again approach the cliff from the south and destroy three vehicles. Move slightly up the ramp so you can target the Guncannon, and use another Dopp support attack. This one should destroy both Guncannons and most of the rest of that group. Switch back to Manning, keep traveling along the cliff, turn left and go down that ramp, and begin shooting GMs and vehicles from behind. Have Roberto or Austin then mop up whatever was left of the Guncannon's attack force and the mission is over. Strategy #2 Manning's Zaku I with 90mm AR, Silencer, and Cool Device. Renchef with Shotgun, Armor A, Stun Grenades, and Cool Device. Austin with Shotgun, Armor A, Stun Grenades, Reloader, anything else you deem fit. Advance on the Federation mobile suits attacking the Dobday and destroy them from behind. I would send Austin after the GM team on the plateau to the east. Use Stun Grenades on the GMs and destroy them along with the tanks. Send Renchef to the west plateau, and approach it from the south. Use Stun Grenades on the Guncannons and destroy them from behind along with the vehicles. Send Manning south and up a ramp just past he Dobday. Continue moving south until a ramp leads down to the left. Take this ramp down, turn left, turn on thermal sensors, and start shooting GMs and vehicles in the back. Strategy #3 Manning with 90mm AR, Silencer, Cool Device, anything else you want... and for your other two people choose teams with Thermal Pods. Basically the same as above, but by using a Thermal Pod you will disable the sensors of the teams on the east and west plateau which makes it easier to sneak up on them. Round 2 Notes: All of the vehicles have changed into GMs here (wow, now it definitely seems like it is post-Odessa). You now have the ability to use a Dom team for each of the east and west hills and Spraybeam the opponent into submission versus using Roberto's Dopp, Stun Grenades, or Thermal pods. Use all 4 of a Dom team's Spraybeams on each hill so you do not risk an unstunned GM from shooting you in the back while you deal with the rest. The eastern hill has a GM Command carrying a Beam Rifle, so be cautious of that, but if you are using all of a team's Spraybeams on each hill, no enemies should get a shot off at all. ------------------------------------------------------------------------------ Campaign Mission 09 'The Hunter' ------------------------------------------------------------------------------ Roberto's Zaku II is upgraded to J Type and receives 90mm MG, Raketen BZ, Radar Boost I, Thermal Boost I, Sonar Boost I, MS Decoy II. and Dopp II. Swaggard finally receives his Dom! His equipment includes Raketen BZ, Armor A I, Tank Decoy I, MS Decoy I, and Spraybeam I. Swaggard's Dom is a great addition at this point. I would suggest using Swaggard's Dom for Blue Team to sweep the area. Austin and Renchef in teams of three each are good for escorting the allied tanks. Search the area with your new Dom, use a Spraybeam when you see Agar's Guncannon so that he will just stand there and do nothing while you cut him down. Just keep running around until you destroy every enemy in the level or the tanks reach their goal. Round 2 Notes: Some of the tank and helicopter teams have changed into GM types, mostly GM S-Armors. The same strategy as before works, but feel free to choose a different Dom team, but I would be hesitant on using Fran's 90mm AR since it can not destroy a GM S-Armor with a single shot unless it is in the back. The most noteworthy addition is that Agar shows up in his Mudrock on Round 2. Just Spraybeam him and cut him down like you did the Guncannon before. ------------------------------------------------------------------------------ Campaign Mission 10 'Attack Jaburo' ------------------------------------------------------------------------------ Fran joins with her Dom equipped with 120mm MG, Giant BZ, Armor A I, Scope I, Reloader I, Radar Boost I, Thermal Boost I, Sonar Boost I, Night Scope I, Tank Decoy I, and MS Decoy I. Sandra joins with her Zaku II J equipped with Raketen BZ, M-Launcher, light shield, Bullets, Magazine, Reloader I, Night Scope I, Cool Device I, Radar Pod I, Thermal Pod I, Sonar Pod I, and Smoke Grenade I. Roher's Gouf is upgraded to a Gouf Custom with the new supplies of 90mm MG, 90mm AR, Gatlin Gun, Reloader I, Cool Device I, Silencer I, Thermal Cloak II, Sonar Cloak II, and Heat Rod I and II. Hepner's Zaku II is upgraded to J type and receives 90mm MG, M-Launcher, Radar Boost II, Thermal Boost II, Sonar Boost II, Radar Pod II, Thermal Pod II, Sonar Pod II, and Smoke Grenade. Renchef receives Armor A II, Cool Device II, Silencer II, Smoke Grenade II, Stun Grenade II, and Heat Rod II. Ah, a chance to attack Jaburo. Roher's Gouf Custom with Radar Cloak, Reloader, and 90mm AR can easily destroy almost every unit in the base on his lonesome. Most of the units here rely on Radar sensors, which will do them no good now. Alright, select Roher's Gouf Custom and Swaggard's Dom with Spraybeam I. Set teams to not movie and have Roher sweep the area up to the new Pegasus class ship, the Blanc Rival (which can also be seen in Gundam The Ride). Command your teams to then move and issue Battle Codes A & B. Roher can keep himself busy blowing up parts of the Blanc Rival (you can fire through the boxes in front of the Blanc Rival to get yellow kills) until reinforcements arrive. Once Swaggard arrives, switch over to him, jet over the bridge, Spraybeam the RX-78-6 Mudrock that has made its dramatic entrance, and cut it down with a single Heat Sword slash. This mission is now complete. Round 2 Notes: Wow look, some more GMs. The only danger here is that a couple GM commands are carrying Beam Rifles, but of course the 90mm AR has longer range, so you should be able to shoot them before they even get close to effective range. Besides you should have a radar cloaked unit sweeping the area again anyway, so they probably will not even see you. Manning with Reloader III is particularly nice in case you happen to miss a shot. ------------------------------------------------------------------------------ Campaign Mission 11 'Final Defense' ------------------------------------------------------------------------------ Roher's Zaku II is upgraded to F2 and receives 90mm MG, 90mm AR, Magazine, Thermal Boost II, and Sonar Boost II. Swaggard's Zaku I receives 90mm MG, Shotgun, Heavy Shield, Night Scope II, Radar Pod II, Thermal Pod II, Sonar Pod II, Smoke Greande II, Stun Grenade II, and Heat Grenade II. Manning's Zaku I receives 90mm MG, 90mm AR, Reloader II, Thermal Boost II, Sonar Boost II, Night Scope III, Cool Device II, Silencer II, Radar Cloak I, Thermal Cloak I, Sonar Cloak I, Tank Decoy II, and MS Decoy II. Manning's Gouf is upgraded to Gouf Custom with M-Launcher, Gatlin Gun, Reloader II, Night Scope III, Cool Device III, Silencer III, Radar Cloak II, Thermal Cloak II, Sonar Cloak II, and Heat Rod I and II. This is a really short mission. The Federation is moving toward California base and you are to defend it. A large number of helicopters will appear near the start point of Blue Team followed by a group of mobile suits. There are several ways you can deal with this group. Start with a single suit Swaggard team for the Blue Team and hide in the trees. Shoot down the two helicopters as they approach. Now take a bridge to the side and circle around the group of GMs that are advancing toward Blue Team's original start point. Your Red and Green teams will be able to destroy the remaining helicopters on their own, you just need to worry about those GMs and the Guntank. Just circle around behind them and shoot some Raketen Bazooka shots into their backs. Use a Spraybeam on the Guntank and cut it down. You can also have a Sniper (Roher or Manning) hide in the trees near the Blue Team start point and shoot the GMs as they approach and then take out the Guntank with a Melee Weapon (or shoot it in the back). Your choice on what to do. Anyway, one more group appears to the north, and another to the south. Activate all codes for the Red and Green teams so they move to protect your allies. Use Swaggard to move toward the northern team and attack them from behind, then go the south and attack the southern group from behind. After that, a GM Sniper II is generated to the north and one to the south. Destroy them and the mission is over. What an exciting 3 minutes eh? Anyway, nothing is left after that, onward to the HLV... Round 2 Notes: A few more GM Teams again... The best part about Round 2 is that Sandra can take out the whole first group with her Beam Rifle if she is hiding behind the rock to the right of the Blue Team start point. Easy blue kills are enjoyable aren't they? Anyway, attack the north team from behind, then attack the south team from behind. The two GM Sniper IIs appear again, and then once again to the HLV. ------------------------------------------------------------------------------ Campaign Mission 12 ------------------------------------------------------------------------------ Swaggard's Dom receives Tank Decoy II, MS Decoy II, Smoke Grenade II, Magella II, and Spraybeam II. Austin's Zaku I receives Armor A III, Scope I, and Heat Grenade II. Sandra's Zaku II F2 receives Reloader II, Night Scope II, Radar Pod II, Thermal Pod II, and Sonar Pod II. You suck if you take longer than a minute on this mission. I just thought I would let you know that. If you take longer than a minute, press start, and retry the mission. Seriously, this is the probably the easiest Campaign Mission, if you have a clue on what you are doing. All you need is a Swaggard with his Dom and Spraybeam II. You only need one mobile suit. Set Swaggard for the blue team. The goal is to take out the Federation's command center here, if you do that the mission is over. Go ahead and switch to Thermal Sensors at the start. Go straight south (along the blue path) and across the bridge. Stun the two GMs with a Spraybeam and destroy one of them, yes only one of them. Then stun the group of three GMs and ignore them. If you are lucky you also stunned the GM S-Armor that is behind them, if not, stun it. Destroy the GM S-Armor. That GM S-Armor was in charge of communications and will throw the Federation forces into disarray. Agar will now show up in his Mudrock to the south though. Your mission will be over once you destroy the Mudrock... and look, the map is showing you exactly where he is at. Continue south across the next bridge and in the forest to the right is where Agar is hiding in the Mudrock. Use a Spraybeam on him when the Thermal Sensors find him and cut him down with a Heat Sword. The mission is now over and you have an S Rank. If you don't suck, you finished it under 45 seconds, if you are really good you finished the mission in around 26-28 seconds. ^_^ Wow, that was hard wasn't it? You won't believe the number of pathetic newbs who can't even find where Mudrock is... even after it is pointed out to them during the short cinematic... bakas... Round 2 Notes: Okay, the GM S-Armor is replaced by a Guncannon and an event doesn't play to show Mudrock showing up. No difference otherwise. Enjoy another very quick and easy S rank. Hell with a Dom Tropen you can finish this scenario in under 21 seconds. Again, you really really suck if you take more than a minute to finish this scenario. =Þ ------------------------------------------------------------------------------ Campaign Mission 13 'The Last Fang' ------------------------------------------------------------------------------ Fran receives Dom F with Raketen BZ, 90mm MG, 120mm AR, Armor A II, Scope II, Reloader II, Tank Decoy II, MS Decoy II, and Spraybeam I and II. Sandra receives her Dom Tropen along with Raketen BZ, M-Launcher, Cool Device II, and Spraybeam I. Protect some Magella tanks in a large desert with no obstacles that is about to be filled with lots of GM types. Strategy wise I like to use 3 Dom teams of three mobile suits each. Raketen Bazookas would be the suggested weapon for Round 1. Sandra can also use a Radar Pod in the center of the map and it will mess with the Federation Mobile Suits' sensors. Strategy #1 Surround the ally units, and set units to not move, and take the leader MS of a team out to use Spraybeams while the other two teams, and the other two suits in your team are left to defend. When you want to change suits, go back and assume a defensive position, and switch to another leader. Strategy #2 Let everyone run around and wreak havoc, and head to the northeast corner to destroy a GM that is hiding to end the mission. Round 2 Notes: A few GM S-Armor teams show up every once in awhile, but Beam Rifles or Raketen Bazookas still floor them easily. Be sure to get the GM S-Armor at the northeast corner for a Special Bonus. ------------------------------------------------------------------------------ Program 01 'Practice' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 01 Round 1 This is a very simple mission. You will probably return here several times since it provides an easy way to increase the number of kills for a pilot, which is necessary to unlock some suits and equipment. So remember to come back here when you wish to unlock those items. The goal here is to destroy 6 Zaku IIs along with Char. You will unlock Char after finishing this mission with an S rank and then completing the game. Select any mobile suit, and proceed forward and to the right of the initial start position until you reach the tree line. Proceed forward until the six Zaku IIs show up to your left. Sneak up behind them and destroy them. They will not notice your presence unless you get in front of them or within 60m from behind them. ------------------------------------------------------------------------------ Program 02 'Practice II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 02 Round 1 The goal of this mission is to destroy 6 gun batteries along with Garma. Garma will be unlocked after completing with mission with an S rank and then completing the game afterwards. The stars of this mission are Roher and Manning with their Sonar cloaks. There are two Zaku Is and 6 Zaku IIs defending the gun batteries, and they are all equipped with sonar sensors. Create teams of 1 MS each, have the Red team carry an AR, and the Blue an MG, and equip Sonar Cloaks for both (and Silencers if they are available). Activate the Sonar Cloaks for both teams as soon as the mission starts. The Red AR team is to proceed straight forward to the edge of the cliff, where it will see 3 Zaku IIs totally oblivious to your existence. Shoot the three in the back with the AR, then turn left and proceed across the bridge and travel along the canyon to your right. Destroy any nearby turrets (but leave at least one) and the two Zaku Is. Set the Red Team to not move, and switch to Blue Team. Blue team should run across the bridge in front of it and between the rocks to wait for the team of three Zaku IIs to run by. Shoot these three in the back with your MG. Switch back to Red team and finish off the last battery. ------------------------------------------------------------------------------ Program 03 'Trial Attack' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 05 Round 1 This is a pretty tough mission to S rank. The goal here is to take on Ramba Ral's forces in the desert. To complete the mission you must defeat Ramba Ral himself. For the S rank, it is almost required to come back with Doms since Magella or Dopp attacks will not kill Ramba Ral... only wound him, and he will regenerate from the damage. O_O; I personally suggest going into Route Setup, Add New Route for both Red and Blue Teams, and not include any points on the new route. This will prevent any team from getting into trouble. Set Sandra with her Dom Tropen for Blue team, and Fran with her Dom FUNF with MG as Red Team. Start the mission, take control of Red Team, proceed forward and hit a left after the first rock. You will find Ramba Ral's forces traveling to a canyon lined with gun batteries with their backs turned toward you. Slow down before you get too close to the group so they do not detect you as easily, and proceed to shoot as many of them as you can in the back, and use Spraybeams on those who face you. At this point there should hopefully be nothing left but a rather angry Ramba Ral and some gun batteries. Destroy the gun batteries, use Spraybeams to increase blue kills, and retreat to the start point when you are out of Spraybeams and Ramba Ral stops chasing you. Take control of Sandra and go destroy any gun batteries remaining. Be sure to save at least one Spraybeam. Let Ramba Ral use up his Heat Rods (the whip like thing he fires from his arm), then use a Spraybeam, and cut him down with your Heat Sword. This might take a few tries but it has fairly consistently attained S ranks. ------------------------------------------------------------------------------ Program 04 'Trial Attack II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 07 Round 1 Program 04 is a night mission against the Black Tri-Stars with their Doms. The first encounter with these guys could go very badly since it will probably be your first encounter against Spraybeams, which will give your suit "Machine Trouble" which reduces your visibility to almost nothing, which leaves you very vulnerable. To attain an S rank I would wait until Swaggard or Fran have Spraybeam II for their respective Doms. I personally prefer Fran's AR with Reloader, and Scope over a Bazooka. Use only one mobile suit. Stun the Tri-Stars, and destroy two of them. Proceed to the gun batteries placed around the middle of the area. Feel free to use two more of your Spraybeams to increase your blue kills. Keep circling around the area reloading, firing at batteries, and avoiding the shots of the last Dom. After destroying all of the gun batteries, use your last Spraybeam on the last Dom, and destroy it. ------------------------------------------------------------------------------ Program 05 'Defend Sub-Dock' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 03 Round 1 This mission is basically the opposite of Mission 3 in the Campaign mode. The objective is to defend the sub-dock from Federation intruders which are all Type 61 tanks with a wide range of sensors. The tanks re-spawn from the various passages leading out of the map. For the S rank you will want to advance a team to each of the three entrances. It would be wise to wait until you reach Mission 13 in Campaign mode so that you have some Doms that are fast and resistant to the weapons of the vehicles. Set a team for each of the two entrances to the dock area. Move one team manually to the northeast entrance (I like Fran's Dom F with MG) and destroy enemies along the way. Once you secure the entrance, no more tanks will come through while the team stays there. Switch to you southern team and advance to the southern entrance. Then finally have your last team make a quick sweep of the area so no stray tanks were missed, and advance to the southeast entrance. There is a 2000 point special bonus for destroying all enemies in this stage. Add that with 2000 mission complete bonus, and hopefully about 4000 points worth of enemies and you have a fairly easy S rank. ------------------------------------------------------------------------------ Program 06 'Escape Jaburo' ------------------------------------------------------------------------------ Unlock: Complete Program 14 'Black Tri-Star' and unlock Sayla. This is a 'What If' type mission based on if a single Midnight Fenrir team had to escape Jaburo without being detected. Roher or Manning should be able to complete this mission with relative ease. Most of the GMs populating the Jaburo stage are equipped with no sensors or really weak Thermal Sensors. Sonar Boost, Thermal Cloak, Cool Device, and an AR would serve you very well on this stage. Go for a single mobile suit team as usual, since other team members would be a liability here. Proceed to the exit located on the lower left of the map, just be cautious and an S rank will be obtained easily. You will receive 2000 points for completing the mission, 2000 for not being seen, and that leaves only 4000 required points which should be easily obtained since all the kills obtained here will be blue kills. ------------------------------------------------------------------------------ Program 07 'Lone Wolf' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 03 Round 2 The objective here is to destroy a Federation communications center and not be seen. Stealth missions require Roher or Manning as usual. Do yourself a favor and press the SELECT button at the mission brief screen to see a map of the stage. The circled areas are the four potential spots the tower will be. The general idea is to proceed along the eastern portion of the map, and then head west along the line of the potential spots the comm center will appear. The enemies in this stage have no sensors, and will only be able to spot you visually. ------------------------------------------------------------------------------ Program 08 'Lone Wolf II' ------------------------------------------------------------------------------ Unlock: Complete Program 07 'Lone Wolf' This is near identical to 'Lone Wolf.' The changes here are that the Type 61 tanks have Sonar Sensors. GMs have Radar and Thermal Sensors. Batteries have Radar Sensors. Sonar, Radar, and Thermal Cloaks are therefore required equipment and must be used appropriately. The enemy placements are the same as before though, and since this mission is unlocked after completing 07, I hope it is still fresh in your mind. ^_^ Again, press SELECT at the mission brief screen to see a map of the stage and the four possible locations of the tower. The tower will also use sonar sensors, just to let you know. ------------------------------------------------------------------------------ Program 09 'Iron Spear' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 10 Round 1 Have you ever wanted to fill Norris Packard's shoes when he takes his Gouf Custom out alone against the 08th MS Team in episode 10 of that series? Well you can't use Norris, but you get to go out alone to destroy some Guntanks that are defended by various GMs and RX-79(G) units (one of which has a 'GM Head' and is carrying a Beam Rifle). The only carry Radar and Thermal Sensors. Thermal Sensors are always really weak, and the only one you should worry about is Radar. Roher, Manning, or Schmitzer are good for the mission. AR, Radar Cloak, Sonar Boost, and Reloader are the only necessary equipment here. Proceed forward, take out the first Guntank and the mobile suit protecting it. Proceed left and progress along the trees. Head back to the center and start striking the rest of the teams from behind. Most will have no idea where you are with Radar Cloak on, and you know where almost every unit is with a good Sonar Boost. ------------------------------------------------------------------------------ Program 10 'Ragnarok' ------------------------------------------------------------------------------ Unlock: Complete Programs 01-09 and 10-32. The purpose of this mission is to defend Schmitzer's Zaku I from a waves of GM types for 5 minutes. Schmitzer isn't too incredibly fragile here though. He has a medium shield and is carrying a Zaku BZ, not the best equipment in the world, but he will not just stand there and let himself die like most units you defend in this game. The suggested team selection here is Sandra's Dom Tropen, Fran's Dom FUNF, and Swaggard's Dom. Beam Rifles, AR, Raketen Bazookas, Spraybeams, and teams of 3 are needed here. Basically run around the map hunting down the GM teams, and use Spraybeams if they get in the red. Concentrate on using a different team after one is out of Spraybeams. Make sure to keep at least one team somewhat close to Schmitzer and you should have little trouble in finding an S rank. ------------------------------------------------------------------------------ Program 11 'New MS Data' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 04 Round 1 The objective of this mission is to use do some test combat against the RX-78-2 "White One." There is a bug that can work against you in all of your encounters against the RX-78-2, it will not go around an obstacle to attack you. If you just stand still behind an object, you are safe. This makes for a great opportunity to use combat gear such as Stun Grenades, Heat Grenades, Heat Rod, and Spraybeams to incapacitate the Gundam and finish it off with a powerful primary weapon or a proximity attack. ------------------------------------------------------------------------------ Program 12 'New MS Data II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 01 Round 2 This time you have to battle against the RX-78-6 "Mudrock" armed only with its back cannons and some GM S-Armor units armed with Hyper Bazookas, the bazooka used by the RX-78-2. I would suggest Sandra's Dom Tropen with Raketen Bazooka or Beam Rifle, with Spraybeam II, Radar Pod, and the usual equipment. Create only one team of one mobile suit. As soon as the mission starts, head to the little path to the west and hide in there. Use a Radar Pod so that the enemy mobile suit's sensors will screw up. If you have a Beam Rifle, simply shoot through the walls. Otherwise pop out, fire off a shot, use a Spraybeam if needed, and work your way through the opposition. Char is also really effective in this stage. The only way he can be hurt is by Mudrock's Cannons and proximity attacks. Hit any suit with a Stun Grenade, and you can circle around them while firing the 120mm MG, and destroy them easily. ------------------------------------------------------------------------------ Program 13 'Ramba Ral's Attack' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 07 Round 2 Congratulations, if you accessed this mission you now have Ramba Ral at your disposal as well. This simulation recreates Ramba Ral's battle with the White Base crew in the desert. The objective here is to destroy the RX-75 Guntank, RX-77 Guncannon, and RX-78-2 Gundam. This particular simulation even gives you an AI controlled Zaku II for minimal backup, how nice eh? Alright, as usual grab a Dom with Beam Rifle or Bazooka and Spraybeam x4. The Guntank and Guncannon can be found at the top center of the map. Use Spraybeams and cut them down with proximity weapon or shoot them. Proceed to the south to find the Gundam. Make sure to use a Spraybeam outside of the 160m Beam Rifle range and finish it off with a heat sword slice. ------------------------------------------------------------------------------ Program 14 'Black Tri-Star' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 12 Round 2 Congratulations, if you accessed this mission you now have Gaia at your disposal. Actually not a bad choice for the mission considering his Dom has access to Spraybeam x6. Nightscope and Therm Boost would also be useful here since you are trying to find the White Base and its team of mobile suits in a forest at night. The Gundam and Guncannon can be found together in the middle of the map. Spraybeam and cut them down with a Heat Sword as usual. The Guncannon is located just barely to the southwest from the Trojan Horse at the top center of the map. The Trojan Horse has quite a selection of weaponry on it so do not underestimate it. Circle around it a few times to destroy as many targets as possible, then shoot the bridge to finish the mission. ------------------------------------------------------------------------------ Program 15 'Breakthrough' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 1 This is essentially Campaign Mission 2 all over again. Run around, shoot helicopters and vehicles, and the mission ends when all the installations are destroyed. I like to use Roher, Manning, or Schmitzer with AR and Radar Cloak for Red Team. Move east from the Red Team start point and snipe enemies from the trees until you reach the northeast portion of the map. The installations in this area can actually be shot with an AR through the rocks, so take advantage of that. Move south from there and take advantage of the tree cover. Move toward Blue Team's start point until you've destroyed the installations to the central east, and the tanks on the other side of the bridge. Now retreat back to the forest and approach the installations to the south center from the north. Try to stay in the trees as long as possible to ensure that you won't be detected. ------------------------------------------------------------------------------ Program 16 'Breakthrough II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 2 The same as 'Breakthrough' except the enemies now have strong Radar sensors and some of the vehicles have changed into GMs and Guncannons. I would suggest setting Sandra as the blue team since she can easily shoot the team of GMs forward from her initial start point through the rock for some easy blue kills. A single mobile suit Roher or Manning team is suggested for the Red team. AR, Radar Cloak, and Sonar Boost would be helpful. Do not be afraid to block the missles from the helicopters, just face the appropriate direction and stand still while you reload. Anyway, circle forward and around back to blue team's initial position. Walk slowly as you start to get within 250m of a target and everything should work out alright. ------------------------------------------------------------------------------ Program 17 'Midnight Fenrir' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 1 The objective is to destroy all enemies in a night mission that recreates the Midnight Fenrir's involvement at the S-3 point. As usual, Manning, Roher, or Schmitzer are all good choices for the mission. AR, Night Scope, Therm Boost, and Therm Cloak would be beneficial. Cool Device if it is available would also help decrease the likliehood of being detected. Actually this is one mission where getting all blue kills is not an absolute necessity due to the large amount of enemies, but you should still try to obtain them of course. ^_^ ------------------------------------------------------------------------------ Program 18 'Midnight Fenrir II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 2 Oh wow lookie here, a harder version of Midnight Fenrir, huge surprise eh? You could play through like you did last time, but the Feddies just are not playing fair here. There are several teams of GMs, and most have Rifles and Stun Grenades. If you think you are sneaky enough, go ahead and go for the sneaky sniper route. If you screw up in the slightest Manning's Zaku I will be destroyed in one shot, and Roher's Gouf Custom will be able to take a couple rifle shots before going down. Doms with their better armor would be the better choice then. Personally I will again depend on the Doms here. Fran's Dom FUNF is great. She has an AR which is always nice, she has Scope III which lets her be more accurate than the usual sniper boys most of the time. Reloader II keeps the shots coming. Spraybeam II will make sure those GM teams don't hurt you, and Therm Boost II doesn't hurt any. Have Sandra and Swaggard in their Doms set to not move, and switch to them when Fran runs out of Spraybeams. Feel free to use a Spraybeam on a team of helicopters of tanks if you feel the situation deserves it, and you'll probably get 10,000 points for enemies killed (highest number of points possible from enemies themselves) and the usual 2000 Mission complete bonus. Using Sandra and her Beam Rifle to shoot through buildings to ensure yellow kills is also quite effective. ^_^ ------------------------------------------------------------------------------ Program 19 'Dobday Rescue' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 1 I think Schmitzer likes to re-use his combat data alot. Anyway, this is the same as the Dobday Rescue you performed on Mission 8 of the campaign mode. Proceed forward, lay waste to the teams to attacking the Dobday. Run up the hill to the west, use one or two Spraybeams to lay waste to everything up there. Run to the hill to the east, repeat Spraybeam massacre. Actually if you want to use one Dom for each hill and use 4 Spraybeams on each one, feel free to do so, no reason to take an uneccessary risk. ^_^ The complicated part of the mission is having to send a Sniper Boy (Roher, Manning, Schmitzer) or Fran up the hill to the south of the Dobday. Go across the hill, and turn left to find another group of enemies begging to be shot down. Do so, and if anything survives, swich to Thermal Sensors and head down to mop up any units partially hiding in the trees. ------------------------------------------------------------------------------ Program 20 'Dobday Rescue II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 2 Wow, some of the vehicles changed into GMs, amazing isn't it? In my opinion, most GMs have about as much armor as a tank and are alot easier to detect, so they aren't really worth worrying about. ^_^ Do almost the exact same thing as last time, but peek over the edge of the east hill to find some GMs begging to be shot in the skirt armor. Be careful because a single GM Command on the eastern hill has a Beam Rifle, you will probably already have detected him before you finish the GM Massacre at the start. Otherwise same as usual. ------------------------------------------------------------------------------ Program 21 'The Hunter' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 1 Another mission from the Campaign mode. Escort the Magella tanks through a forest at night. I would suggest having teams of 3 mobile suits for Austin and Roher as the Red and Green teams so they will escort the tanks. You do not want to choose Doms to escort the tanks since they will speed along and leave the tanks behind and vulnerable. Roher and Austin will take good care of any stragglers you may miss. Make sure to set them to Thermal Sensors before the mission starts though. Feel free to use a Dom yourself though. Just sweep along the paths down to the main clearing and destroy any targets that get in your path. Be careful of some of the RX-79(G) units here that carry Beam Rifles, but again they only have a range of 160m, so you should be able to destroy them without too much worry with an AR or Bazooka from 250m and 200m respectively. You also have access to Spraybeams if they get a little bit too close. After taking out all the units in the clearing, sweep the area where the tanks will stop, then start sweeping the side paths on the way back north to find any enemy units that have managed to live so far. The mission will end when all enemies are destroyed, or the Magellas reach the end of their route. The Magellas are not exactly defenseless by the way. As long as an enemy is in front of them, they can be rather effective in combat. An RX-79(G) that is making a frontal attack probably will not last too long ^_^; ------------------------------------------------------------------------------ Program 22 'The Hunter II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 2 Yes, another harder version of the same mission. This time you have alot of helicopters, GM S-Armors (carrying Beam Rifles, Hyper Bazookas, and the absolutely pathetic Beam Spray Gun), and the fully upgraded RX-78-6 is standing in the clearing instead of a Guncannon. Be sure to save one Spraybeam for the RX-78-6 and you should be alright. Even though the GM S-Armors are really tough, the Magellas can still lay waste to them if they stay in their sights ^_^. Bazookas and Beam Rifles still work fine against the GM S-Armor, just the AR is lacking if you don't sneak up on them. ------------------------------------------------------------------------------ Program 23 'Final Defense' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 1 Yes this is Campaign Mission 11 in Simulation form. Wipe out the invading enemies and defend some Magella tanks. Sandra is without a doubt the MVP of this mission. Select her for your Blue team with Beam Rifle. I would suggest Roher and Fran with AR with 3 mobile suits each for your red and green teams. When the mission starts, have Sandra retreat behind the rock to her right. A series of enemies will come straight down that path in front of you, and it sets up some prime Beam Rifle sniping since beams can pass through walls. A team of helicopters will go down the left path, and another down the right one. Do not worry about these helicopters because Fran and Roher can take care of them on their own. Simply snipe the helicopters, GMs, and Guntanks that start to get close to you. After the group of mobile suits is destroyed, head across the bridge in front of you, and turn right to go north. You will soon discover some more GMs and Guntanks, just circle around and shoot them in the back. Head back to the south to find two more GMs and another Guntank, which will of course have their backs turned to you as they travel. All that is left now are two GM Sniper IIs that are hiding in the woods in the north central and the south central. You can either run around and look for them, or wait to the north of the Magellas for one to show up, and wait again to the south for the final one to show up. There are some obstacles in both areas, so its easy to snipe them with a Beam Rifle. Also you can use Thermal Sensors and probably shoot them in the forest before they even detect you. ------------------------------------------------------------------------------ Program 24 'Final Defense II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 2 There are two differences in this version. The three teams of 2 helicopters each has changed into three teams of GM S-Armors (one team of 1, two teams of 2). The mobile suits also have better sensors than before, which means you may actually have to use some Spraybeams when sneaking up on the northwest and southwest teams. Otherwise exact same thing as before. ------------------------------------------------------------------------------ Program 25 'The Last Fang' Program 26 'The Last Fang II' ------------------------------------------------------------------------------ Unlock: Complete Campaign Mission 13 Round 1/Round 2 respectively Its Campaign Mission 13 again. Defend allies, destroy lots and lots of GMs. Strategy wise I like to use 3 Dom teams of three mobile suits each. Swaggard's team with the Raketen Bazooka can fend off alot of units. Fran's team with 90mm AR can make short work of GM, GM Command, and GM Sniper II teams. Sandra can wreak havoc with the Beam Rifle or Raketen Bazooka. Sandra can also use a Radar Pod and it will mess with the Federation Mobile Suits' sensors as well. Surround the ally units, and set units to not move, and take the leader MS of a team out to use Spraybeams while the other two teams, and the other two suits in your team are left to defend. When you want to change suits, go back and assume a defensive position, and switch to another leader. Be sure to destroy the unit hiding in the far northeast corner for a really nice Special Bonus and to end the mission before the time limit ends. ------------------------------------------------------------------------------ Program 27 'Victory Fenrir' ------------------------------------------------------------------------------ Unlock: Attain at least 6 S ranks in Campaign Round 2 Missions The first Federation mission, my big suggestion is to use Roher's RX-79(G) with Sonar Boost, Therm Boost, Night Scope. Move along the left portion of the map, and simply shoot GMs and Tanks through the buildings with the Beam Rifle to ensure plenty of yellow kills. Anyway move north along the left, then move along the far north and sneak up on the tank teams. There will be one Zaku Team in the north central area. There is another Zaku Team hiding in the buildings at the northeast corner, but make for some easy blue kills. Another Zaku Team is moving north and south along the right portion of the map, with any luck you may catch them with the northeastern Zaku team and be able to take them all out in a short period of time. Really easy S rank as long as you keep your wits about you, and use Night Scope to avoid getting into a bad situation. ------------------------------------------------------------------------------ Program 28 'Zeon Advance' ------------------------------------------------------------------------------ Unlock: Attain at least 6 S ranks in Campaign Round 2 Missions. The second Federation mission.... and its Last Defense all over again, but this time you have Magella tanks and Zakus to deal with instead of Guntanks and GMs. Rougly the same strategies works very well here, but you have two variations. Strategy #1 Use a Beam Rifle equipped mobile suit for your blue team, and shoot through the rocks again as you did on "Last Defense." Use your other teams to take out the other teams in the woods. Strategy #2 Use Fran's GM S-Armor as you would a Dom. Either hide in the woods in the center and shoot incoming units with the Hyper Bazooka, or just shoot the first two units, then head either north and south to circle around the enemies and attack them from behind from the east. Then move up to the north team and shoot them in the back, and down to the south team and shoot them in the back too. Yay for easy recycled missions... ------------------------------------------------------------------------------ Program 29 'Break Siege' ------------------------------------------------------------------------------ Unlock: Complete Program 27 and 28 The third Federation mission... and this time we have 'The Hunter.' The goal here is to escort the little Federation cannon fodder type hover trucks to the southern edge of the screen. Actually its not too shabby. The Zeons here have pretty bad sensors for the most part. I would suggest Austin with all three of his Ground GMs with Rocket Launcher, Armor A II, Night Scope II, Magazine, and some Stun Grenades for either Green or Red route. I would suggest Renchef's RX-79(G) for the other escort team. I like him with Armor A III and a Beam Rifle personally. For my Blue team I had Roher with Therm Boost II and Night Scope II or Fran's GM S-Armor. Be sure to set all teams to Thermal Sensors. Otherwise the same strategy as before. Green and Red teams are to escort allies. Blue team is to sweep the area and reduce the number of enemies around. You can get an S rank with this team, but it would be a little bit easier to come back later and use Mudrock for your Blue Team since it can be used exactly like a Dom Tropen... except with a really bad reload time. ------------------------------------------------------------------------------ Program 30 'Counterattack' ------------------------------------------------------------------------------ Unlock: Complete Program 29 Okay, finally a somewhat different Federation mission. It takes place on the same map as 'Break Siege,' but from the standpoint of the Federation forces taking back California Base. Actually a rather interesting standpoint. The reason this mission is tough is that the Dom Tropens like to hide in amongst the trees, and can only be detected by Thermal Sensors. The Dom Tropens also tend to have pretty good weaponry, but don't worry, they do not have any Beam Rifles with them on this stage. I suggest a Beam Rifle carrying unit for the Blue Team. I suggest Fran's Guntank MP for Green Team with Reloader and Scope. I suggest Hepner's Guntank MP for the Red Team. Set all teams to halt movement. Move the Blue Team up to that tetris block shaped rock outcropping and wait there. Switch to Green Team, and hit the Zaku team with a bombardment from the edge of the woods. Also shoot that Dom Tropen when you notice it gets somewhat close. Switch back to Blue Team when the pilot mentions they have sighted the enemy. Shoot the Zakus through the rock. Switch to thermal sensors, and slowly move to the group of trees, and shoot the Dom Tropen hiding in there, with any luck you shot him before he had any clue you were even there. Green Team can then switch to thermal sensors, move forward barely into the next group of trees, and shoot another Dom Tropen when it gets somewhat close (love the Guntank's range) on its patrol. Red Team is to switch between Thermal and Sonar sensors. It should find one Dom Tropen moving back and forth across a bridge to the north rather soon, gun it down when it pauses. Shoot the Zaku Team on the other side of the bridge, and then move to the edge of the forest. Another Dom Tropen is on patrol in the next group of trees. Shoot it when it pauses. Then enter that forest and keep heading east. Shoot the other Zaku Team on the other side of that bridge, and the last Dom Tropen. Now all that is left is the Zaku Team above Blue Team's start point, and one more Zaku Team patrolling the center of the screen. Either Guntank can easily snipe either team. ------------------------------------------------------------------------------ Program 31 'Burning Sands' ------------------------------------------------------------------------------ Unlock: Complete Program 30 This is near identical to 'The Last Fang.' You must protect 6 GMs instead of 6 Magella tanks, and all sorts of Zeon suits come after you. Again, choose some tough units with Bazookas or Beam Rifles. Be sure to take out the Dom Tropen to the northeast for a Special Bonus and to help end the stage sooner. ------------------------------------------------------------------------------ Program 32 'Graipnir' ------------------------------------------------------------------------------ Unlock: Attain S Ranks on Programs 27-31 (1 or 2 A ranks may be allowed). The objective is to escort the hover trucks to the end of the map or destroy all enemies. You will fail the mission if any of your allies are destroyed. Allies include any team member or any hover truck. Use Sandra's RX-79(G) for Red Team. Renchef works fine for Green Team, use Roher manually for your Blue Team. Move Roher along the right path and shoot any detected enemies through the trees. You and Sandra should reach the end of the forest at about the same time. Take turns switching between the two and shoot all the enemies through the buildings to ensure survival and increase your rank. Move quickly, and don't let yourself be shot, and its a fairly simple S rank. ------------------------------------------------------------------------------ Program 33 'Hail Zeon' ------------------------------------------------------------------------------ Unlock: Attain S Ranks on all Round 1 Missions, Round 2 Missions, and Programs 01-32. The purpose of this mission is too destroy as many suits as possible in 5 minutes. I would suggest using only one suit, since the destruction of a teammate will mean a loss for you. The only real strategic element to this stage is that above the eastern path, there is a thin rock wall on the northern edge of the path that makes for a great Beam Rifle sniping spot. My personal suggestion is to use Sandra's Dom Tropen with one mobile suit, Beam Rifle, Reloader, and Spraybeam. Basically this mission is just a total and absolute free for all with no real strategic elements to use to your advantage, you just have to depend on your own piloting skill in the game. ============================================================================== IX. FREQUENTLY ASKED QUESTIONS ============================================================================== ------------------------------------------------------------------------------ Q. Can I host your FAQ on my site? A. NO! This FAQ is exclusive to GameFAQs and GameFAQs only. ------------------------------------------------------------------------------ Q. Should I buy this game? A. Yes ------------------------------------------------------------------------------ Q. Is Zeonic Front better than Journey to Jaburo? A. Yes. Journey to Jaburo has alot of nice bonuses for fans, but ZF is the better playing game and there is alot more variety in the missions even though some are re-used. ------------------------------------------------------------------------------ Q. Should I buy Journey to Jaburo, Zeonic Front or Federation vs. Zeon? A. Buy them all. Anyway, if you want good gameplay and neat missions, go for Zeonic Front. If you want a big selection of suits and lots of fanboy bonus animation, go for Journey to Jaburo. If you want to play a team version of Virtual On that isn't as good as it, try Federation vs. Zeon. ------------------------------------------------------------------------------ Q. What is special about Char and Amuro in this game? A. Well they are Newtypes. The way this alters gameplay is that Primary Weapon attacks will almost always miss them. This includes any of the main weapon types: Machine Guns, Rifles, Bazookas, Missile Launchers, and Beam Weapons. However, Secondary Weapons/Combat Gear such as Cannons, Grenades, and Heat Rods can still hit them. Other special characters seem to be able to hit them with Primary Weapons though (examples I have seen so far have been Amuro and Ramba Ral). ------------------------------------------------------------------------------- Q. Can I use Secret Characters in the regular missions? A. Secret Characters may only be used on simulation missions, and until you unlock Sim 33 they can only be used on certain missions (like you can not use Char on Sim 01 or Garma on Sim 02) ------------------------------------------------------------------------------- Q. How do you unlock (insert object)? A. Do not you dare ask that question if you haven't done all of the following. There are two basic rules to unlocking everything in this game. First, finish Round 1 and Round 2. Second, get S ranks on every mission in the game (Round 1, Round 2, and Simulation). The exceptions to the unlocking rule are Sayla and some of the extra federation suits for the Midnight Fenrir pilots. Anyway, for the most part it comes down to playing better and a little bit smarter. I am sure you have heard Schmitzer say, "Analyze what went wrong," but analyze what went right as well, and look for any room for improvement. There might be an alternate path that will allow you to have more blue kills (such as the lower left room with the installations on Mission 3, take it from the bottom instead of the right that the default has). Feel free to create your own strategies. ^_^ ------------------------------------------------------------------------------- Q. How do I get the Federation Missions? A. Attain at least 6 S Ranks in Campaign Round 2 Missions. This means that the earliest you can access the Federation Missions is after Campaign Mission 06 Round 2. This also means you can unlock the missions ------------------------------------------------------------------------------- Q. How do I go back to the Round 1 missions again? A. Choose to start a new game. Everything you have unlocked will remain available in the simulation mission and any Round 2 missions. The Round 1 missions will be almost exactly the same as they were before though. You will gain new equipment as soon as it is possible though. In other words, don't be afraid of saving over your existing game file, it will be alright. Feel free to use any of the other dozen game slots though if you are particularly paranoid. ------------------------------------------------------------------------------- Q. I heard it is possible to use any pilot on any simulation level, is this true? A. When you unlock Sim 33 (Get S Ranks on all of the Round 1, Round 2, and Simulation Missions 1-32), you can use any character on any SIMULATION mission ------------------------------------------------------------------------------- Q. What do I get for getting an S rank on Simulation Program 33? A. A feeling of accomplishment. ------------------------------------------------------------------------------- Q. Are any mobile suits that appeared outside of the original MSG animation, 0080 OVA, or 08th MS Team OVAs in this game? A. This is all firmly One Year War material. Nothing later than 0080 in the UC Series and no Alternate Universe stories (G Gundam, Gundam Wing, Gundam X, Turn A, SEED). ------------------------------------------------------------------------------- Q. Are any of the following in Zeonic Front? Char's Z'Gock, any Z'Gock, Char's Gelgoog, any type of Gelgoog, Acguy, Gyan, Black Tri-Star Zaku I, Ramba Ral's Zaku I, Gyan, RX-78-NT1, RX-78-1, RX-78-3, any Blue Destiny units, Efreet, Kaempher, Norris Packard's Gouf Custom, or any of the White Dingo team. A. No ------------------------------------------------------------------------------- Q. What about the 08th MS Team? A. This one is somewhat iffy. You can not control the team or any of its members. The Simulation Mission 'Iron Spear' gives you a single Zeon mobile suit to destroy some Guntank units in a town. The Guntanks are protected by a variety of GM units and some RX-79(G) units. One of the RX-79(G) units has a GM Head though, like Karen Joshua's did in the 10th episode of the 08th MS Team. ------------------------------------------------------------------------------- Q. Can you use Mash and Ortega? A. No. The only one available is Gaia, but you can have a team of 3 Dom Tri-Star types. You can gain access them using a Gameshark, but they do not have weapons or equipment so that is rather pointless. ------------------------------------------------------------------------------- Q. Can you use M'quve? A. No. ------------------------------------------------------------------------------- Q. Is the Gouf Custom's Gatling Shield in this game? A. Actually this is my favorite question. The Gatling Shield is not present in this game other than during the opening CG. The Gatling Shield is not to be confused with the 'Gatlin Gun' for the Gouf Custom in this game. The weapon with the 'Gatlin Gun' title is simply the arm mounted 3 barrelled 35mm Machine Gun seen on later model Gouf units. ------------------------------------------------------------------------------- Q. Is there a multiplayer mode? A. No, this is a single player game. ------------------------------------------------------------------------------- Q. The suits in Simulation 33 carry equipment that mine can't use, how do I gain access to it? A. You can not gain access to that equipment. ------------------------------------------------------------------------------- Q. Where else can the 'Blanc Rival' be seen? A. The Blanc Rival's first appearance was in 'Gundam: The Ride'. ------------------------------------------------------------------------------- Q. Has the RX-78-6 Mudrock made any other appearances? A. The RX-78-6 was seen first as part of M-MSV which were some mobile suit variations created by Kunio Okawara, who originally designed most of the mobile suits seen in the original Mobile Suit Gundam. The RX-78-4 design was later updated as the RX-78-NT1 "Alex" seen in 'Mobile Suit Gundam 0080: War in the Pocket.' The RX-78-6 design seen in M-MSV was updated for use in Zeonic Front and was given the name 'Mudrock.' RX-78-5 was redesigned as the Strike Gundam in Gundam SEED. ------------------------------------------------------------------------------- Q. Have Schmitzer, Agar, or any member of the Midnight Fenrir team made any other appearances? A. Nope, they were original characters for this game. They might show up again later though since the White Dingo team and Blue Destiny group received manga adaptations and showed up briefly in Journey to Jaburo. ------------------------------------------------------------------------------- Q. How was Schmitzer injured in Operation British? A. The dialogue in the game and character profiles hint that while Agar was an artillery officer that he fired a missile straight at Schmitzer's cockpit. Schmitzer was probably quite lucky to survive, but the injuries would prevent him from further combat piloting. Schmitzer can still show the rest of the team a thing or two in simulations though. ^_^ ------------------------------------------------------------------------------- Q. What is up with Manning and Renchef? A. The dialogue in the game hints that Manning and Renchef recieved some questionable orders that resulted in the demise of the rest of the members of their team. Manning probably decided not to follow through with the orders because he did not want to endanger his team, and Renchef acted impulsively... which resulted in the slaughter of their comrades. ------------------------------------------------------------------------------- Q. How do you suggest getting the three consecutive C ranks to unlock Sayla? A. Choose Roberto and Austin's GM teams, have three mobile suits on each team. Send those teams to their deaths (I'm sure you've found all sorts of easy ways to die in this game by now). This will create a large penalty against your final score. Complete the mission then, and try to maximize the red kills. ------------------------------------------------------------------------------- Q. What is the 'Special' Bonus? A. You get a special bonus for completing certain conditions. The ones that are in every mission are for (1) not being seen and (2) for completing the mission in a short amount of time (Campaign Mission 12 is a good example). Other missions may give a special bonus for completing a special objective, like destroying the Guntanks on Campaign Mission 07. ------------------------------------------------------------------------------- Q. I need just a few more points to get an S rank. Any suggestions? A. Sounds like you need a few more blue kills. Equip and use appropriate cloaks (look at the colored bars beside a detected enemy to see what sensors they favor) to increase your chances of sneaking up on an enemy. Stun Grenades and Spraybeams will stun an enemy which will render near defenseless and return them to blue status. ------------------------------------------------------------------------------- Q. Guntanks keep slaughtering me, what should I do? A. *whaps forehead* Just dodge left or right. DO NOT go forward, backward, or diagonal. Simply dodging left or right is more than enough to dodge the Guntank's shots. ------------------------------------------------------------------------------ Q. Where are Sim 6 and 10? A. Unlock all of the characters (the only hard one to obtain is Sayla since you have to do badly to get her by getting 3 consecutive C ranks on the Federation Simulation missions). That should unlock Sim 6, and when you complete Sim 6 you will get Sim 10. ------------------------------------------------------------------------------ Q. Why won't the Spraybeam work? A. Make sure you are somewhat close to the enemy (under 200 range would be preferred) and that the enemy has detected you. The nature of the Spraybeam is to disrupt the enemy's sensors, so it makes sense to disrupt something in use right? ------------------------------------------------------------------------------ Q. I did what you said in the FAQ and I died, help me now because I am not creative enough to make a better interpretation of the information provided or to make a solution on my own. HELP ME NOW! A. Give up playing video games entirely. Seriously I hope people are creative enough to create their own strategies and/or realize their interpretations of this FAQ are not correct. Anyway, try something different or create a strategy using some basic ideas I might have offered instead of whining about your lack of ability in the game. ------------------------------------------------------------------------------ Q. How do you equip umm... equipment? A. No folks... I'm not kidding... that is a frequently asked question... Go to the "Team Setup" menu and actually use it... ------------------------------------------------------------------------------ ============================================================================== X. SPECIAL THANKS ============================================================================== Thanks to CJayC for creating the GameFAQs site and community. The Bounty program is also a nice addition I have to admit. ^_^; Thanks to Dave of CheatCC for giving my attorney some work to do. I hope he pays attention to court notices. ^_^ Thanks to HaipaaKoNeko just cuz'. ^^ Thanks to Silvin for all the help with the creation of this FAQ. She typed parts of it, proof-read, offered all sorts of help, and I typed versions 1.0 and 1.1 on her computer. ^^ Thanks to discordant/Neo/Otaku for listening to my insane ramblings on Gundam and anything else on my mind. Thanks to Zanetsuken for pointing out specifics on attaining Schmitzer. Thanks to Hamstaa of the Zeonic Front Gamefaqs board for pointing out how to get Sayla in the first place. Thanks to GrandDragon777 of the Zeonic Front Gamefaqs board for pointing out Char's special abilities in this game. Thanks to Theo4888 of the Zeonic Front Gamefaqs board for pointing out that Lt. Sandra had a Guntank MP available to her. Thanks to David Cheng of the Zeonic Front Gamefaqs board for being a cool and knowledgable individual, and correcting me with the info that after unlocking Sim 33 you have access to all suits on all sims instead of after getting an S rank on the program like I originally thought. Thanks to azraelswrd for also being cool and knowledgable. Extra thanks for being nicer to the people on the board than I am and for first providing the extra equipment info for Swaggard's Dom. Thanks to NurikoBaka for making a couple of these GameFAQs boards more enjoyable. ^_^ Thanks to anyone non-baka on the GameFAQs boards. Thanks to Horoki Kanno and Masaki Kitamura for designing the Midnight Fenrir gang. Thanks to Shigeru Horiguchi, Akihiro Morimata, Toshiro Watanabe, Akiyuki Okazaki, and Keiichiro Katagiri for the MS work on the game, and whoever redesigned the RX-78-6 and gave it life finally. ^_^ Thanks to Kunio Okawara for designing all of these wonderful mecha in the first place. Thanks to Yoshiyuki Tomino for creating this wonderful story. Thanks to Bandai of America for releasing everything they have in America. ============================================================================== XI. COPYRIGHT ============================================================================== Unpublished work Copyright 2001-2002 gundamtotoro This document is protected by US Copyright Law. It is meant for private use only. This FAQ may not be referenced or altered without permission from myself. This FAQ is a GAMEFAQS Exclusive and may not be hosted elsewhere. Alteration of this Copyright is punishable under Title 17 Chapter 5 Section 506(d) of US Copyright Law for a fine of up to $2,500. CHEATCC IS FORBIDDEN FROM HOSTING THIS FAQ. "Gundam", "Mobile Suit", and all related characters and names are property of Sotsu Agency, Sunrise, and Bandai Co. Ltd. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein.