============================================== Kidou Senshi Gundam Senki: Lost War Chronicles ============================================== Version 1.0 Intro - (INTRO) Controls - (CNTRL) Main Characters - (MCHAR) Wingmen - (WINM) Support Officers- (SPOF) Upgrades - (UPGD) Weapon Types - (WEAT) Map - (MA!P) Missions - Earth Federation Space Forces (EFSFM) - Principality of Zeon (ZEONM) Mobile Suits - Earth Federation Space Forces (EFSFMS) - Principality of Zeon (ZEONMS) Mobile Armors - Principality of Zeon (ZEONMA) Ships -(SHIPS) - Earth Federation Space Forces - Principality of Zeon Fighters, Tanks and Other - (FTO) - Earth Federation Space Forces - Principality of Zeon Tips and Glitches (TIGL) Level Scores (LS) Thanks (THX) Legal (LEW) ================ Intro (INTRO) ================ I wrote this FAQ because I felt that this game deserved a more complete one. The game follows both sides during the conflict that will be later called the One Year War. -------------------------------------------------------------------------------- ================ Controls (CNTRL) ================ These controls are for the main game, most of the menus have english text. Left - Turn the MS to the left, double tap to dash left Right - Turn the MS to the right, double tap to dash left Up - Walk forward, Down - Makes the MS walk backwards, double tap to dash left L1 - Strafe to the left, double tap to dash R1 - Strafe to the right, double tap to dash L2 - Lock-on or Lock-off of enemies Square - Fire main weapon/Switch to main weapon Triangle - Attack with melee Weapon/Switch to melee weapon X - Jump using thruster power, hold down to go farther Circle - Use Shield/Guard R2 - Displays Sub Menu R2+Triangle - Sub-Weapon - The units sub-weapon's attack R2+Square - Special - Special Attack, hold to charge for more power R2+Circle - Ally - Change ally support R2+X - Heavy - Ram Attack that stuns MS temporarily Left Analog - Move camera and changes movement direction Right Analog - Change lock-on target L3 - Switch camera view between fixed view and free range view R3 - Zoom in behind MS Start - Displays map during missions, this also pauses the game Select - Switch radar type (Normal/Long) ======================= Main Characters (MCHAR) ======================= ---- EFSF ---- Noel Underson - Noel is you comms officer. She informs you of updates during missions and talks about your performance after missions. Annie Brebig- She is the mechanic and repairs all the MS. Rachel Milsteen - Informs you of promotions. Larry Radley - One of your two wingmen. He has brown hair and eyes. Anish Roffman - Your other wingman. He has blonde hair and blue eyes. John Kowen - Your commander. He is later placed in charge of the Gundam Project in 0083. ---- Zeon ---- Yuki Nakasato - Zeon's comms officer. She informs you of updates during missions and talks about your performance after missions. May Kauwin - This young girl is actually your mechanic on the Zeon side. Jane Contie - Garsky Zinobiev - One of your two wingmen. He is always seen wearing a headset. Jake Gunns - Your other wingman. He always wears a normal suit. Douglas Rodin - The Zeon's base Commander. An older guy. ======================= Support Officers (SPOF) ======================= Communications Officer - Informs you of new MS upgrades and some upgrades. Affected by mission ranking. Mechanic - Affected by Life Remaining. Appears around mission 4. Secretary - Informs you of promotions and other events. Affected by Sucess Rate. Appears around mission 6. =============== Upgrades (UPGD) =============== Upgrades are unlocked after performing well enough in a certain area. (Rank, HP or success rate). Upgrades affect all MS. Communications Officer +Enemy HP +Long Range Radar +Enemy Lock-on Mechanic +Thusters +HP ==================== Map and Radar (MA!P) ==================== The map and radar works the same regardless of what side you are on. ------ Allies ------ MS are light blue Ships, tanks, fighters and turrets are green Targets are blue ------- Enemies ------- MS are orange Ships, tanks, fighters and turrets are yellow Targets are red ------ Cursor ------ green - locked on yellow - enemy hit orange - enemy knocked down, cannot take damage ============== Wingmen (WINM) ============== Regardless of the side you choose, you have 2 wingmen. You can choose the unit and weaponry that they use for the mission. You can also leave a wingman behind by pressing Square on their unit at the MS select screen. ------------ Ally Support ------------ One triangle followed by two - Allies follow along behind you Two triangles followed by one - Allies move in front of you 3 triangles pointing in different directions - Allies move independently =================== WEAPON TYPES (WEAT) =================== Machine Guns: Rapid fire is possible by holding down the square button. They have large ammo clips but due very little damage per shot. Beam Rifles/Cannons/Guns: Beam weapons function similar to thrusters, in that they have an overheat bar. They have a small green bar that increases in size with every shot. If the bar becomes full, it will turn red and you must wait for it to decrease fully before you can fire again. Beam weapons automatically recharge though. Bazookas: A Bazooka round explodes on contact causing damage to surrounding objects as well to the target. They reload automatically after the clip is emptied. Two or three continuous hits on a MS will knock it down. 10 is the usual ammo clip. Cannons: Cannons fire a single round at a target and will knock them down with one or two shots. Cannons do decent damage but have low ammo clips. Vulcans: Vulcans, like beam weapons have an overheat bar but a very short range. Otherwise they work like small machine guns and are generally mounted in the units head. Melee Attacks: All but one mobile suit have a close combat 3-hit combo. These have a very short range, but do not run out of ammo and do heavy damage. They range from claws, heat hawks/swords to beam sabres. Shields: All units have some form of a shield, even if it is just putting its arm in front of it. Shield strength goes from green, yellow, orange, red and eventually turns black, in which it breaks. The unit then takes more damage from attacks. If the shield breaks from a melee attack the unit stutters, otherwise they fall down when it breaks. ============ MOBILE SUITS ============ MS Code Name: MS Name Usage: Whether a single unit exists or multiple units Suit Armour: How much damage the unit can take before it is destroyed. Thruster: How fast you move by using the thrusters. Also affects how long you can use the thrusters before they overheat. Power: Affects the strength of the special attack Mobility: How fast the MS can move Special: Whether or not the special attack is based on the weapon or unique to the MS Pilots: Who pilots the unit in versus mode Cost: How much the unit costs to use in versus mode Weapon Name Skill: Affects the weapons ammo and how fast it reloads Power: How much damage each shot does Ammo: Number of rounds the weapon can fire before it needs to be reloaded Rate: How fast the weapon fires individual shots and how it fires them Reload: Time it takes to reload Special: What the special attack is Special Ammo: Number of rounds the special attack has Special Reload: Time for the special to reload Details: A bit of info on the weapon ====================================== Earth Federation Space Forces (EFSFMS) ====================================== ------ RGM-79 ------ Name: GM Alternate Colours: White Dingos (Mobile Suit Gundam: Rise from the Ashes) Usage: Multiple Suit Armour: Low Thruster: Low Power: Low Mobility: Low Special: Weapon Based Pilots: Leung Lee-Fai, Maximillan Berger, Karen Joshua, Phillip Hughes Cost: 30 Beam Spray Gun Skill: Medium Power: Medium Ammo: Overheat bar (7) Rate: Single, Slow Reload: Medium/Long Special: Charged Shot Special Ammo: 3 Special Reload: Very Long Details: The main weapon of the GM. Not as powerful as a beam rifle, but still a good weapon. Hyper Bazooka Skill: Medium Power: Medium Ammo: 10 Rate: Single, Slow Reload: Medium Special: Super Shot Special Ammo: 3 Special Reload: Very Long Details: The same bazooka that the Gundam uses. Does less damage than the beam spray gun, but can fire more consistently as you don't have to wait for it to cool down. Sub weapon: 60mm Vulcan Gun x2 Power: Low Ammo: Overheat bar Rate: Automatic, Very Fast Reload: Fast/Very Long Details: Fires 2 rounds alternating from each gun. Weak, but has a lot of ammo before overheating. This is a standard weapon for most Federation MS. Melee Attack: Beam Sabre Pros: Balanced abilities Cons: Weakest Federation unit Overall: The GM should only be used until you get something better or want a challenge. Unlock: Default The mass-produced version of the RX-78-2 Gundam. It is the main mobile suit of the Federation. It lacks the more expensive features of the gundam such as the core fighter and luna-titanium armour. This unit was the reason why the Federation won the war. --------- RGM-79[G] --------- Name: GM [G] Alternate Colours: GM [G] Sniper (08th MS Team) Usage: Multiple Suit Armour: Medium Thruster: Medium Power: Low Mobility: Great Special: Weapon Based Pilots: Karen Joshua, Philip Hughes Cost: 50 100mm Machine Gun Skill: High Power: Low Ammo: 40 Rate: Automatic, Fast Reload: Fast Special: Rapid Fire Special Ammo: 3 Special Reload: Very Long Details: A decent weapon with a lower ammo clip than other machine guns. 180mm Cannon Skill: Medium Power: Medium Ammo: 4 Rate: Single, Slow Reload: Fast Special: Special Shot Special Ammo: 1 Special Reload: Fast Details: Good weapon except for its low ammo, it also knocks enemies down too easily. Sub weapon: Grenade Power: Medium Ammo: 8 Rate: Single, Slow Reload: Medium Details: A short range thrown grenade. It does decent damage but has a very short range. Melee Attack: Beam Sabre Pros: Decent stats Cons: No beam weapon, cannon has low ammo Overall: Though it lacks decent weapons, the GM [G] is strong stat wise for an early suit. I would have preferred the bazooka gun over the cannon. Unlock: Complete 2 missions/destroy 10 MS The mass-production model of the Ground Combat Gundam. It has Luna Titanium Alloy for armour and uses more conventional weapons. Production was stopped in favour of the standard GM. ------- RGM-79D ------- Name: GM [D Type] Alternate Colours: Arctic Base colours (0080) Usage: Multiple Suit Armour: Low Thruster: Low Power: Low Mobility: Low Special: Weapon Based Pilots: Philip Hughes, Karen Joshua Cost: 35 Beam Gun Skill: Low Power: Medium Ammo: Overheat bar (7) Rate: Single, Slow Reload: Medium/Very Long Special: Charged Shot Special Ammo: 3 Special Reload: Very Long Details: A new beam weapon designed for the GM Command series. It is slightly better than the beam spray gun. 90mm Machine Gun Skill: Very High Power: Low Ammo: 50 Rate: Automatic, Fast Reload: Fast Special: Rapid Fire Special Ammo: 3 Special Reload: Very Long Details: A machine gun that is unique to this GM. It features an unusable grenade launcher underneath the barrel. Sub weapon: 60mm Vulcan Gun x2 Power: Low Ammo: Overheat bar Rate: Automatic, Very Fast Reload: Fast/Very Long Details: Same head vulcans as a lot of other units. Melee Attack: Beam Sabre Pros: Better than the regular GM Cons: Still not that powerful Overall: You'll use this after the first stage, and maybe instead of the GM [G] later on. Unlock: Complete mission #1 A GM designed for cold weather. It is based off of the GM Command and its performance is greater than the standard GM. Seen only once defending the Federation's Arctic base against Zeon's Cyclops Team. -------- RGM-79SP -------- Name: GM Sniper Custom II Alternate Colours: White Dingos (Mobile Suit Gundam: Rise from the Ashes) Usage: Multiple Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Weapon Based Pilot: Master Pierce Rayer Cost: 65 Long Range Beam Rifle Skill: Low Power: High Ammo: Overheat bar (4) Rate: Single, Medium Reload: Medium/Very Long Special: Sniper Shot Special Ammo: 3 Special Reload: Very Long Details: This large beam rifle is one of the strongest weapons in the game. Sub weapon: 60mm 2-Barrel Vulcan Gun Pod Power: Low Ammo: Overheat bar Rate: Automatic, Very Fast Reload: Fast/Long Details: A vulcan pod attached on the right side of this GM's head. It functions the same as other vulcan guns except it only fires from the right side. Melee Attack: Beam Sabre Pros: Extremely strong main weapon Cons: Weak armour Overall: A fast unit with a powerful main weapon. You'll probably be using either this or the [G] Gundam before you beat mission #10. Unlock: Complete 7 missions/destroy 35 MS Another unit based on the GM Command. It was designed for long range attacks, though it functions well in a general role. This MS was the strongest GM of the war and was produced in limited numbers during the last few weeks. --------- RX-79BD-1 --------- Name: GM Blue Destiny Alternate Colours: Blue Destiny 3 (Mobile Suit Gundam: Blue Destiny) Usage: Single Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Fires its chest missiles and machine guns Special Ammo: 2 Special Reload: Long Pilots: Yu Kajima, Philip Hughes Cost: 75 100mm Machine Gun Skill: Medium Power: Low Ammo: 40 Rate: Automatic, Fast Reload: Fast Special: - Special Ammo: - Special Reload: - Details: The same machine gun as the other [G] units. Use it if you like machine guns. Beam Rifle Skill: High Power: High Ammo: Overheat bar (6) Rate: Single, Slow Reload: Medium/ Very Long Special: - Special Ammo: - Special Reload: - Details: A beam rifle designed for the [G] series of mobile suits. It has good power. Sub weapon: 60mm Vulcan Gun x2 Power: Low Ammo: Overheat bar Rate: Automatic, Very Fast Reload: Fast/Long Details: Yep, the same vulcans. Melee Attack: Beam Sabre Pros: EXAM System, high stats Cons: Must have <50% of energy gone to use the EXAM system Overall: Stronger than the other ground type units and it has the EXAM OS, giving it tons of thruster power when activated. Unlock: Rank at least a "B" on all missions The first Federation MS with the EXAM system installed. Its frame is based on the [G] series and uses their line of weaponry. ----- RX-75 ----- Name: Guntank Alternate Colours: Blue and Light Blue Usage: Multiple Suit Armour: High Thruster: Low Power: Low Mobility: Low Special: Fires its Cannons twice Special Ammo: 2 Special Reload: Very Long Pilots: Hayato Kobayashi, Philip Hughes Cost: 40 BOB Missile Skill: High Power: Low Ammo: 24 Rate: Medium, Automatic Reload: Medium Special: - Special Ammo: - Special Reload: - Details: Fires a single missile from each arm. Not bad if there is some range between you and your opponent, otherwise use it for immobile targets. Sub weapon: Cannon x2 Power: Medium Ammo: 8 Rate: Single, Slow Reload: Long Details: A pair of 180/120mm cannons that are actually the main weapon of the Guntank, you should be using these most of the time. Note: Instead of a Melee weapon the Guntank has machine guns and are used by the triangle button. Melee Attack: Machine Gun Power: Low Ammo: 40 Rate: Very Fast, Automatic Reload: Fast Details: Main weapon of the MP version. It can easily eat away at an enemy's armour. Pros: 2 main weapons, strong sub-weapon. Cons: Slow, no close combat attacks. Overall: Don't underestimate the Guntank. It can inflict heavy damage quickly even though it moves very slowly. Just play one of the Jaburo missions on the Zeon side to see how annoying they can be. Unlock: Default The Guntank is the first unit of the V Project. It is more of a tank than a MS and is intended for long range support. ------- RX-77-2 ------- Name: Guncannon Alternate Colours: Blue Usage: Multiple Suit Armour: Medium Thruster: Low Power: Medium Mobility: Low Special: Fires its 240mm Cannons Special Ammo: 8 Special Reload: Medium Pilots: Kai Shiden, Terry Sanders Jr. Cost: 60 Sniper Beam Rifle Skill: Medium Power: Medium Ammo: Overheat bar (6) Rate: Medium Reload: Medium/Very Long Special: - Special Ammo: - Special Reload: - Details: Special beam rifle used only be the Guncannon. Sub weapon: 60mm Vulcan Gun x2 Power: Low Ammo: Overheat bar Rate: Very Fast Reload: Medium/Very Long Details: You should know how these work by now. Melee Attack: Punch Pros: Good for ranged attacks Cons: Slow and weak close combat attacks Overall: The Guncannon is best used for support, though it can fight well on its own. It’s not fast so watch your thruster bar. Unlock: Complete 3 missions/Destroy 20 MS The second unit of the V project, it focuses on mid-range combat and has larger cannons than the Guntank. It was the first unit to feature head vulcans and the second to use a beam rifle. Oddly enough the Guncannon does not use its backpack thrusters, only its foot thrusters... -------- RX-79[G] -------- Name: Gundam [G] Alternate Colours: GM [G] (08th MS Team) Usage: Multiple Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Weapon Based Pilots: Terry Sanders Jr., Karen Joshua Cost: 60 100mm Machine Gun Skill: High Power: Low Ammo: 40 Rate: Fast Reload: Fast Special: Rapid Fire Special Ammo: 3 Special Reload: Details: Standard ground machine gun, same as the GM[G]'s. Beam Rifle Skill: Medium Power: Medium Ammo: Overheat bar (6) Rate: Fast Reload: Medium Special: Charged Shot Special Ammo: Special Reload: Details: A mass production beam rifle used mainly by the [G] units. 180mm Cannon Skill: Medium Power: Medium Ammo: 4 Rate: Slow Reload: Fast Special: Special Shot Special Ammo: 1 Special Reload: Medium Details: Same cannon used by the GM [G]. Knocks enemies down easily. Sub weapon: Flash Flare Power: - (Distracts close enemies) Ammo: 3 Rate: Very Slow Reload: Medium Details: Blinds close enemies for a few seconds. More useful than you'd think and great for close combat. Melee Attack: Beam Sabre Pros: Good power and weapon choice Cons: Heavy reliance on main weapon Overall: Pretty much the best MS you can use before IF Mode. Weaker only to the other Gundam units and the BD-1. It also has a good weapon selection. Unlock: Complete 7 missions/destroy 40 MS Supposedly made from leftover parts of the RX-78-1 Prototype Gundams at Jaburo. These Gundams are specifically built for ground combat and lack the core block system and look of the RX-78-2. ------------ RX-79[G]Ez-8 ------------ Name: Ez8 Alternate Colours: GM [G] (08th MS Team) Usage: Single Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Fires head machine guns, chest vulcan and the main weapon (3 shots for beam rifle, 2 shots for 180mm cannon, barrage for machine gun) Special Ammo: 2 Special Reload: Very Long Pilot: Shiro Amada Cost: 65 180mm Cannon Skill: Medium Power: Medium Ammo: 4 Rate: Single, Long Reload: Fast Special: - Special Ammo: - Special Reload: - Details: Same as the Ground Gundam Beam Rifle Skill: Medium Power: Medium Ammo: Overheat bar [6] Rate: Single, Long Reload: Medium Special: - Special Ammo: - Special Reload: - Details: Same as the Ground Gundam 100mm Machine Gun Skill: High Power: Low Ammo: 40 Rate: Automatic, Fast Reload: Medium Special: - Special Ammo: - Special Reload: - Details: Same as the Ground Gundam Sub weapon: 35mm Head Machine Gun x2 Power: Very Low Ammo: Overheat bar Rate: Very Fast Reload: Fast/Long Details: Work the same as vulcans Melee Attack: Beam Sabre Pros: Stronger than the Ground Gundam Cons: Can only have one team member use it Overall: A decent MS that will most likely be outclassed by the time you get it. Unlock: In mission #4, if Norris appears in a MS-07B-3, defeat him with a RX-79[g] (if only). You must also use the RX-79[g] a certain number of times. After Shiro's Ground Gundam was heavily damaged during its encounter with the Apsalus 2, it was rebuilt into the Ez8. It is slightly lighter with better designed armour and its thrusters and generator have also been upgraded. It now has 35mm head machine guns as well. ------- RX-78-2 ------- Name: Gundam Alternate Colours: Casval Custom (Mobile Suit Gundam: Gihren's Greed) Usage: Single Suit Armour: High Thruster: High Power: High Mobility: High Special: Weapon Based Pilots: Amuro Ray, Char Aznable Cost: 100 Beam Rifle Skill: Medium Power: High Ammo: Overheat bar [6] Rate: Single, Medium Reload: Medium/Very Long Special: Charged Shot Special Ammo: 3 Special Reload: Very Long Details: The weapon that revolutionized MS combat and the primary weapon of the Gundam. 380mm Hyper Bazooka Skill: Medium Power: High Ammo: 10 Rate: Single, Medium Reload: Long Special: Special Shot Special Ammo: 3 Special Reload: Very Long Details: An alternate to the beam rifle that is much stronger than the GM's hyper bazooka. Hyper Hammer Skill: Low Power: Perfect Ammo: Infinite Rate: Single, Fast-Long (Depends on Distance Thrown) Reload: - Special: Super Throw Special Ammo: - Special Reload: - Details: A crude weapon that can inflict heavy damage. Just remember that it has to return before you can use it again. Sub weapon: 60mm Vulcan Gun x2 Power: Low Ammo: Overheat bar Rate: Fast Reload: Fast/Long Details: The second unit to use this head mounted weapon. Melee Attack: Beam Sabre Pros: Everything Cons: None Overall: Great unit, use it to pwn Unlock: Complete Mission #10 THE Gundam and the centerpiece of the V Project. Though it was designed for close combat, the Gundam is better suited as a general purpose unit. For its time, it was the best of the best. --------- RX-78NT-1 --------- Name: Alex Gundam Alternate Colours: Nu Gundam (Char's Counterattack) Usage: Single Suit Armour: Very High Thruster: Very High Power: Very High Mobility: Very High Special: Gatling Gun Special Ammo: 6 Special Reload: Very Long Pilots: Christina Mackenzie, Amuro Ray Cost: 130 Alex Beam Rifle Skill: Medium Power: High Ammo: Overheat Bar [6] Rate: Single, Medium Reload: Medium/ Very Long Special: - Special Ammo: - Special Reload: - Details: This weapon was actually never used by the Alex, as it did all of its fighting inside a colony. Sub weapon: 60mm Vulcan Gun x2 Power: Low Ammo: Overheat bar Rate: Fast Reload: Medium/Very Long Details: The classic and somewhat overused head weapon Melee Attack: Beam Sabre Pros: Better than the RX-78-2 and RX-78-6 Cons: None Overall: Powerful in every aspect, it is second only to the GP01. Unlock: Rank "S" on mission #13 and have a high rank This gundam was designed for Newtypes, specifically Amuro Ray. ------- RX-78-6 ------- Name: Mudrock Gundam Alternate Colours: White and Light Purple Usage: Single Suit Armour: Very High Thruster: High Power: Best Mobility: High Special: Fires 300mm Cannons Special Ammo: 6 Special Reload: Very Long Pilot: Agar Cost: 120 Weapons: Beam Rifle Skill: Medium Power: High Ammo: Overheat bar Rate: Single, Medium Reload: Medium/ Very Long Special: - Special Ammo: - Special Reload: - Details: A custom beam rifle unique to this game. Sub weapon: 60mm Vulcan Gun x2 Power: Low Ammo: Overheat bar Rate: Very Fast Reload: Medium/Very Long Details: ... Melee Attack: Beam Sabre Pros: Better Armour and weaponry than the RX-78-2 Cons: Slower than the RX-78-2 Overall: It makes up for its slow speed with its high armour and power. Unlock: Rank "S" in mission #10 and #11 The 6th Gundam incarnation. It has cannons like a Guncannon and was later modified to hover in a similar fashion to the Dom. --------- RX-78GP01 --------- Name: Gundam Zephyranthes Alternate Colours: Gundam G-3 (Mobile Suit Variations) Usage: Single Suit Armour: Perfect Thruster: Perfect Power: Perfect Mobility: Perfect Special: Weapon based Pilot: Kou Uraki Cost: 150 Weapons: GP Beam Rifle Skill: Medium Power: High Ammo: Overheat bar [6] Rate: Medium Reload: Medium/Very Long Special: Charged Shot Special Ammo: 3 Special Reload: Very long Details: A new beam rifle designed for the GP series. Sub weapon: 60mm Vulcan Gun x2 Power: Low Ammo: Overheat bar Rate: Very Fast, Automatic Reload: Medium/Very Long Details: Still the ever popular head weapon. Melee Attack: Beam Sabre Pros: Best Mobile Suit in the game Cons: Takes a while to unlock Overall: It's the best, period. Unlock: Rank at least an "A" on all missions The first MS of the Gundam Project designed by Anaheim Electronics. It is an update on the basic design of the original Gundam using new technology from UC 0083. ------ MS-06J ------ Name: Zaku II J (Land Combat Type) For Stats, see entry in Zeon section Unlock: Complete 7 missions A captured Zaku II. As long as you do not lock on or use a weapon, you can wander around as long as you like. It seems to be more of a gimmick than anything else. ============================= Principality of Zeon (ZEONMS) ============================= ------ MS-05B ------ Name: Zaku I Alternate Colours: Topp Custom (08th MS Team) Usage: Multiple Suit Armour: Worst Thruster: Worst Power: Worst Mobility: Very Low Special: Hand Grenade Special Ammo: 6 Special Reload: Medium Pilots: Gadem, Topp Cost: 20 Zaku Machine Gun Skill: High Power: Low Ammo: 48 Rate: Fast, Auto Reload: Fast Special: - Special Ammo: - Special Reload: - Details: The standard weapon of the Zaku, though it is also commonly used by other MS. Zaku Bazooka Skill: Medium Power: Medium* (Actual power is low) Ammo: 10 Rate: Medium, Single Reload: Medium Special: - Special Ammo: - Special Reload: - Details: A 280mm bazooka designed at the same time as the Zaku II. Sub weapon: Cracker Grenade Power: Low Ammo: 8 Rate: Very Slow Reload: Long Details: A two phase hand grenade that has a secondary explosion. Melee Attack: Heat Hawk Pros: Umm... slightly faster than the Acguy Cons: Everything Overall: Easily the weakest Mobile Suit. Fun to use though. Unlock: Default The Zaku B type was an upgrade of the A type and was used as a stopgap while the Zaku II was being developed. Once the Zaku II became the standard MS, this old Zaku was phased out and regulated to non-combat roles. ------ MS-06J ------ Name: Zaku II [J Type] Alternate Colours: Desert (0083) Usage: Multiple Suit Armour: Very Low Thruster: Very Low Power: Very Low Mobility: Very Low Special: Fires 3 leg missiles Special Ammo: 5 Special Reload: Very Long Pilots: Gene, Bernie Wiseman Cost: 25 Zaku Machine Gun Skill: High Power: Low Ammo: 48 Rate: Fast, Auto Reload: Fast Special: - Special Ammo: - Special Reload: - Details: The main weapon of the Zaku and the bane of Federation ships and tanks alike. Zaku Bazooka Skill: Medium Power: Medium* (Actual power is low) Ammo: 10 Rate: Medium, Single Reload: Medium Special: - Special Ammo: - Special Reload: - Details: The other main weapon used by Zakus. Magella-Top Gun Skill: Low Power: Medium* (Actual power is low) Ammo: 4 Rate: Slow, Single Reload: Fast Special: - Special Ammo: - Special Reload: - Details: A cannon modified from the Magella Top Tank for use by a MS. Sub weapon: Cracker Grenade Power: Low Ammo: 8 Rate: Very Slow Reload: Long Details: A two-phase grenade. It will knock down an enemy MS if both explosions hit it. Melee Attack: Heat Hawk Pros: Decent weapon selection, better than Zaku I. Cons: Still not powerful Overall: Not a great unit, as it's outclassed by nearly everything. Unlock: Default A modified Zaku II for land combat. Its appearance is 99% identical to the Zaku II F. ------- MS-06Fs ------- Name: Zaku II [Fs Type - Garma Zabi Custom] Alternate Colours: Zaku II (Mobile Suit Gundam) Usage: Single Suit Armour: Medium Thruster: Low Power: Low Mobility: Low Special: Weapon Based Pilots: Garma Zabi, Visch Donahue Cost: 35 Zaku Machine Gun Skill: High Power: Low Ammo: 48 Rate: Fast, Auto Reload: Fast Special: Rapid Fire Special Ammo: 3 Special Reload: Details: The standard Zaku machine gun, again. Magella-Top Gun Skill: Low Power: Medium* (Actual power is low) Ammo: 4 Rate: Single, Slow Reload: Fast Special: Special Shot Special Ammo: 1 Special Reload: Medium Details: The same weapon used by the Zaku II. Sub weapon: 40mm Head Machine Gun x4 Power: Low Ammo: Overheat bar Rate: Very Fast Reload: Medium/Very Long Details: Acts the same as vulcans Melee Attack: Heat Hawk Pros: Better than standard Zaku Cons: Weaker than the S type Overall: By the time you get this, you'll have much better MS. Its head machine guns are good if you like head vulcans. Unlock: Destroy over 50 MS and obtain a rank of Major AND complete mission #10 A modified Zaku II used by Garma Zabi. Its unique feature is that it has 40mm head machine guns. ------ MS-06S ------ Name: Zaku II [S Type - Char Custom] Alternate Colours: Zaku II (Mobile Suit Gundam) Usage: Single Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Weapon Based Pilots: Char Aznable, Norris Packard Cost: 40 Zaku Machine Gun Skill: High Power: Low Ammo: 48 Rate: Fast, Auto Reload: Fast Special: Rapid Fire Special Ammo: 3 Special Reload: Details: Standard Zaku Bazooka Skill: Medium Power: Medium* (Actual power is low) Ammo: 10 Rate: Medium, Single Reload: Fast Special: Special Shot Special Ammo: 3 Special Reload: Very Long Details: Standard Zaku bazooka. Its attack power is shown to be higher than it actually is. Sub weapon: Cracker Grenade Power: Low Ammo: 8 Rate: Very Slow Reload: Long Details: A two phase grenade that can knock down enemies. Melee Attack: Heat Hawk Pros: Good stats. Cons: Still not as good as the Dom. Overall: This is the strongest Zaku variant in the game, though that isn't say much. Unlock: Complete mission #10 A Zaku with greater thruster power and performance intended for high ranking officials and ace pilots. This unit is in Char's personal colours. ------- MS-06FZ ------- Name: Zaku II [FZ Type] Alternate Colours: Zaku II FZ Non-Fritz Helm (0080) Usage: Multiple Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Low Special: Sturm Faust Special Ammo: 6 Special Reload: Medium Pilot: Bernie Wiseman Cost: 40 MMP-80 90mm Machine Gun Skill: Max Power: Low Ammo: 60 Rate: Fast, Auto Reload: Fast Special: Rapid Fire Special Ammo: Special Reload: Details: A new model machine gun. Has a higher ammo capacity and that’s it. Sub weapon: Hand grenade Power: Low Ammo: 8 Rate: Single, Slow Reload: Medium Details: A new style grenade that is stored on its left hip armour. Melee Attack: Heat Hawk Pros: Fast and powerful when you get it. Cons: No Bazooka Overall: Not half bad to use early on as an alternative to the Gouf. It has more armour than the S Type. Unlock: Complete 3 missions/destroy over 12 MS The last production type of the Zaku. It was also part of Zeon's Uniformity Project. ------ MS-07B ------ Name: Gouf Alternate Colours: Zaku II M (Mobile Suit Variations) Usage: Multiple Suit Armour: Medium Thruster: Low Power: Medium Mobility: Medium Special: Stronger Heat Rod Pilots: Ramba Ral, Norris Packard Cost: 40 Finger Vulcan Gun Skill: Medium Power: Low Ammo: 8 Rate: Fast, Auto Reload: Fast Special: - Special Ammo: - Special Reload: - Details: A really bad weapon that should be used to take out tanks and other weak enemies. Sub weapon: Heat Rod Power: Medium Ammo: Infinite Rate: Medium-Long Reload: - Details: A whip like weapon that can stun enemies and eventually knock them down. Good to use before attacking with the heat sabre. Melee Attack: Heat Sabre Pros: Great close combat abilities Cons: Horrible main weapon Overall: The Gouf relies on its close combat abilities, and should only be used for them. Unlock: Complete 2 missions/destroy over 5 MS A new MS specially made for ground combat. It focuses on close combat with its heat sabre and heat rod and has 5 machine guns for fingers on its left hand. It was phased out in favour of the Dom. -------- MS-07B-3 -------- Name: Gouf Custom Alternate Colours: Gouf Flight H8 Type (08th MS Team) Usage: Single Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Stronger Heat Rod Special Ammo: Infinite Special Reload: Infinite Pilot: Norris Packard Cost: 45 Gatling Gun Skill: Medium Power: Low Ammo: 8 Rate: Fast, Auto Reload: Very Fast Special: - Special Ammo: - Special Reload: - Details: A 3-barrel gun attached to its left hand. Sub weapon: Heat Rod Power: Medium Ammo: - Rate: Slow Reload: - Details: A refinement of the original heat rod. It has a magnet on the end to attach to enemies and shock them. Melee Attack: Heat Sabre Pros: Slightly stronger Gouf. Looks cool. Cons: Can only use one, no proper gatling gun, still has poor ranged weaponry. Overall: Good for close combat and that’s it about it. Unlock: Rank at least an "A" on mission #5 A redesign of the standard Gouf. It has better overall performance than the standard Gouf and has a new set of weapons. ------------- MS-08TX[EXAM] ------------- Name: Efreet Custom Alternate Colours: Zaku II (Mobile Suit Gundam) Usage: Single Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Fires Leg Missiles and Arm Grenades Special Ammo: 2 Special Reload: Medium Pilot: Nimbus Schterzen Cost: 70 Arm Grenade Skill: Medium Power: Low Ammo: 16 Rate: Medium, Single Reload: Medium Special: - Special Ammo: - Special Reload: - Details: Best used for taking out tanks and other small targets Sub weapon: 6-Tube Leg Missile Launcher Power: Low Ammo: 8 Rate: Medium, Automatic Reload: Fast Details: Slightly stronger than its main weapon Melee Attack: Heat Sabre x2 Pros: Deadly melee attacks including a 4-hit combo instead of a 3-hit, EXAM system. Cons: Horrible main weapon. Overall: Another close combat MS. Unlock: Rank at least a "B" on all missions Zeon's EXAM MS. Similar to the Gouf in that it focuses on close combat. ----- MS-09 ----- Name: Dom Alternate Colours: Arctic (White, Black and Blue) Usage: Multiple Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Weapon Based Pilots: Gaia, Adamsky Cost: 55 Giant Bazooka Skill: Medium Power: Medium Ammo: 10 Rate: Medium, Single Reload: Medium Special: Special Shot Special Ammo: 3 Special Reload: Very Long Details: A 360mm bazooka that is the standard weapon of the Dom. MMP-78 Machine Gun Skill: High Power: Low Ammo: 48 Rate: Fast, Auto Reload: Fast Special: Grenade Launcher Special Ammo: 6 Special Reload: Long Details: A variant of the Zaku machine gun. It has an attached grenade launcher underneath the barrel. Sub weapon: Spread Beam Gun Power: - (Stuns nearby enemies temporarily) Ammo: 3 Rate: Very Slow, Single Reload: Medium Details: Good for setting up a melee attack Melee Attack: Heat Sabre Pros: Strong bazooka, good armour. Cons: Long 3 hit combo, should be faster. Overall: A good MS to use, though it has an odd melee attack combo. Unlock: Complete mission #4/destroy 25 MS The Dom has jet engines in its legs allowing it to hover at high speeds despite its large size. It replaced the Gouf as the new Earth MS. The Dom is actually a lot faster than it is in this game. ----------- MS-09F/trop ----------- Name: Dom Tropen Alternate Colours: Desert (0083) Usage: Multiple Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Sturm Faust Special Ammo: 6 Special Reload: Long Pilots: Gaily/Adamsky? old dude, Bob Cost: 60 Raketen Bazooka Skill: Medium Power: Medium Ammo: 10 Rate: Medium, Single Reload: Medium Special: - Special Ammo: - Special Reload: - Details: The largest and most powerful bazooka developed during the OYW. MMP-80 Machine Gun Skill: High Power: Low Ammo: 60 Rate: Fast, Auto Reload: Fast Special: - Special Ammo: - Special Reload: - Details: A new model machine gun that fires smaller rounds at a faster speed. Sub weapon: Spread Beam Power: - Ammo: 3 Rate: Very Slow, Single Reload: Medium Details: Stuns close enemies temporarily Melee Attack: Heat Sabre Pros: Better than the regular Dom. Cons: Bad melee combo. Overall: Despite a bad melee combo, the Tropen is a very good MS. Unlock: Complete mission #10/destroy 50 MS A Dom Funf modified for desert use. A few were used during the attack on the Torrington Base in 0083 and some more were part of the Kinbareid forces. ------ MSM-04 ------ Name: Acguy Alternate Colours: Blue and Light Blue Usage: Multiple Suit Armour: Medium Thruster: Low Power: Medium Mobility: Worst Special: Fires a rocket from each tube of its 6-tube rocket launcher Special Ammo: 4 Special Reload: Very Long Pilots: Akahana, Mikhail Kaminsky Cost: 30 Mega-Particle Cannon Skill: Low Power: Medium Ammo: Overheat Bar [4] Rate: Medium, Single Reload: Medium/VERY, VERY Long Special: - Special Ammo: - Special Reload: - Details: Good power, just be sure not to overheat it. Sub weapon: 105mm Head Vulcan x4 Power: Very Low Ammo: Overheat bar Rate: Very Fast, Auto Reload: Fast/Long Details: Same as vulcans Melee Attack: Claw Pros: Okay weapons, its teh ACGUY! Cons: Slowest MS Overall: The Acguy really needed the rocket launcher as a sub-weapon. It's overall as good as a Zaku II which it is based on. Unlock: Complete mission #4/destroy over 15 MS Another amphibious mobile suit. It shares many internal parts with the Zaku II and has a wide variety of built in weapons. ------ MSM-03 ------ Name: Gogg Alternate Colours: Blue and Off White Usage: Multiple Suit Armour: High Thruster: Low Power: Medium Mobility: Low Special: Weapon Based Pilots: Bob, Mikhail Kaminsky Cost: 40 Mega-Particle Cannon Skill: Low Power: High Ammo: Overheat Bar [3] Rate: Slow, Single Reload: Medium/ Very Long Special: Charged Shot Special Ammo: 2 Special Reload: Very long Details: A pair of beam cannons located in the Gogg's chest. They are strong but have a long recharge time. Sub weapon: Chest Torpedoes Power: Low Ammo: 12 Rate: Medium, Semi Reload: Medium Details: Also located in its chest, they can quickly destroy enemies. Melee Attack: Claws Pros: Strong weapons and armour Cons: Moves like a rock, horrible overheating on main weapon and thrusters. Overall: If you can manage the horrible speed, it can be rather deadly Unlock: Complete 2 missions/Defeat over 5 MS The first successful amphibious MS and the first Zeon MS to use a proper beam weapon. It holds water to cool off its generator. ------ MSM-07 ------ Name: Z'Gok Alternate Colours: Zaku II (Mobile Suit Gundam) Usage: Multiple Suit Armour: Medium Thruster: Low Power: Medium Mobility: Medium Special: Weapon Based Pilots: Akahana, Steiner Hardy Cost: 45 Mega-Particle Cannon Skill: Low Power: Medium Ammo: Overheat Bar [3] Rate: Slow, Single Reload: Medium/Long Special: Charged Shot Special Ammo: 3 Special Reload: Very long Details: Fires a shot from both cannons or only one while strafing. Sub weapon: Head Missile Launchers Power: Low Ammo: 18 Rate: Fast, auto Reload: Medium Details: Very useful while boosting. Melee Attack: Claws Pros: Faster than both the Gogg and Acguy. Decent weapons. Cons: Slightly weak melee attacks. Overall: Better than the other basic amphibious models. It should only be used in water. Unlock: Complete mission #6/destroy 30 MS/complete 8 missions The best mass-produced amphibious MS. It uses internal fans to cool off its generators when out of water. ------- MSM-07S ------- Name: Z'Gok [S Type] Alternate Colours: Brownish-Red Usage: Single Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Weapon Based Pilot: Char Aznable Cost: 50 Mega-Particle Cannon Skill: Low Power: Medium Ammo: Overheat bar [3] Rate: Slow, Single Reload: Medium/Very Long Special: Charged Shot Special Ammo: 3 Special Reload: Very long Details: Fires a shot from both cannons or only one while strafing. Sub weapon: Head Missile Launchers Power: Low Ammo: 18 Rate: Fast, Auto Reload: Medium Details: Very useful while boosting Melee Attack: Claws Pros: Faster than standard model and Z'Gok-E Cons: Not improved by much Overall: Just a slightly faster Z'Gok Unlock: Rank "A" on three different missions using Char's Zaku II A Z'Gok intended for aces and high ranking officials. This unit was used by Char. ------ MSM-10 ------ Name: Zock Alternate Colours: Grey Usage: Single Suit Armour: Best Thruster: Low Power: Very High Mobility: Very Low Special: Fires beams forward, then sideways, then maser cannon forward Special Ammo: 2 Special Reload: Very Long Pilots: Braskinev, Mikhail Kaminsky Cost: 100 Mega-Particle Cannon Skill: Low Power: Very High Ammo: Overheat bar (3) Rate: Medium Reload: Medium/Very Long Special: - Special Ammo: - Special Reload: - Details: Fires two of the front four beam cannons. Overheats too easily. Sub weapon: Phonon Maser Cannon Power: Low Ammo: Overheat bar (12) Rate: Medium Reload: Medium/Very Long Details: The cannon on top of the Zock's head. Luckily it doesn't overheat quickly, but it can't fire at targets up-close. Melee Attack: Claws Pros: Strong armour, weapons. Cons: Very slow, main weapon overheats quickly. Overall: A very heavy MS with decent weaponry. Unlock: Complete all missions/destroy 100 MS (if) More along the lines of a mobile armor, the Zock features 9 beam cannons and can hover. ------- MSM-03C ------- Name: Hygogg Alternate Colours: Grey Usage: Multiple Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Charges and fires both mega particle cannons Special Ammo: 3 Special Reload: Very Long Hy-Gogg: Mikhail Kaminsky, Akahana Cost: 45 Mega-Particle Cannon Skill: Low Power: High Ammo: Overheat Bar (6) Rate: Medium Reload: Medium/Very Long Special: - Special Ammo: - Special Reload: - Details: Built into its claws like the Z'Gok and Acguy. Sub weapon: Torpedo Launcher x4 Power: Medium Ammo: 24 Rate: Medium, auto Reload: Medium Details: Still built into its chest, they are now automatic. Melee Attack: Claws Pros: Faster than the standard Gogg. Strong Weapons. Cons: Less armour than regular Gogg and still slow. Overall: The Hy-Gogg lacks the speed of the Z'Gok-E, but has stronger weaponry. Unlock: Complete mission #9/destroy 35 MS A redesign of the Gogg, it uses design concepts taken from the Z'Gok. A few of them were used to launch an attack on the Federation's arctic base. ------- MSM-07E ------- Name: Z'Gok-Experiment Alternate Colours: Grey (0080) Usage: Multiple Suit Armour: Medium Thruster: Medium Power: Medium Mobility: Medium Special: Weapon Based Pilot: Steiner Hardy Cost: 50 Beam Cannon Skill: Low Power: Medium Ammo: Overheat Bar (6) Rate: Medium Reload: Medium/Very Long Special: Rapid Fire Special Ammo: 3 Special Reload: very long Details: Slightly better version than the Z'Gok Sub weapon: Torpedo Launcher Power: Low Ammo: 24 Rate: Automatic, Medium Reload: Medium Details: Slightly better version than the Z'Gok Melee Attack: Claws Pros: Decent overall stats, great sub weapon Cons: Not good out of water, weapons are not that much better Overall: Generally I find this MS to be the best for water stages. Unlock: Complete mission #10/destroy 45 MS This unit is a new experimental design of the Z'Gok for an overall increase in performance. ------- YMS-16M ------- Name: Xamel Alternate Colours: White Usage: Single Suit Armour: Medium Thruster: Medium Power: Very High Mobility: Medium Special: 680mm Cannon Special Ammo: 8 Special Reload: Long Pilots: Bob, Gaily/Adamsky? old dude Cost: 80 Missile Launcher Skill: Medium Power: Low Ammo: 16 Rate: Automatic, Medium Reload: Fast Special: - Special Ammo: - Special Reload: - Details: An attached 8-tube missile pod over its left shoulder. Sub weapon: 20mm Vulcan Power: Low Ammo: Overheat bar Rate: Very Fast Reload: Medium/Very Long Details: A single vulcan located in its head. Melee Attack: Claw-like Hand Power: Low Pros: Decent armour, very powerful special attack. Cons: Weak main weapon. Overall: Since its was designed for long-range bombardment, it's best to use it for that. Unlock: Rank A or higher on mission #14 A long range MS, similar to the Guntank or Gigan. It has the largest known cannon on a MS ever and can hover at high speeds similar to the Dom. ------ MS-18E ------ Name: Kämpfer Alternate Colours: White Usage: Single Suit Armour: Medium Thruster: very high Power: high Mobility: very high Special: Chain Mine Special Ammo: 2 Special Reload: Very Long Pilots: Mikhail Kaminsky, Steiner Hardy Cost: 85 Shotgun Skill: High Power: Low Ammo: 24 Rate: Medium-Fast Reload: Fast Special: - Special Ammo: - Special Reload: - Details: A rare MS weapon, it can fire twice in succession if strafing. 360mm Giant Bazooka Skill: Medium Power: Medium Ammo: 10 Rate: medium Reload: medium Special: - Special Ammo: - Special Reload: - Details: A new style of the giant bazooka also used by the Rick Dom II. Sub weapon: 60mm Vulcan x2 Power: Low Ammo: Overheat bar Rate: Very Fast Reload: Medium/Very Long Melee Attack: Beam Sabre Pros: Very fast and mobile. Cons: Poor armour and no beam rifle. Overall: The speediest Zeon MS, just be sure to keep moving. Unlock: Rank at least an "A" on all missions A hit and run type MS. It sacrifices armour for pure speed. Only one was known to be used, in a failed attempt to destroy the Alex Gundam in Side 6. ------ MS-14G ------ Name: Gelgoog [G Type] Alternate Colours: Standard Gelgoog (Mobile Suit Gundam) Usage: Multiple Suit Armour: High Thruster: High Power: High Mobility: High Special: Weapon Based Pilot: Visch Donahue Cost: 90 Beam Rifle Skill: Low Power: High Ammo: Overheat Bar 6 Rate: Medium Reload: Medium/Very Long Special: Special Shot Special Ammo: 3 Special Reload: Very Long Details: A variant of the Gelgoog beam rifle, it appears to be a prototype version. MMP-80 90mm Machine Gun Skill: Very High Power: Low Ammo: 60 Rate: Fast Reload: Fast Special: Rapid Fire Special Ammo: 3 Special Reload: Medium Details: The standard 90mm machine gun. Sub weapon: Arm Grenade Launcher Power: Low Ammo: 12 Rate: Slow Reload: Medium Details: Forward firing grenades that have a long range. Hard to aim against close enemies. Melee Attack: Beam Naginata Pros: Very powerful, and you can use 3 of them at once Cons: Not as good as the Gundam Overall: The strongest out of all the Zeon mobile suits. Unlock: Rank at least an "A" on mission #11/destroy 70 MS Zeon's new mass-production MS. These units have been modified for ground combat. ====================== Mobile Armors (ZEONMA) ====================== Unit Code: (e.g. RX-78-2, some units don't have codes) Name: Unit name Weapons: The kind and number of weapons. Additional Targets: What you can target on the unit besides the main area. Attacking: Tips on how you fight them. Defending: Tips on how to defend them. ------ MAX-03 ------ Name: Adzam Weapons: 2-Barrel Machine Gun x8 Leader x infinite Additional Targets: Hover Unit x4 Attacking: Its machine guns (which are supposed to be beam cannons) are almost useless. The leaders are a pain if they hit though. It will continually float around you, firing its guns and releasing leaders. Take out the leaders ASAP when they appear and shoot the four hover units and then the main body. You can actually use the special attack easily on it and even land on top of it. Defending: - ---------- Apsalus II ---------- (Note: its unit's code is unknown) Weapons: Mega Particle Cannon Additional Targets: Mega Particle Cannon Fighting against: This thing is one big moving gun. Try not to stay in front of it too long. If you take out its cannon, you have nothing to worry about from it. Protecting: The Apsalus will be disabled in the middle of the canyon and can not use its cannon. ============= Ships (SHIPS) ============= ============================= Earth Federation Space Forces ============================= -------- Big Tray -------- Weapons: 2-Barrel Foward Cannon 3-Barrel Side Cannon x2 3-Barrel Rear Cannon Additional Targets: Weaponry Bridge Attacking: Watch out as this ship has a HUGE range. It can shoot you before you can even see it. Its cannons fire one round per barrel at you. Just circle around it and either destroy its cannons first or land on its bridge. Protecting: While the Big Tray can destroy MS on its own, it has a hard time when the enemy is up close. Just deal with the MS that get close first. ----- Medea ----- Weapons: None Additional Targets: Bridge Wing x2 Cargo hold Attacking: The Medea is extremely easy to destroy. It can only fly in a straight line. Protecting: - ==================== Principality of Zeon ==================== --- Gaw --- Weapons: Wing Beam Cannon x2 Bombs Additional Targets: Wing x2
Fighting against: It's beam cannons are on its front so just attack from the side or land on top of it. Don't move below it as you may get hit by bombs. Protecting: It's rather sluggish so take care of the MS that are the closest to it. ------ Gallop ------ Weapons: 2-Barrel Forward Machine Gun x2 2-Barrel Rear Cannon Additional Targets: Weapons Wing x2 Hover Base Fighting against: The Gallop tends to speed away and fire its cannon at you. Taking out the cannon allows you to pound it from behind with ease. Protecting: Like most ships, it is ineffective at defending itself from MS. Just take care of the most dangerous MS first. -------- Zanzibar -------- Weapons: 2-Barrel Forward Machine Gun x3 2-Barrel Top Machine Gun x2 2-Barrel Top Beam Cannon Additional Targets: Weapons Bridge Attacking: You only fight one of these and it's in stage 10. DO NOT shoot the hull of the ship; this will cause it to explode and you will fail the mission. You want to disable the bridge, which is the main target. It's a good idea to take out all surrounding MS and turrets. The quickest way to destroy it is to destroy the beam cannon and then jump out infront of it and destroy the bridge. Protecting: The Zanzibar has very limited combat abilities and is a sitting duck. Keeping the enemy away is really your only option. =============================== Fighters, Tanks and Other (FTO) =============================== This covers all other types of units used by both sides. I've used their actual names where I can, as they are usually just refered to as an ally or enemy by the map. Most can be destroyed in a single shot. ============================= Earth Federation Space Forces ============================= ------------------------ Type-61 Main Battle Tank ------------------------ Weapons: 150mm Cannon x2 The main unit of the ground troops of the Federation before the GM enter the fray. Useless against MS. ---------------- Jet Core Booster ---------------- Weapons: Machine gun x2 A new fighter-bomber based off of the Core Booster.- --------- Fly Manta --------- Weapons: Machine gun x2 A fighter/bomber used to defend Jaburo. --------------- Anti-Air Turret --------------- A simple machine gun turret seen at the Northern Base and at Jaburo. Just don't let it fire at you too much. ----------- Jaburo Dome ----------- Essentially a lookout post, you have to attack it again after it explodes to completely destroy it. It has no weapons so its not a threat. ---- Gate ---- Gates are used to protect the entrance to the interior of Jaburo. They can take a small beating but can not defend itself. ==================== Principality of Zeon ==================== ---- Dopp ---- Weapons: 20mm Vulcan x2 Notes: Zeon's main aircraft. Luggun Weapons: None (?) Notes: A recon aircraft, Lugguns are much slower and larger than other fighters. ------------ Magella Tank ------------ Weapons: 175mm Cannon, 35mm Machine Gun x3 Notes: A Magella tank will break apart into a Magella Top or Magella Bottom when destroyed. In stages where they are being stored, they are destroyed with a single shot. ----------- Magella Top ----------- Weapons: 175mm Cannon Notes: This enemy is what happens when you destroy a Magella tank. Either this remains or the base does. ------------ Magella Base ------------ Weapons: 35mm Machine Gun x3 Notes: The base of the tank. ----- Wappa ----- Weapons: Grenade Notes: This is a small hoverbike used by the Zeon forces. ------------------ Beam Cannon Turret ------------------ A rather powerful beam weapon, you should try to take it out ASAP before you get distracted by something else. --------------- Anti-Air Turret --------------- A single barrel turret. ---- Tent ---- A tent used to store supplies. ---- Fuel ---- Barrels of fuel. ----- Dodai ----- A bomber that has been modified to carry MS. ======== Missions ======== ===================================== Earth Federation Space Forces (EFSFM) ===================================== ---------- Mission #1 ---------- Defeat Enemy MS Success: Enemy MS destroyed Failure: Unit destroyed Time Limit: 30:00:00 Ally: None Enemy waves: 1. MS-05B-BZ, MS-06J-MG x2, Magella Tank X6 2. MS-06J-MG x2, MS-05B-BZ, MS-07B If: 3. MS-06J-MG x2, MSM-04 x2 4. MS-06J-MG, MS-07B x2 Very simple mission, just destroy all of the enemy MS. Unlock: Mission #2 ---------- Mission #2 ---------- Defend the Big Tray Sucess: Enemy MS destroyed Failure: Big Tray destroyed Unit destroyed Time Limit: 30:00:00 Ally: Big Tray, Type-61 Tank x13, Anti-Air Turret x7 Enemy waves: 1. MS-06J-MG x2, MS-07B x2 2. MS-06J-MG x2, MS-07B, MS-09-BZ If: 3. MS-07B, MS-09-BZ x2, MSM-03 x4 Another easy mission. Just go after the enemy that is closest to the Big Tray or it may be defeated quickly. Unlock: Mission #3 ---------- Mission #3 ---------- Destroy the Gaw Success: Destroy Gaw carrier Enemy MS destroyed Failure: Gaw leaves battle area Unit destroyed Time Limit: 30:00:00 Ally: None Enemy waves: 1. MS-06J-MG x2, MS-06FZ, MS-07B 2. MS-06FZ x2, MS-09-BZ x2 If: 3. MS-06J-MG x2, MS-06FZ, MS-07B x2, MS-09-BZ x2 Events: The Gaw and six Dopps appear after 3 minutes. Nothing too special, just try to take care of any MS before going after the Gaw. Unlock: Mission #4 ---------- Mission #4 ---------- Destroy enemy units in the city Success: Enemy MS destroyed Failure: Unit destroyed Time Limit: 30:00:00 Ally: Type-61 Tank x6 Enemy waves: 1. MS-06J-MG, MS-06J-BZ, MS-06FZ x2, Magella tank x4 2. MS-06J-BZ x2, MS-06FZ x3, MS-09-MG x2 If: 2. MS-06J-BZ, MS-07B-3 (Norris Packard), MS-09-MG x2 Event: Norris Packard appears (MS-07B-3, if) No specific targets to destroy this time. Just a simple destroy all MS mission. Unlock: Mission #5 and #6 ---------- Mission #5 ---------- Success: Adzam destroyed Enemy MS destroyed Failure: Unit destroyed Adzam escapes Time Limit: 30:00:00 Ally: None Enemy waves: 1. MS-06J-CN, MS-06FZ x2 2. MS-06J-CN x2, MS-06FZ x2, MSM-07 x2, MAX-03 3. MSM-07 The goal here is to destroy the big floating Adzam. Just keep an eye on the leaders that it will constantly spew out. If: 3. MSM-10 ---------- Mission #6 ---------- Rescue Lost Ally Success: Enemy MS destroyed Failure: Unit destroyed Ally destroyed Time Limit: 30:00:00 Ally: RGM-79D-MG Enemy waves: 1. MS-06J-MG x2, MS-09-BZ, Luggun x2 2. MS-06J-MG x2, MS-06FZ x3 If: 2. MS-09-BZ x3 Event: Ally leaves the battlefield Unlock: Mission #7 ---------- Mission #7 ---------- Defend Jaburo and Gate Entrance Success: Enemy MS destroyed Failure: Unit destroyed Gate destroyed Time Limit: 30:00:00 Ally: Gate Entrance, Fly Manta x 6, Anti-Air Turret x9, Dome x4 Enemy waves: 1. MS-06J-BZ, MS-09-BZ, Dopp x6, Gaw 2. MS-06J-BZ x2, MS-07B x2, MS-09-BZ x2 IF 2. MS-06J-BZ Note: Gaws appear after the previous one is destroyed, up to max of 4. They also drop random enemy MS. To get a 100% success rate, you must shoot down some of the dropped MS. Event: Amuro Ray (RX-78-2, ally) appears during wave 2. Unlock: Mission #8 ---------- Mission #8 ---------- Defend Jaburo Interior and Gates Success: Enemy Destroyed Failure: Unit Destroyed 2nd Gate Destroyed Time Limit: 30:00:00 Ally: Gate Entrance x2, Type-61 Tank x6 Enemy waves: 1. MS-06J-CN x2, MS-06J-MG, MSM-07 2. MS-06J-MG x3, MSM-04 x2 3. MS-06J-BZ, MSM-04 x3 If: 2. MSM-07 3. MSM-07 x2 Unlock: Mission #9 ---------- Mission #9 ---------- Destroy Enemy supplies and Gallop Success: Enemy MS destroyed along with all fuel and ammo supply tents Failure: Unit destroyed Time Limit: 30:00:00 Ally: None Enemy waves: 1. MS-06J x2-BZ, MS-09F/trop x2-MG, Gallop, Speed Bike x6, Supply Tent x13 (Contains 4 pairs of Magella Tanks, 4 Anti-Air Turrets, 5 Fuel and Ammo) 2. MS-06J-CN x2, MS-06J-BZ x2, MS-09F/trop x3-MG, MS-14G-BR If: 2. YMS-16M Note: The placement of what is in the supply tents is random Unlock: Mission #10 ----------- Mission #10 ----------- Stop the Zanzibar from launching Success: Zanzibar bridge destroyed Failure: Unit destroyed Zanzibar destroyed Time Limit: 15:00:00 Ally: None Enemy Waves: 1. MS-06FZ x2, MS-09F/trop-BZ x2, Magella Tank x9, Anti-Air Turret x11, Beam Cannon x6 2. MS-06FZ x3, MS-09F/trop-BZ x2, MSM-03C x3, MSM-10 If: None Unlock: RX-78-2, Amuro Comment 2, Kowen Comment, Lock-on Radar, Missions 11-14, Ending 1, IF MODE MISSIONS ----------- Mission #11 ----------- Recapture California Base Success: Enemy MS destroyed Failure: Unit Destroyed Time Limit: 30:00:00 Ally: None Enemy waves: 1. MS-06FZ x2, MS-09-MG, MS-09F/trop-BZ, Magella Tank x8, Anti-Air Turret x11, Beam Cannon x6 2. MS-08TX[EXAM], MS-09-MG x2, MS-09F/trop-BZ 3. MS-06FZ x2, MS-09F/trop-BZ x2 4. MS-06FZ x6, MS-09-MG x4, MS-09F/trop-BZ x2 Events: Nimbus appears (MS-08TX[EXAM]) during wave 2 ----------- Mission #12 ----------- Destroy Enemy Mobile Armor Success: Enemy MS destroyed Apsalus II destroyed Failure: Unit destroyed Apsalus II escapes Time Limit: 30:00:00 Ally: None Enemy waves: 1. MS-06J-CN, MS-06FZ, MS-09F/trop-BZ x2 2. MS-06J-CN x2, MS-06FZ, MS-09F/trop-BZ, MS-14G-MG, Dopp x6 3. MS-06J-CN x2, MS-06FZ x2, MS-09F/trop-BZ x2 Events: Aina Sahalin (Apsalus II) Appears 3 Minutes into Mission ----------- Mission #13 ----------- Defend Arctic Base Success: Enemy MS destroyed Failure: Unit Destroyed RX-78-NT1 Destroyed Time Limit: 30:00:00 Ally: Type-61 Tank x9, RX-78-NT1 Enemy waves: 1. Hy-Gogg x3, Z'Gok-E 2. Hy-Gogg x3, Z'Gok-E x3, MS-18E-SG Event: Christina Mackenzie (RX-78-NT1) appears during wave 2 ----------- Mission #14 ----------- Defend Torrington Base Success: All Enemy MS destroyed Failure: Unit destroyed GP01 destroyed Nuclear Shelter destroyed Time Limit: 30:00:00 Ally: Type-61 x10, Nuclear Shelter, RX-78GP01 (Kou Uraki) Enemy waves: 1. MS-09F/trop-MG x2, MS-09F/trop-BZ, YMS-16M 2. MS-09F/trop-BZ x4, MS-09F/trop-MG x6 Events: Kou Uraki (RX-78GP01) appears (trigger unknown) Unlocks: Revil comment ============================ Principality of Zeon (ZEONM) ============================ ---------- Mission #1 ---------- Defeat Enemy Medea Transport Success: Medea destroyed Enemy MS Destroyed Failure: Unit destroyed 3 Medeas exit the battlefield Time Limit: 30:00:00 Ally: None Enemy waves: 1. RGM-79-HB, RGM-79[G]-MG x2 2. RGM-79-HB x2, RGM-79[G]-CN, RGM-79[G]-MG, Jet Core Booster x3 3. RGM-79-HB x2, RGM-79[G]-MG, RGM-79[G]-CN, RX-77-2, Medea (Max 3) If: None ---------- Mission #2 ---------- Locate and Destroy Lost Enemy MS Success: Target destroyed Enemy MS destroyed Failure: Unit destroyed Time Limit: 30:00:00 Ally: None Note: Target is a RGM-79D-MG, located at the top-right of the battlefield. Enemy waves: 1. RGM-79[G]-MG x6, RX-75 x4 If: None ---------- Mission #3 ---------- Time Limit: 30:00 Defeat Big Tray Success: Big Tray destroyed Enemy MS destroyed Failure: Unit destroyed Ally: Dodai x3 (sometimes, you start out riding on them) Enemy waves: 1. RGM-79[G]-MG x2, RGM-79[G]-CN x1, RX-75, tank x9, AA x 7 2. RGM-79-BSG, RGM-79[G]-CN, RX-75 x2 3. RGM-79-BSG, RGM-79[G]-MG x2, RGM-79[G]-CN 4. RGM-79-BSG x2, RX-75 If: None ---------- Mission #4 ---------- Protect Gaw Carrier Success: Gaw leaves battlefield Enemy MS destroyed Failure: Unit destroyed Gaw destroyed Time Limit: 30:00:00 Ally: Dopp x9 Enemy waves: 1. RGM-79[G]-MG x2, RX-75 x2 2. RGM-79[G]-MG x4, RGM-79SP x2, RX-75, RX-77-2, Jet Core Booster x6 If: None Events: Gaw appears during enemy wave 2 ---------- Mission #5 ---------- Defeat enemies in town Success: Enemy MS destroyed Failure: Unit destroyed Time Limit: 30:00 Ally: Magella tank x4 Enemy waves: 1. RGM-79[G]-MG x2, RX-79[G]-CN, Type-61 x9 2. RGM-79[G]-MG x4, RX-79[G]-CN x3 If: 2. An RX-79[G]-CN is replaced by a RX-79[G]Ez-8-MG Events: Norris Packard (MS-07B-3) appears during Wave 2, Shiro Armada (RX-79[G]Ez-8-MG) appears during wave 2(if Only) ---------- Mission #6 ---------- Locate and Destroy Jaburo Gate Success: Jaburo Gate destroyed Failure: Unit destroyed Time Limit: 30:00:00 Ally: Gaws Enemy waves: 1. RGM-79-BSG x8, RGM-79[G]-MG x6, RX-75 x4, Anti-Air Turret x9, Tomacha x3, Fly Manta x10, Gate (Hidden) If: 1. RX-78-2-BR Events: Amuro Ray (RX-78-2-BR) appears during wave 1 (if only) ---------- Mission #7 ---------- Destroy All Domes and AA-Guns Success: Destroy all targets or all MS Failure: Unit destroyed Time Limit: 15:00:00 Ally: None Enemy waves: 1. RGM-79-BSG x2, RX-75 x2, AA-Gun x9, Tomacha x4, Gate 2. RGM-79-BSG x6, RGM-79[G]-MG x5, RX-75 x2 If: None Event: Have about 50% HP left and Char Aznable (MSM-07S) appears during Wave 2 to help out ---------- Mission #8 ---------- Assault the Inside of Jaburo Success: Destroy both internal gates Failure: Unit destroyed Time Limit: 30:00:00 Ally: None Enemy waves: 1. RGM-79-BSG x8, RGM-79-HB x6, RX-75 x5, Tank x9, Gate x2 If: 1. RX-77-2 Events: Kai Shiden (RX-77-2) appears during wave 1 (if only) ---------- Mission #9 ---------- Protect Gallop and Supply Tents Success: Enemy MS destroyed Failure: Unit destroyed Time Limit: 30:00:00 Ally: Magella x4, Gallop, Tent x13, Supplies x5 Enemy waves: 1. RGM-79-HB, RGM-79[G]-MG x2, RX-79[G]-BR 2.RGM-79-HB x3, RGM-79[G]-MG x4, RGM-79SP x2, RX-79[G]-BR x2 If: None ----------- Mission #10 ----------- Protect the Zanzibar Success: Enemy MS destroyed Failure: Unit destroyed Zanzibar destroyed Time Limit: 15:00:00 Ally: Magella x5, Zanzibar, Anti-Air Turret x5, Beam Cannon x5 Enemy waves: 1. RGM-79-BSG x5, RGM-79[G]-MG x5, RX-77-2 x4, RX-79[G]-BR x5 Unlocks: Commander complement, Ending 1 ----------- Mission #11 ----------- Defend California Base Success: Enemy MS destroyed Failure: Unit destroyed Time Limit: 30:00:00 Ally: Magella x5, Anti-Air Turret x5, Beam Cannon x5 Enemy waves: 1. RGM-79-BSG x2, RX-77-2, RX-79[G]-MG 2. RGM-79-BSG, RGM-79[G]-MG, RX-77-2, RX-79BD1-MG 3. RGM-79-BSG x7, RGM-79[G]-MG, RX-77-2, RX-79[G]-MG x3 Events: Yu Kajima (RX-79BD1-MG) appears during wave 2 ----------- Mission #12 ----------- Protect the Apsalus II Success: Enemy MS destroyed Failure: Unit destroyed Apsalus II destroyed Time Limit: 15:00:00 Ally: Apsalus II Enemy waves: 1. RGM-79[G]-Cannon x1, RGM-79[G]-MG x1, RX-79[G]-MG x1, RX-79[G]-BR x1 2. RGM-79[G]-Cannon x2, RGM-79[G]-MG x3, RX-79[G]-MG x2, RX-79[G]-BR x1 Unlocks: Kerguelen Girl thank you ----------- Mission #13 ----------- Destroy Secret Federation Mobile Suit Success: RX-78-NT1 destroyed Failure: Unit destroyed Time Limit: 30:00:00 Ally: None Enemy waves: 1. RGM-79D-MG x2, RGM-79SP, RX-75, Medea x2, Type-61 x9 2. RGM-79D-MG x2, RX-75, RX-78NT-1 3. RGM-79D-MG X2, RGM-79SP X2, RX-75 x2 Events: Christina Mackenzie (RX-78NT-1) appears during wave 2 Note: You must destroy the Medeas to have wave 2 start ----------- Mission #14 ----------- Attack Torrington Base Success: Enemy MS destroyed Failure: Unit destroyed Nuclear Silo destroyed Time Limit: 30:00:00 Ally: None Enemy waves: 1. RGM-79-HB x2, RGM-79[G]-MG x2, TYPE-61 X10 2. RGM-79-HB, RGM-79[G]-MG x2, RX-78GP01 3. RGM-79-HB, RGM-79SP x2 4. RGM-79-HB, RGM-79[G]-MG x2, RGM-79SP Events: Kou Uraki (RX-78GP01) Appears during wave 2 Unlocks: Ending 2 ======================== Tips and Glitches (TIGL) ======================== If an MS is defeated by a hit from a melee combo, it may be cut in half before exploding. This includes you and your wingmen. Pressing L2+R2+X when choosing an MS will have the unit launch in its alternate colours. This works for mission and versus modes, but not the gallery. You will eventually be told this in-game. You do not take damage from a wingman's attack, and vice-versa. However, you will suffer the other effects of the attack such as being stunned or knocked down. You can however, damage other allies though they can only cause the other effects of the attack. You can stand on tanks and turrets to quickly drain their HP rather than shooting them. You can also jump and land on ships, though they don't take damage from it. If you leave a wingman behind, you get a special bonus of 10000 points per wingman. Hover-capable MS (Dom, Mudrock, Xamel, etc.) can boost foward longer than other MS, but cannot jump as well. Amphibious MS have their beam weapons and thrusters recharge alot faster while in water. Also, unlike other MS they do not slow down in water. In missions where you have to destroy a target other than all MS, you can complete the mission by just leaving the battlefield. Be careful of destroyed MS, they will explode and cause some serious damage if you are too close. You can change between your main weapon and you melee weapon while using your shield. ----------------- Reversed Missions ----------------- Most of the missions have two versions, one for each side. Here is a list of the missions that mirror each other. F : Z 2 : 3 3 : 4 4 : 5 6 : 2 7 : 6 8 : 8 9 : 9 10:10 11:11 12:12 - (more like if the Fed mission version was sucessful) 13:13 14:14 -------- Skimming -------- "Skimming" as I call it, is when landing from a fall, you use a slow sub-weapon (not an automatic one) and dash to the side at the same time. This allows you to fire and move while decreasing the booster gauge. This is a great move to use with weak units such as a Zaku. ================= Level Scores (LS) ================= These are my personal high scores for each level ---------- Federation ---------- 1: 95250 2: 96550 3: 99500 4: 98900 5: 102800 6: 90400 7: 129100 8: 103750 9: 109450 10: 117200 11: 140850 12: 111900 13: 100900 14: 121700 ---- Zeon ---- 1: 126350 2: 99150 3: 118950 4: 108450 5: 101850 6: 91950 7: 84250 8: 79000 9: 118950 10: 93750 11: 105400 12: 111300 13: 117200 14: 103600 ============ Thanks (THX) ============ Gamefaqs - For being like the best video game help site, ever. Yoshiyuki Tomino - A fellow sufferer of depression who still mananged to create Gundam. Bandai - For making this game. =========== Legal (LEW) =========== Copyright 2007 Pat Johnson aka WookMaster This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site other than www.gamefaqs.com or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.