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    FAQ/Walkthrough by Fa11scrim

    Version: 1.0 | Updated: 05/31/07 | Printable Version | Search This Guide

    
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    Gundam: Target In Sight/Gundam: Crossfire Walkthrough/FAQ
    By Fallscrim
    Version 1.0
    This document Copyright 2007 Andrew Guy (Fallscrim)
    
    ===============================================================================
    Table of Contents:
    ===============================================================================
    
    	1.0 - Controls
    	
    	2.0 - Gameplay
    		2.1 - Abbreviations
    		2.2 - Basic Techniques
    		2.3 - Advanced Techniques
    		2.4 - List of Available Mobile Suits
    	
    	3.0 - Walkthrough
    		3.1 - Earth Federation Walkthrough
    		3.2 - Principality of Zeon Walkthrough
    	
    	4.0 - Mobile Suit Information
    		4.1 - Earth Federation Mobile Suit Info
    		4.2 - Principality of Zeon Mobile Suit Info
    	
    	5.0 - Weapons
    
    ===============================================================================
    1.0 - Controls:
    ===============================================================================
    
    Left Analog Stick - Move Forwards/Backwards
                                      Turn Left/Right
                                      Move Crosshair in Sniping Mode
    
    Right Analog Stick - Control Camera/Zoom in Sniping Mode
    
    Square Button - Fire Primary Weapon (or switch to primary weapon)
    Cross Button - Tap to jump, Double tap to Boost
    Circle Button - Fire Special weapon (if available)
    Triangle Button - Activate/Attack with Melee weapon
    
    R1 Button - Fire secondary weapon (if available)
    R2 Button - Enter Sniping Mode
    L1 Button - Lock on to closest enemy in range/Switch between targeted 
    enemies/Strafe
    L2 Button - Guard (this works regardless of whether your MS has a
    shield equipped)
    
    L3 - Resupply at Supply Depot
    
    R3 + L3 - Drop shield (if equipped)
    
    L2 + Triangle button - Shield attack (only with certain types of shield)
    
    D-Pad:
    
    The D-pad allows you to issue commands to your Support MS during a mission. 
    The variety and usefullness of these orders will increase at certain points in 
    the game as you achieve certain ranks.
    
    Up Button -  Attack, Form Up (1st Lieutenant onwards), Charge
    Down Button - Hold position
    Left Button - Spread Out (1st Lieutenant onwards), Concentrate fire on 
    targeted enemy
    (Major onwards)
    Right Button - Concentrate fire on targeted enemy (Major onwards)
    
    ===============================================================================
    2.0 - Gameplay:
    ===============================================================================
    
    ===============================================================================
    2.1 - Abbreviations:
    ===============================================================================
    GTIS: Gundam Target in Sight (or Gundam Crossfire if you live elsewhere in 
    the world). The game you are playing whilst reading this guide. Note: This 
    guide becomes infinetly less useful if you aren't playing Target in Sight.
    
    EFF: Earth federation Forces. Roughly equivalent to today's United Nations. An
    international government that rules Earth.
    
    Zeon: The Principality of Zeon. Expansionist aggressor space colony that 
    declares war upon the Earth Federation.
    
    MS: Mobile Suit. The generalised name given to all robots featured in the 
    Gundam series. For the purposes of this game, it covers anything that you are 
    able to pilot. Not to be confused with Mobile Armour, which in this game refers
    to specialized units such as the Hildolfr or Apsalus.
    
    ===============================================================================
    2.2 - Basic techniques:
    ===============================================================================
    
    Take it Easy: Whilst many may disagree with me here, I found Normal difficulty 
    (the game's defualt setting) to be murderously hard. The main campaign itself 
    is really quite short (around 4 hours) and the game is designed to be played 
    through again on a harder difficulty (later suits don't even unlock until your 
    second playthrough). Your best bet for an enjoyable experience is to start on 
    easy and work your way up to the later difficulties.
    
    Snipe: If you have the chance to snipe an enemy, then do! The AI is able to 
    accurately enagage you at much longer ranges than you can with the lock on 
    function, so be sure to snipe all eligible targets before you move in. You can 
    snipe with all ranged weapons, just be sure to elevate your reticule over long 
    distance to allow for bullet drop. Finally, Dont ever try to snipe moving 
    targets, it is a guaranteed waste of time.
    
    Deploy, Deploy!: Whilst you are totally at liberty to skip a mission, the 
    lack of funds and experience will leave you at a serious disadvantage later in 
    the game. Take every mission available to you (with the possible exception of 
    the training simulations)even if it means deploying with a mildly damaged MS.
    
    Take Your Time: This game has very different look and feel from other Gundam 
    games and as such requires a very different approach. Gone are the days when 
    you could happily run about slaying all and sundry with impunity, your only 
    true enemy the threat of overwhelming numbers or the appearance of an Ace 
    pilot. controls in GTIS are much more akin to something like the Armoured Core 
    series than any preceeding Gundam games.You are very vunerable throughout the 
    game, especially so at the beginning when you have only the bargain basement 
    suits at your disposal, so try and refrain from running in guns blazing.
    
    Conserve your Ammo: Ammunition for almost all weapons (with the possible 
    exception of EFF head/chest vulcans) is severely limited. Use of Supply Depots 
    in this game is mandatory, not optional, and you should always make every 
    effort to preserve this very frail bulding/unit during a mission.
    
    Control your Barbarian Urges: You will quickly discover that melee weapons 
    inflict ten times more damage than ranged ones, and may be tempted to use this 
    as your primary means of dispatching your foes. Whilst this works fine on the 
    enemy in question (if you can close the distance safely) any unengaged enemies 
    will quickly tear you to pieces. As such, use melee only on single enemies or 
    if you are sure that the others are out of range and wont interrupt you.
    
    Use Cover: Certain weapons, particularly cannons, bazookas and beam weapons 
    can destroy you in just a few hits. This is especially noticeable when playing 
    the Zeon campaign as EFF has Guntanks and Spray Gun equipped GM's from the off.
    Common sense applies here, so if you can use the terrain to your advantage to 
    avoid or outflank an enemy, then do.
    
    Upgrade to a Brighter Future: Opening impressions of the fragility of your 
    MS will lead many to pour all their hard earned points into defense upgrades. 
    I certainly did. Unfortunately, the defense upgrades offer the lowest 
    performance increase for the money by quite some margin. A Level 8 defense suit
    is only ever margianlly more durable than a Level 0. Instead start by raising 
    Weapons to Level 8. Even the lowliest of suits has some fairly decent weaponry 
    available to it at Level 8. Then concentrate on Attack to get your melee/ranged 
    damage up to a respectable level. Only then should you invest in Defence, and 
    only if you plan on keeping the suit for a while. And only if you dont have
    other suits to upgrade. You get the picture.
    
    ===============================================================================
    2.3 - Advanced Strategies:
    ===============================================================================
    
    Close Distance Effectively: Please do not charge enemies in straight line 
    unless they are already close. This is not the kind of game where you can 
    afford to take a rocket to the chest. One exception: If you have a viable 
    secondary weapon (we're talking vulcans here) then draw your melee weapon 
    whilst blazing away with these to keep the enemy from retaliating while you 
    close on them. For all other suits, walk in zig-zagging, drawing your melee
    weapon at the last moment, or boost in at an angle.
    
    The Thrust: Whilst boosting toward an enemy with your melee weapon drawn, 
    press triangle at the end of the boost to execute a flying thrust. It has a 
    high probability of missing your intended target, but it is a good opener 
    regardless, since you will likely land behind them if you miss, forcing them 
    to turn around before they can retaliate, by which point you can be long gone.
    If it does hit, it seems to have a higher probability (relative to a normal 
    melee swing) of hitting them in the head, which can lead to insta-kill 
    fireworks. 
    
    Learn to work with Auto Target: The auto target system has some quirks that 
    you need to become acustomed too in order to avoid embarrasing defeats. 
    i) If you are prioritising one enemy far away over another closer to you, make 
    sure you are looking straight at them or the system will automatically lock 
    onto the closer target when you press L1. ii)You cannot shoot vertically up. 
    Bear this in mind when shooting down planes or helicopters, because even though
    you may be locked onto them, you will still miss by a country mile. iii)If you 
    are locked onto an enemy and attempting to strafe, make sure you strafe in the 
    OPPOSITE direction to your enemy. For some reason when you run in the
    direction as them, shots are much more likely to go wide of the mark. This will
    be much more noticeable once you start using single shot weapons like beam 
    rifles or bazookas.
    
    ===============================================================================
    2.4 - List of Available Mobile Suits:
    ===============================================================================
    
    List of Earth Federation Mobile Suits: 
    RGM-79 GM
    RGM-79D GM Type D
    RGM-79FP GM Striker
    RGM-79G GM Command
    RGM-79[G] GM Ground Type
    RGM-79SP GM Sniper II
    RGC-80 GM Cannon
    RX-75 Guntank
    RX-75 MP Guntank
    RMV-1 Guntank II
    RX-77-2 Guncannon
    RX-77-2 Guncannon ML
    RX-77D MP Guncannon
    RX-79[G] Gundam Ground Type
    RX-79[G] Ez-8 Gundam Ez-8
    RX-78-2 Gundam
    
    List of Principality of Zeon Mobile Suits:
    MS-05 Zaku I
    MS-06 Zaku II
    MS-06K Zaku Cannon
    MS-06S Zaku II Commander Type
    MS-07B Gouf
    MS-07B-3 Gouf Custom
    MS-09 Dom
    MS-09K-2 Dom Cannon
    MS-14A Gelgoog
    MS-18E Kampfer
    MSM-03 Gogg
    MSM-03C Hygogg
    MSM-04 AC Guy
    MSM-07 Z'Gok
    MSM-07E Z'Gok-E
    YMT-05 Hildolfr
    YMS-16M Xamel
    
    ===============================================================================
    3.0 - Walkthrough
    ===============================================================================
    Notes:
    
    - All directions (North, East, South, West, etc) are given in relation to 
    the player's starting position and the direction in which they are facing.
    
    - All missions are arranged in chronological order (i.e. by the end date), 
    not by the order in which they are necessarily made available to you.
    
    - Training Missions are not explored in this walkthrough, since they are 
    usually just straight re-hashs of missions you have already done. They don't
    offer much in the way of points or a challenge, and are best left for testing 
    out new suits and the like. The only exception to this is a special training 
    mission offered towards the end of Very Hard mode, where the user will be 
    pitted against the opposing side's top MS whilst playing out the Mining Base
    attack/defense mission. this is the toughest challenge available to you in the
    game, so be sure not to miss it if you fancy proving your worth.
    
    
    ----3.1 - Earth Federation Forces Walkthrough----------------------------------
    
    Mission 01
    Mission Location: Ruins
    Mission Name: GM Evaluation
    Points for completion: 1500
    Number of Support MS allowed: 0
    End Date: 10.3
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    This is the training mission - you will only play this on the first 
    playthrough. All subsequent playthroughs will start you on what is essentially 
    the second mission.
    
    Start out by destroying the three captured Zaku I's in the ruined city. Upon 
    completing you will be ordered to return to the start point. Three Zaku II's 
    then crash the party from the West. You can either retreat to the start point 
    or reduce them to ash to finish the mission.
    -------------------------------------------------------------------------------
    Mission 02
    Mission Location: Military Base
    Mission Name: Reconnaisance
    Points for completion: 1200
    Number of Support MS allowed: 2
    End Date: 10.6
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your ms
    
    Minovsky Particle density prevents you from using your radar on this mission, 
    so you're flying blind. All you need to do is romp around the map mopping up 
    the few Zakus and Magella tanks that are dotted about. Easy.
    -------------------------------------------------------------------------------
    Mission 03
    Mission Location: Military Base
    Mission Name: Rescue Hovertruck
    Points for completion: 1800
    Number of Support MS allowed: 2
    End Date: 10.9
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of Hovertruck convoy/your MS
    
    At the start of this mission, Three Zaku's will descend the mountain slope 
    from the NW. They are closer to the convoy than you so make sure you get over 
    to engage them quickly. This is followed by another three Zakus from the same 
    NW position, before Zeon sends in three slow moving Bomber planes from the 
    East. As long as you dispatch enemies as they arrive you shouldn't struggle 
    here.
    -------------------------------------------------------------------------------
    Mission 04
    Mission Location: Military Base
    Mission Name: WDB Defense
    Points for completion: 3000
    Number of Support MS allowed: 1
    End Date: 10.13
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of base HQ/Destruction of your MS
    
    As you begin there will be three groups of Zakus/Magella tanks approaching 
    from the North, NW, and West respectively. Deal with those to the North and 
    then sweep across the base's NW flank to mop up the other attackers. Zeon will 
    then send in two more groups from the North and West. Once these are dealt with
    a final group will attack from the West. Job Done.
    -------------------------------------------------------------------------------
    Mission 05
    Mission Location: Jungle
    Mission Name: Beachhead
    Points for completion: 2000
    Number of Support MS allowed: 2
    End Date: 10.19
    Win Condition: Destruction of all enemy forces
    Loss Condition: Going over the 5 minute time limit/Destruction of your MS
    
    Helpfully you start this mission right next to one of two bases you need to 
    destroy. Raze this to the ground and then head NE to the second base. 
    Resistance is light, just Zaku I/II's and Magella tanks. Mop up any 
    reinforcements and move on.
    -------------------------------------------------------------------------------
    Mission 06
    Mission Location: Ruins
    Mission Name: Raid on Point
    Points for completion: 2000
    Number of Support MS allowed: 2
    End Date: 10.19
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    At the start of this mission head North up the main street of the city, 
    destroying the Magellas and Zakus located there. Two Zaku's will then arrive 
    from the West. Once these are dead, a third group will come in from the East 
    comprising of *dramatic music* a trio of Goufs! Keep the Goufs at range and 
    then attack from distance with your allies since their Heat Sword is pretty 
    deadly at this stage of the game. Once they are dispatched tanks will roll in 
    from the West. Purge the infidels to finish the mission.
    -------------------------------------------------------------------------------
    Mission 07
    Mission Location: Jungle
    Mission Name: Bridge Demolition
    Points for completion: 2500
    Number of Support MS allowed: 2
    End Date: 10.22
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    This is a potentially tricky mission on the first playthrough. I used a GM 
    Cannon because the heavy damage and range is a valuable commodity. That said, 
    if you are feeling brave and dexterous, a close combat load out on a GM Type D 
    or some such can also be a good bet.
    
    At the start of the mission take out the Zaku and Magellas close to you, and 
    then move North to the first bridge. Deal with the Acguy first, since they are 
    pretty devestating if they get going, and make sure to be on the move at all 
    times because the area is crawling with Zaku Cannons. Rather than destroy the 
    bridge with precious ammo, drop into the river next to it and melee it into 
    oblivion. Proceed to the NW bridge using similar tactics. Whilst this is going 
    on, another three Zaku cannons will arrive on the scene. Be sure to keep close 
    to them to prevent them using their shoulder cannons. The second they are gone,
    three Acguys will arrive from the West end, up the river. Split them up and 
    deal with them seperately to win the mission.
    -------------------------------------------------------------------------------
    Mission 08
    Mission Location: Jungle
    Mission Name: Conquer Zeon Base
    Points for completion: 3500
    Number of Support MS allowed: 1
    End Date: 10.27
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    This is a long tough mission, so remember to preserve your two supply depots 
    at all costs. Proceed to the first enemy base, taking out the three Goggs and 
    the Magellas behind them as you move up the river. Move on to the second base 
    where you will find a Gouf on guard along with a few more Magellas. You will 
    then need to sprint back to the starting point as fast as you can, because a 
    Gouf and a Gogg have been deployed where you started. They will almost 
    certainly destroy the first supply depot, but you should aim to reach them 
    before they destroy the second, as this may cause you to fail the mission. 
    Just to make life hard, two waves of helicopters will come in from the East, 
    and another group of Goggs from the North up the river. It all gets a bit 
    chaotic here, but keep your head and don't allow yourslef to become surrounded. 
    Always keep on the move, because Goggs pack a mean medium range punch. And 
    don't enagage them in close combat unless you are feeling especially confident.
    They may seem tough, but they are slow as hell, so use this to your advantage.
    -------------------------------------------------------------------------------
    Mission 09
    Mission Location: Naval Base
    Mission Name: Diversion Attack
    Points for completion: 2500
    Number of Support MS allowed: 0
    End Date: 10.30
    Win Condition: Destruction of all enemy forces
    Loss Condition: Going over 5 minute time limit/Destruction of your MS
    
    Easy peasy this one. Simply charge in with your allies and engage the various 
    Zakus, Goufs and tanks floating around. Reinforcements will arrive, but nothing
    that will spoil your day. There is a five minute time limit, but it's almost 
    impossible to take longer than a few minutes on this mission.
    -------------------------------------------------------------------------------
    Mission 10
    Mission Location: Jungle
    Mission Name: Rescue the Medea
    Points for completion: 2800
    Number of Support MS allowed: 0
    End Date: 11.2
    Win Condition: Safe passage of all 3 Medea transports
    Loss Condition: Destruction of all 3 Medea transports/Destruction of your MS
    
    Another simple mission this one. You start with three supply depots, but you 
    will likely lose a couple through the course of the mission. Just make sure 
    you protect at least one of them because you will have to reload during this 
    mission. The Medea's will fly in one at a time (helpfully) and move across 
    from side of the operation zone to the other. They will come under attack from 
    various sides, but we are talking aircraft here, so protecting them should be 
    a piece of cake. Just be sure to pick a suit with decent anti air and lots
    of ammo, because getting hit isn't an issue here.
    -------------------------------------------------------------------------------
    Mission 11
    Mission Location: Naval Base
    Mission Name: Capture Naval Base
    Points for completion: 4000
    Number of Support MS allowed: 1
    End Date: 11.4
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    As you begin, enter sniper mode and aim for the Dom standing at the docks in 
    the Naval Base if you can, it will hep thin their numbers. After this head 
    straight for the Naval Base, destroying any Magellas along the way. A couple 
    of Doms will come out from the base to meet you. Try and keep them together if 
    you can because they will try and encircle you, which could spell disaster 
    given that they are packing 360mm Bazookas. Once these guys are history, eight 
    Z'goks will come in from the ocean side of the base in two waves of four. 
    Destroy them and the base is yours.
    -------------------------------------------------------------------------------
    Mission 12
    Mission Location: Mighty River
    Mission Name: Mopping Up
    Points for completion: 3000
    Number of Support MS allowed: 2
    End Date: 11.6
    Win Condition: Destruction of all enemy forces
    Loss Condition: Going over the 6 minute time limit/ Destruction of your MS
    
    My personal preference is to go for the Gaw straight away here, before the 
    other forces engage you. At any rate make sure not to let it leave the 
    operation zone. After this is gone, clear both sides of the river of any 
    Acguys. Helicopters and Acguy reinforcements will then turn up. Dispatch these 
    to finish the mission.
    -------------------------------------------------------------------------------
    Mission 13
    Mission Location: Mountain
    Mission Name: Support Allies
    Points for completion: 3000
    Number of Support MS allowed: 2
    End Date: 11.9
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    You start this mission at the base of the mountain. Proceed straight up the 
    side, taking out the Zakus, Goufs and bunkers that litter the area. 
    Reinforcements will then appear from the East, comprising Zakus and Gouf 
    Customs. These guys are attacking from high ground, and have a nasty habit of 
    firing down on you from outside the operation zone. Luckily, your allies should
    do a fair job of engaging them, so just keep on the move and wear them down.
    -------------------------------------------------------------------------------
    Mission 14
    Mission Location: Mountain
    Mission Name: Capture Supply Base
    Points for completion: 4000
    Number of Support MS allowed: 2
    End Date: 11.14
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    Again you start the base of the mountain here. Move up the slope to engage 
    the waiting Dom Cannons as swiftly as possible, mopping up the bunkers as you 
    go. Luckily, The Doms will move down the mountain side to engage you rather 
    than sit back and fire at you with their shoulder cannons. Once you get to the 
    top, destroy the first supply base to trigger the arrival of two more Dom 
    Cannons from the North, swiftly followed  by two Goufs. From here destroy the 
    last supply base and it's all done.
    -------------------------------------------------------------------------------
    Mission 15
    Mission Location: Mighty River
    Mission Name: Devil in the Skies
    Points for completion: 3500
    Number of Support MS allowed: 2
    End Date: 11.17
    Win Condition: Force the Apsalus to flee
    Loss Condition: Going over the 6 minute time limit/Destruction of your MS
    
    Refreshing change of pace here. Once the mission starts, walk forward a bit 
    and the Apsalus mobile armour will show up. You have no radar in this mission 
    but you won't need it as everything is in visual range anyway. The Apsalus is 
    pretty damn tough, and has a nasty habit of flying around the map in a set 
    pattern which makes it difficult to hit whilst moving. Your best bet is to 
    stay close to it, realise when it is about to stop and make a turn, and give it
    both barrels. Rinse and repeat until it flees. Helicopters will show up from 
    all directions to support the Apsalus during this mission but they are more of 
    an annoyance than a threat, and your allies should do an admirable job of 
    shooting them down. Just make sure they dont get to your supply depot as you 
    will definetly need to re-arm a few times during this fight.
    -------------------------------------------------------------------------------
    Mission 16
    Mission Location: Naval Base
    Mission Name: Naval Base Defence
    Points for completion: 3500
    Number of Support MS allowed: 0
    End Date: 11.19
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    At the start of the mission, helicopters will arrive from the North, NW and 
    West. Take these down and a Gallop class land warship will arrive with a 
    tank/bomber escort.Deal with the escort first as the Gallop is totally useless 
    and can be destroyed at leisure. Four Acguys will then show up, followed by 
    another three. Mission complete.
    -------------------------------------------------------------------------------
    Mission 17
    Mission Location: Mountain
    Mission Name: Escort Hovertruck
    Points for completion: 3500
    Number of Support MS allowed: 0
    End Date: 11.19
    Win Condition: Destruction of all enemy forces
    Loss Condition: Desturction of Hovertruck convoy/Destruction of your MS
    
    As soon as you start, you will be informed of the unplanned appearance of a 
    Gaw carrier plane in the area, which you may take down if you wish. You may as 
    well since there are no enemies about at this point. Once this is down 
    helicopters will come from the West followed by planes from the East. The 
    escort Guncannons you get are very capable, so it's hard to get into trouble 
    on this mission.
    -------------------------------------------------------------------------------
    Mission 18
    Mission Location: Mighty River
    Mission Name: Enemy Intercept
    Points for completion: 3500
    Number of Support MS allowed: 0
    End Date: 11.19
    Win Condition: Destruction of all enemy forces
    Loss Condition: Allow an enemy to cross the defence line/Destruction of your 
    MS
    
    All you have to do here is stop the Zeon forces from crossing the line that 
    marks the rear of the operation zone. Be aware that the enemy is less concerned
    with killing you than it is with crossing this line, so don't expect them to 
    come to you. It is a general mix of tanks, Zakus and Z'Goks which all arrive 
    fairly slowly, and can be picked off with ease.
    -------------------------------------------------------------------------------
    Mission 19
    Mission Location: Desert
    Mission Name: Capture Supplies
    Points for completion: 3500
    Number of Support MS allowed: 2
    End Date: 11.25
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of all Samson Trailers/Destruction of your MS
    
    This one can be quite tricky, since the enemy are fairly numerous, and your 
    only supply point is in the middle of the map surrounded by Zeon forces. From 
    the start, head North and take out the two Magellas and the Zaku I ahead of 
    you. Then turn to the East and destroy the singular Dom that will be trying to 
    attack your flank. Skirt around further to the East and then use the hill tops 
    to snipe down into the area containing the Samsons and supply depot. Be sure 
    not to lock on to the Samson trailers accidentally. Whilst you are picking 
    them off, Dom and Zaku I reinforcements will arrive from the North. It can get
    a little messy toward the end of the mission, as you will invariably have to 
    dash in to the supply depot for a refill. Just ensure you prioritise the 
    destruction of the Doms and then the Zakus in any given situation, since both 
    units are carrying heavy hitting bazookas in this mission.
    -------------------------------------------------------------------------------
    Mission 20
    Mission Location: Desert
    Mission Name: Escort Big Tray
    Points for completion: 5000
    Number of Support MS allowed: 1
    End Date: 11.28
    Win Condition: Allow Big tray to leave the mission area
    Loss Condition: Destruction of Big Tray/Destruction of your MS
    
    Head North immediatly at the start of this mission. Here you will intercept 
    the first lot of MS looking to destroy the Big Tray. As a rule in this mission,
    always prioritise the removal of the Dom Cannons, since they pack a much bigger
    punch than any of the helicopters and tanks that swarm this area. Make sure 
    you pick a suit that has decent anti air though, because it will be necessary 
    to destroy these annoyances as you move from Dom to Dom in order to stop 
    Big Tray from becoming swamped. Ammo will likely become an issue towards the 
    end, but you don't have time to return to the supply depot without comprimising
    your chances of completing the mission. Stick it out, even if you are reduced 
    to just vulcans and Beam Saber. Big Tray is fairly tough, but towards the
    end especially it only takes one stray Dom Cannon round to end it all, so 
    stay sharp.
    -------------------------------------------------------------------------------
    Mission 21
    Mission Location: Canyon
    Mission Name: Hold the Line
    Points for completion: 4000
    Number of Support MS allowed: 2
    End Date: 12.3
    Win Condition: Destruction of all enemy forces
    Loss Condition: Allow an enemy unit to cross the line/Destruction of your MS
    
    As you can guess from the title, do not allow any Zeon unit to cross over 
    the line that marks the rear of the operation zone as you start. Resistance is 
    light and sporadic, so just make sure you stay well stocked with ammo between 
    attack waves. The waves are as follows:
    2xDom + Magella Tanks
    3xDom + Aircraft
    2xDom + Aircraft
    -------------------------------------------------------------------------------
    Mission 22
    Mission Location: Canyon
    Mission Name: Breakthrough
    Points for completion: 5000
    Number of Support MS allowed: 1
    End Date: 12.6
    Win Condition: Destruction of all enemy forces
    Loss Condition: Allow an enemy unit to cross the line/Destruction of your MS
    
    Same idea as the previous mission, enemies will come in waves and attempt to 
    cross the rear of the operation area. Be sure to retreat after each wave and 
    replenish your ammo. Waves are as follows:
    2xGouf + Dom Cannon + Magella Tanks
    Gouf + Dom Cannon + Helicopters
    2xGouf Custom
    2xDom Cannon
    -------------------------------------------------------------------------------
    Mission 23
    Mission Location: Desert
    Mission Name: Unidentified Enemy
    Points for completion: 4500
    Number of Support MS allowed: 2
    End Date: 12.14
    Win Condition: Destruction of Hildolfr mobile armour
    Loss Condition: Destruction of your MS
    
    Intercept and destroy all incoming Doms and Magellas until a mysterious tank 
    arrives. This is the Hildolfr. It would be wise to take this opportunity to 
    visit the supply depot, since the Hildolfr has a fairly hefty amount of armour.
    When engaging it, do not attack from the front, this will only invite death 
    from its main cannon. Keep circle strafing it and it wll go down fairly 
    quickly.
    -------------------------------------------------------------------------------
    Mission 24
    Mission Location: Canyon
    Mission Name: Lockdown
    Points for completion: 6000
    Number of Support MS allowed: 0
    End Date: 12.17
    Win Condition: Destruction of all enemy forces
    Loss Condition: Allow an enemy unit to cross the line/Destruction of your MS
    
    Once more with feeling? As always, do not allow your opponents to cross the 
    line. Be aware that unlike previous missions, the Zeon forces will make a much 
    better effort at crossing the line than in previous times, so don't let one 
    catch you by suprise and slip by. Also, the assault waves tend to merge this 
    time rather than allowing you time to recover, so take absolutely every 
    opportunity to reload. When the Xamels arrive, let the Doms come to you and 
    dispatch them out of sight of the Xamel, since it packs a fairly ferocious 
    punch. Waves are as follows (roughly):
    3xDom + Magella Tanks
    Dom + Gouf Custom + Helicopters
    3xDom
    Xamel + 2xDom + Helicopters
    2xDom + Gouf Custom
    Xamel + 2xDom
    -------------------------------------------------------------------------------
    Mission 25
    Mission Location: Mining Base
    Mission Name: Capture Mining Base
    Points for completion: 8000
    Number of Support MS allowed: 1
    End Date: 12.31
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    The final mission. It's a long one, but resistance is pretty light and you 
    shouldn't struggle whilst piloting a Gundam(G) or Ez-8. You only have one 
    supply depot in this mission, concealed in the trench ahead of you as you 
    start. The trench offers good natural protection, but be sure to protect it at 
    all costs. As you start out there will be two Zaku I's to the North and a 
    Gelgoog to the NW, along with six helicopters spread across various areas. This
    will be swiftly followed up by a pair of Gelgoogs and a Zaku I from the North. 
    Stage one of the assault complete. 
    The mission area will now expand. Press North and engage two Gelgoogs and a 
    Zaku I to the West, with a lone Zaku I coming from the North. Once these are 
    gone, a Gelgoog and two Zaku I's will attack over the mountains, slightly to 
    the NE. Defeat these and a similar group will attack from the same location. 
    The pressure drops a bit here, so take the opportunity to resupply if you 
    haven't already. Three helicopters will come in from the West after a while, 
    followed by another three from the North. 
    The operation area will expand for the final time. Time for the Zeon's last 
    stand. Head North again and follow the natural curve of the terrain round to 
    the West. In the trench immediatley ahead of you there will be two Zaku I's 
    and a Gelgoog. Press on into the base proper and dispatch the remaining 
    Gelgoog guarding the HQ. Destroy the HQ as soon as possible, since as long as 
    it stands they will keep sending Gelgoogs to interrupt you. Once the HQ has 
    fallen, simply mop up the survivors and it's game over.
    -------------------------------------------------------------------------------
    Mission 26 (Only available from Normal Difficulty and higher)
    Mission Location: Mining Base
    Mission Name: Base Assault (Hard)
    Points for completion: 15000
    Number of Support MS allowed: 2
    End Date: 12.31
    Win Condition: Destruction of all enemy forces and Zeon HQ
    Loss Condition: Destruction of your MS
    
    For those that enjoy a frustrating challenge only. When they say hard in this 
    mission, they mean hard. There seems to be no real advantage for choosing this
    mission over the standard one other than recieving an extra helping of points 
    when you start your next playthrough. If you do opt for this hellish assault, 
    be sure to choose whatever you consider to be your best suit, stressing armour 
    and ammo where possible. You are going to have to reload a lot no matter what 
    happens, but trying to disengage large groups midway through a fight because 
    you have run dry is a hardship you could do without here. On that note, if you
    lose your supply depot you will need to restart. There are so many tough MS to
    tackle that defending your supply depot is a necessity, so keep an eye out for
    errant helicopters threatening this building. 
    As you start, engage the Gelgoog to your NW, and then the Kampfer and Gelgoog 
    that were ahead of you at the start of the mission. The next step is to meet 
    the following wave of Kampfer/Gelgoogs and take down the Kampfer before drawing
    the Gelgoogs into the trench with you, affording you some cover whilst you 
    dispatch them. Take this opportunity to mop up any helicopters, and destroy 
    any other enemies that come over the boundary line. 
    You will then recieve a cutscene before the operational area expands and you 
    can move forward. More Kampfers/Gelgoogs/Helicopters abound here, so deal with
    them before taking out the three radar stations (red squares on the map). After
    this, another cutscene before the map expands again. 
    Do not be tempted here to take the high ground and shoot down on the base 
    defenders, it usually results in trouble. Instead, follow the dirt road round, 
    taking out the closest enemies and then retreating to allow you to deal with 
    the reinforcements that will come in from behind. Once reinforcements have 
    stopped, backtrack and take the aforementioned high ground to engage the 
    Gelgoogs guarding the HQ. This reduces the chance of you taking a stray beam 
    rifle round on the way in. Alternatively, you can choose to advance by using 
    the two trenches in this area.
    When all enemy MS are dispatched, demolish Zeon HQ to win the mission.
    
    ===============================================================================
    
    ----3.2 - Principality of Zeon Walkthrough-------------------------------------
    Mission 01
    Mission Location: Jungle
    Mission Name: Hold the Base
    Points for completion: 1200
    Number of Support MS allowed: 0
    End Date: 10.3
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    The training mission - you will only play this on the first playthrough.
    All subsequent playthroughs will start you on what is essentially the second 
    mission.
    
    Head North at the start of this mission and destroy the M61 tanks ahead of 
    you. A GM will then enter the area from the NE. Dispatch him to trigger the 
    arrival of another two GMs from the same location. Once they are defeated, a 
    final GM will approach from the North. Mission complete.
    -------------------------------------------------------------------------------
    Mission 02
    Mission Location: Jungle
    Mission Name: Federation Base
    Points for completion: 1500
    Number of Support MS allowed: 2
    End Date: 10.7
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    Recommend heading for the NW enemy base first. The large mountain you must go
    around to reach this base makes it easy for you to launch a suprise attack on 
    the one unsuspecting GM defending it. Mop up the Gunboat in the river and the 
    defending tanks, then head straight for the NE base, ignoring the warning 
    about incoming reinforcements. Destroy the tanks in the NE base and you should 
    be just in time to catch the first wave of incoming GMs. More GMs will arrive. 
    Take them out to finish the mission.
    -------------------------------------------------------------------------------
    Mission 03
    Mission Location: Ruins
    Mission Name: Advance Escort
    Points for completion: 1800
    Number of Support MS allowed: 2
    End Date: 10.12
    Win Condition: Allowing Magella Tank convoy to cross the operation area
    Loss Condition: Destruction of Magella Tank convoy/Destruction of your MS
    
    At the start of the mission, there will be one GM to your NW, and a further two
    in the city ruins straight ahead of you. Destroy them quickly, but be sure they
    do not surround you, they have a nasty habit of drawing their Beam Sabers and 
    cutting you up. Two more GMs will then turn up from the East, followed by two 
    Guntanks from the NE. Be sure to engage these two quickly, since they can 
    really tear holes in the convoy if you let them. A final two GMs will appear 
    from the East once the Guntanks are gone. After all enemies are dispatched, 
    allow the convoy to reach the other side of the map to complete the mission.
    -------------------------------------------------------------------------------
    Mission 04
    Mission Location: Military Base
    Mission Name: WDB Assault
    Points for completion: 3000
    Number of Support MS allowed: 2
    End Date: 10.17
    Win Condition: Destruction of enemy HQ
    Loss Condition: Destruction of your MS
    
    This is a toughie the first time around. To sit around and try and dispatch 
    all enemies is to invite death in this mission, so instead go straight for the 
    HQ, since it is the primary win condition. Dash straight ahead, ignoring the 
    two incoming GMs, and zig-zagging to avoid artillery fire from the Guntanks at 
    the back of the base. Be sure to instruct your allies to follow you, since they
    will tie up the GMs and prevent you taking a stray round in the back. As you 
    close on the base, take out any nearby tanks, but keep moving and head for the 
    two Guntanks defending the HQ. Take them out and then go to work on the HQ. 
    Reinforcements will arrive, but they should not reach in time. Just remember to
    be on the move at all times and you shouldn't struggle too much.
    -------------------------------------------------------------------------------
    Mission 05
    Mission Location: Military Base
    Mission Name: Aerial Intercept
    Points for completion: 2500
    Number of Support MS allowed: 1
    End Date: 10.22
    Win Condition: Destruction of all enemy forces
    Loss Condition: Allowing an enemy to enter the base/Destruction of your MS
    
    A tip for this one, head North straight away with your ally in tow. Position 
    your ally on the edge of the base and leave him there as a safety net for any 
    aircraft you may miss. Proceed North again to the waters edge and await the 
    various waves of aircraft that will appear. After a while, a few GMs/GM Cannons
    will arrive from the East. Ignore them and concentrate on the aircraft, making 
    sure to stay as far North as possible, so that the enemy MS do not feel obliged
    to shell you instead of the base defenders. Once the aircraft have stopped 
    coming, mop up the GMs to win the mission.
    -------------------------------------------------------------------------------
    Mission 06
    Mission Location: Naval Base
    Mission Name: Assault on Flank
    Points for completion: 2500
    Number of Support MS allowed: 0
    End Date: 10.25
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    Proceed straight ahead, prioritising destruction of the M61s and Guntank. Move 
    on to engage the two GM's attacking your allies. Ignore the aircraft until 
    later. As soon as you recieve the warning about incoming reinforcements, head 
    back to intercept the GM holding a Long Rifle from the West. Close to short 
    range immediately, guns blazing. If you let the GM get a shot off, it will 
    likely destroy you in a single shot. Assuming this goes off without a hitch, 
    move directly to engage the GM that arrived from the South taking care to avoid
    its Beam Gun. Deal with the aircraft and the mission is complete.
    -------------------------------------------------------------------------------
    Mission 07
    Mission Location: Ruins
    Mission Name: Guntank Directive
    Points for completion: 2000
    Number of Support MS allowed: 0
    End Date: 10.26
    Win Condition: Destruction of all three Guntanks
    Loss Condition: Destruction of your MS
    
    Easy this one. Skirt round to the NE, removing any GMs or tanks that cross 
    your path. Then head West into the city ruins and close on the three Guntanks 
    hiding therein. They should not pose a problem at such short range. As long as 
    you concentrate your efforts on the Guntanks, none of the reinforcements should
    reach you before you complete the mission.
    -------------------------------------------------------------------------------
    Mission 08
    Mission Location: Jungle
    Mission Name: End of the Line
    Points for completion: 2500
    Number of Support MS allowed: 2
    End Date: 10.31
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    The first base should be in front of you as you start this mission. Destroy 
    the tanks guarding it and move North to the next closest base containing two 
    GMs. From here you can cross the river to the final base, protected by two 
    more GMs and M61s. Two more GMs will arrive at your start position. Trek back 
    to kill them and it's mission over.
    -------------------------------------------------------------------------------
    Mission 09
    Mission Location: Mighty River
    Mission Name: Transport Ambush
    Points for completion: 2500
    Number of Support MS allowed: 1
    End Date: 11.2
    Win Condition: Destruction of all enemy transports
    Loss Condition: Destruction of your MS
    
    As you start this mission, make a dash for the far NW boundary. Here you can 
    intercept the first transport ship and its fighter escort. Destroying the 
    transport will trigger the arrival of a GM Cannon from the same position. Once 
    it is destroyed head across the river to the NE boundary and down the next 
    transport. Then wait at the rivers edge for a Gunboat, swiftly followed by 
    another. A final transport will arrive from the same location along with a few 
    GMs and planes. Ignore the backup and go for the transport to finish the 
    mission.
    -------------------------------------------------------------------------------
    Mission 10
    Mission Location: Jungle
    Mission Name: Jungle Recon
    Points for completion: 2800
    Number of Support MS allowed: 0
    End Date: 11.3
    Win Condition: Destruction of all enemy forces
    Loss Condition: Going over the 8 minute time limit/ Destruction of your MS
    
    You have no radar on this mission, but fear not. Just troop around the map 
    taking out any GMs that crossd your path. Use distress calls from the four 
    bases in the map to discern the location of your opponents. There are only 
    five GMs in all, so they should not be difficult to overcome.
    -------------------------------------------------------------------------------
    Mission 11
    Mission Location: Mighty River
    Mission Name: Coup de Main
    Points for completion: 4000
    Number of Support MS allowed: 2
    End Date: 11.5
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    Again you have no radar for this mission. Simply sweep both sides of the 
    river for enemies (ideally, one side at a time). The only thing you need to be 
    aware of is the presence of a Gundam(G) that turns up from the North boundary 
    at some point.
    -------------------------------------------------------------------------------
    Mission 12
    Mission Location: Naval Base
    Mission Name: Retake Naval Base
    Points for completion: 3500
    Number of Support MS allowed: 2
    End Date: 11.11
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    As you start, enter Sniper mode and take out the three GMs standing at the 
    edge of the docks. After this head for the resupply point and sweep into the 
    the Naval Base, cleaning up any remaining tanks or GMs. You will then have to 
    endure two waves of four GMs each coming from the sea. I would advise 
    retreating to the supply area here and allow them to occupy the Naval Base so 
    that you can snipe them from range. This mission can be incredibly tough due 
    to the sheer number of enemies you have to face with a very limited MS 
    selection. Just remember that you have unlimited ammo, since the supply truck 
    never comes under attack, so you can afford to take your time and engage from 
    distance.
    -------------------------------------------------------------------------------
    Mission 13
    Mission Location: Mighty River
    Mission Name: Pursuit
    Points for completion: 3000
    Number of Support MS allowed: 2
    End Date: 11.15
    Win Condition: Destruction of all three enemy Gunboats
    Loss Condition: Destruction of your MS
    
    Don't waste your time with the enemy MS here, they are fairly numerous and 
    packing some serious weaponry. Instead, just boost along the river's edge 
    taking out the three gunboats before the enemy can overwhelm you. You can 
    forestall this by ordering your allies to follow you - they should tie up a 
    few of the GMs while you work.
    -------------------------------------------------------------------------------
    Mission 14
    Mission Location: Mountain
    Mission Name: Ambush
    Points for completion: 3500
    Number of Support MS allowed: 2
    End Date: 11.18
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    A long, tough mission this one. Leave your allies at the top of the mountain 
    to offer some measure of defence for your supply depot should any enemy slip 
    past you. You will need the supply depot if you are to complete this mission. 
    My advice is to stay high up in the mountain and allow the waves of enemies to 
    come to you, firing down on them for best effect. There are multiple waves of 
    GMs and Guncannons, but as long as you wear them down as they are moving up the
    mountain, they should not overwhelm you.
    -------------------------------------------------------------------------------
    Mission 15
    Mission Location: Mountain
    Mission Name: Samson Trailer
    Points for completion: 4000
    Number of Support MS allowed: 0
    End Date: 11.21
    Win Condition: Going over the 5 minute time limit
    Loss Condition: Destruction of Both supply depots/Destruction of your MS
    
    It is very difficult to defend both supply depots in this mission, so I would 
    recommend picking one and sticking to defending that. Make sure you pick an MS
    with a machine gun and plenty of ammo, since there are lots of aircraft and 
    being damaged isn't really a concern. Hold your ground and destroy any enemy 
    aircraft that come into range until the time is up.
    -------------------------------------------------------------------------------
    Mission 16
    Mission Location: Desert
    Mission Name: Samson Trailer
    Points for completion: 3000
    Number of Support MS allowed: 2
    End Date: 11.24
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of all 3 Samson units/Destruction of your MS
    
    Do not sit back and wait for your enemies here, they will often snipe the 
    Samson trailers from outside of the defended position. Leave your allies at 
    the base to offer a last line of defense. Stock up on ammo regularly and 
    engage any groups that stray into the operation zone.
    -------------------------------------------------------------------------------
    Mission 17
    Mission Location: Desert
    Mission Name: Sharpshooter
    Points for completion: 4000
    Number of Support MS allowed: 0
    End Date: 11.29
    Win Condition: Destruction of all enemy forces
    Loss Condition: Allowing an enemy to leave the operation area/Destruction of 
    your MS
    
    Groan. There is one part of this mission that embodies everything that is 
    wrong with this game. The waves you must intercept are as follows:
    
    3xHovertrucks/Trucks from NE
    4xM-61 Tanks from NW
    3xGuntanks from NW
    3xHovertrucks/Trucks from NE
    3xGM from NW
    
    Try and get back to the supply depot after every wave to stay well stocked. 
    Upon defeating the final wave listed above, dash straight to the South to 
    intercept a wave of GMs that will be moving in from the East to the South. They
    have a very small area of ground to cross in order to succeed, and, to make 
    matters worse they are constantly jumping, making it nigh on impossible to 
    hit them reliably due to the limitations of the targeting system. Your best 
    bet is to try and get directly in front of them, but you will have to move very
    quickly indeed. On the plus side, only one hit is required to make them stop 
    jumping and come after you. Frankly though, this one is down to blind luck
    rather than any kind of skill, so prepare for frustration.
    -------------------------------------------------------------------------------
    Mission 18
    Mission Location: Naval Base
    Mission Name: Naval Base Defence
    Points for completion: 4000
    Number of Support MS allowed: 2
    End Date: 12.4
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    This is a straight up attack waves affair. I would recommend going out to meet 
    the individual waves just in case you need to dash back for a resupply 
    mid-fight. Groups are as follows:
    
    3xGundam(G) from NE
    6xAircraft from West
    3xGundam(G) from North
    3xGundam(G) + Aircraft from NW
    -------------------------------------------------------------------------------
    Mission 19
    Mission Location: Mountain
    Mission Name: Supply Base Defence
    Points for completion: 3500
    Number of Support MS allowed: 2
    End Date: 12.4
    Win Condition: Goin over the 5 minute time limit/Destruction of all enemy 
    forces
    Loss Condition: Destruction of your MS
    
    As you start, there will be a group of three Guntanks at the base of the 
    mountain. Leave these guys till last, but keep in mind that they are there, so 
    stay on the move and don't stray too far down the mountain. Several waves will 
    appear and make their way up the mountain, consisting of:
    
    3xGundam(G)
    3xGundam(G)
    Aircraft
    Aircraft
    
    Once the reinforcements stop coming, you will be pretty close to the time 
    limit. You can either wait it out if you are badly damaged, or move down the 
    mountain and flank the Guntanks to get a 100% enemy destruction ratio.
    -------------------------------------------------------------------------------
    Mission 20
    Mission Location: Military Base
    Mission Name: Recapture
    Points for completion: 5000
    Number of Support MS allowed: 2
    End Date: 12.5
    Win Condition: Destruction of enemy HQ
    Loss Condition: Destruction of your MS
    
    As per Mission 04, except that you come in from the West this time. Keep your 
    allies in tow to tie up any enemies, and charge straight into the base, 
    clearing the area around the HQ. You should be able to demolish the HQ long 
    before anyone catches up with you.
    -------------------------------------------------------------------------------
    Mission 21
    Mission Location: Canyon
    Mission Name: Defence Line
    Points for completion: 4000
    Number of Support MS allowed: 0
    End Date: 12.8
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    Pretty easy this one. The Dom Cannons supporting you are fairly capable, and 
    all you have to do stop the various incoming attack waves consiting of 
    Guncannons, GMs and aircraft. Just be sure to stay well stocked on ammo.
    -------------------------------------------------------------------------------
    Mission 22
    Mission Location: Desert
    Mission Name: Transport Withdrawal
    Points for completion: 4000
    Number of Support MS allowed: 2
    End Date: 12.19
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of all 3 Samson trailers/Destruction of your MS
    
    Be aware that the Samon trailers are to the West of your starting position, 
    outside of the natural shelter where you start. Attackers are as follows:
    
    3xGundam(G) from NE
    3xGundam(G) from East
    3xGundam(G) from NW
    2xGundam(G) + GM Sniper from South
    -------------------------------------------------------------------------------
    Mission 23
    Mission Location: Mining Base
    Mission Name: Big Tray Assault
    Points for completion: 6000
    Number of Support MS allowed: 0
    End Date: 12.24
    Win Condition: Destruction of Big Tray land warship
    Loss Condition: Destruction of your MS
    
    Ignore the Gundam(G) escort, just keep circle strafing the Big Tray and pound 
    it until it is destroyed. You can take out the escort and any ensuing 
    reinforcements first if you like, but this usually necessitates an unecessary 
    return to the supply depot.
    -------------------------------------------------------------------------------
    Mission 24
    Mission Location: Canyon
    Mission Name: Rescue Allies
    Points for completion: 5000
    Number of Support MS allowed: 0
    End Date: 12.24
    Win Condition: Safe withdrawal of allied forces
    Loss Condition: Destruction of Allies/Destruction of your MS
    
    Head North at the start of the mission and meet up with the two retreating 
    Zaku I's. Hold your ground here and engage the various forces that will come 
    from the same direction. Enemy forces comprise entirely of Guncannons and 
    aircraft, which should pose you no problem by this stage in the game. As 
    always, stay well stocked with ammo and don't allow any MS to slip by you.
    -------------------------------------------------------------------------------
    Mission 25
    Mission Location: Mining Base
    Mission Name: Mining Base Defence
    Points for completion: 8000
    Number of Support MS allowed: 0
    End Date: 12.31
    Win Condition: Destruction of all enemy forces
    Loss Condition: Destruction of your MS
    
    This is it then, make or break time for the Zeon forces. Note that for this 
    mission I will be referring to North as being the top of the operation area 
    (as opposed to the direction in which you are facing at the start of the 
    mission) since the operation area will expand several times during this 
    mission, and this helps make things simpler.
    
    Head straight ahead as you start and engage the two Gundam(G) and Guntanks 
    that show up. Round the corner they came from and head up the canyon to meet 
    the two Gundam(G) that follow. This will then be followed by two Guuntanks, 
    then two more Gundam(G) and finally two more Guntanks. I would advise staying 
    at the very top of the operation area, since the enemy has a nasty habit of 
    firing on the second supply depot which you cannot reach at this stage in the 
    mission. Simply stay at the top of the map and draw the enemies attention.
    The map area will now expand. Move into the area housing the new supply 
    depot and defend it against the next waves of enemies. Be aware that groups of 
    aircraft will be sent in sporadically as well. Your allies should do a fair job
    of shooting them down, but keep an eye on the visible condition of the depot to
    decide whether you need to make aircraft your priority. Enemies are as follows:
    
    1xGundam(G) + 2xGuntank from West
    1xGundam(G) + 1xGuntank from North
    2xGuntank from North
    2xGundam(G) from North
    
    The operation Zone will expand for the final time. Stay put and deal with any 
    aircraft that threaten the supply depot, and then get fully resupplied. There 
    will now be four Guntanks in the NE, two more in the NW and two Gundam(G) 
    guarding the center. How you deal with this last phase is up to you, but I 
    normally start with the NE, then retreat and strike to the NW. Be aware that 
    when you destroy any of these groups, they will be replaced by an identical 
    group who will assume the same position. Given this, repeat the steps above a 
    second time, and then move onto the two Gundams in the center. These will be 
    replced by two more Gundams, and then another two Gundams after that.
    Assuming that you have taken out the Guntank support however, they should be 
    easy pickings. It's a long, difficult mission, but as long as  you take 
    advantage of the natural cover afforded by the terrain, it is very easy to 
    divide the enemy and pick them off in small groups.
    
    ===============================================================================
    4.0 - Mobile Suit Info:
    ===============================================================================
    Notes:
    
    - MS below are referred to here as they appear in the game for ease of 
    reference, not the list of official names used in section 2.4.
    
    - I wanted to include all possible upgrades for the various MS, so that 
    people could see which stage of upgrade would yield which result. 
    However due to the cost of upgrades and the fairly large range of models, it 
    would have been far too time consuming to get these done in any reasonable 
    time. I will add these at a later date if I ever get through them all! For the 
    time being only the full range of weapon upgrades is available.
    
    - Some units gain access to a shield through Defence upgrades. As with the 
    above, I haven't noted a shield for a unit if it gains one through defence 
    upgrades.
    
    
    ----4.1 - Earth Federation Forces Mobile Suit Info-----------------------------
    
    MP Guntank
    Primary Weapon: Gun Launcher
    Secondary Weapon: Gun Launcher
    Special Weapon: 120mm Cannon
    Melee Weapon: None
    Shield: None
    Stats
    Armour: 2
    Power: 2
    Aim: 4
    Speed: 1
    Turn: 2
    Boost: 1
    Oh dear. If you like your Guntanks then you're goning to have to wait for a 
    bit longer into the EFF campaign to get your fix. This is the first suit in 
    your hangar for the EFF, and with good reason. A suit so poor it makes the 
    Zaku II look accomplished. Does hit reasonably hard, and certainly looks 
    amusing when you hit the boosters, but doesn't really have anything to 
    recommend it as a serious consideration for your hard earned points.
    
    
    Guntank
    Primary Weapon: BOP Missile
    Secondary Weapon: BOP Missile
    Special Weapon: 120mm Cannon
    Melee Weapon: None
    Shield: None
    Stats
    Armour: 5
    Power: 4
    Aim: 7
    Speed: 2
    Turn: 3
    Boost: 2
    As with the MP Guntank. Can take significantly more punishment, but its 
    inability to dodge leaves you a sitting duck in most situations.
    
    
    Guntank II
    Primary Weapon: Rocket Pod
    Secondary Weapon: Missile
    Special Weapon: 120mm Cannon
    Melee Weapon: None
    Shield: None
    Stats
    Armour: 4
    Power: 6
    Aim: 7
    Speed: 1
    Turn: 2
    Boost: 1
    Hate Guntanks.....So don't expect an unbiast writeup here. Seriously though, 
    this suit is just as rubbish as the others. It's just a well armoured weapons 
    platform, so it does pack a punch because the weapon lineup is good. However, 
    it's slow to fire, slower to move, and is incredibly intolerant of rough 
    terrain. Unless you have a serious love for Guntanks, you aren't going to get 
    on with this. I tried to do some of the Mountain missions with one of these and
    it was physically incapable of driving up to the top of the operation area and 
    kept getting stuck....
    
    
    GM
    Primary Weapon: Bullpup MG
    Secondary Weapon: Head Vulcan
    Special Weapon: None
    Melee Weapon: Beam Saber
    Shield: Shield
    Stats
    Armour: 2
    Power: 1
    Aim: 2
    Speed: 3
    Turn: 3
    Boost: 2
    Your opinion on this suit depends entirely on which side you opted to play
    first. If you went with Zeon, you will find this suit a revelation, since it 
    is significantly quicker and better armoured than its equivalent Zaku I/II. 
    If you chose EFF first, then you are probably still reeling from the totally 
    different feel of the MS in GTIS, and will likely be cursing the poor GM for 
    its clunky movement and slow turning speed. In truth, the GM is a very decent 
    starter suit, especially if you concentrate on weapon upgrades first, since 
    this gives you the Spray Gun, essentially a slightly less effective Beam Rifle.
    Boost, armour and manevouverability are all pretty poor, as befits a starter 
    suit, but rest easy in the knowledge that you have much better stats than the 
    suits you will be facing at this stage of the game, unlike the poor suckers who
    chose the Zeon campaign...
    
    
    GM Type D
    Primary Weapon: 90mm MG, Beam Gun, Sniper Rifle
    Secondary Weapon: Head Vulcan
    Special Weapon: Grenade
    Melee Weapon: Beam Saber
    Shield: Shield
    Stats
    Armour: 3
    Power: 3
    Aim: 4
    Speed: 3
    Turn: 4
    Boost: 3
    An incremental upgrade to the GM formula. Faster, better armour, more ammo. 
    Unfortunately, none of these increases are enough to warrant retaining 
    the suit or investing significant amounts of points for upgrades.
    
    
    GM Cannon
    Primary Weapon: Bullpup MG, Spray Gun, Beam Rifle
    Secondary Weapon: Head Vulcan
    Special Weapon: 240mm Cannon
    Melee Weapon: Fists
    Shield: None
    Stats
    Armour: 2
    Power: 2
    Aim: 5
    Speed: 1
    Turn: 2
    Boost: 1
    Think standard GM with a shoulder mounted 240mm cannon. Plus you can use the 
    Spray Gun as your primary weapon, so you have the ability to hit hard at long 
    and medium ranges. Head Vulcan rounds this suit off with some useful anti-air
    defence. I really enjoyed this suit, and it is much more accomplished than 
    its Zaku Cannon counterpart. The only downside is that standing still to fire 
    the 240mm cannon is a bit of a liberty at this stage since you can't afford to 
    take a stray round, so make sure you outrange your opponent before committing 
    to fire.
    
    
    GM (G)
    Primary Weapon: 100mm MG, Missile Launcher, Rocket Launcher, Long Rifle
    Secondary Weapon: None
    Special Weapon: None
    Melee Weapon: Beam Saber
    Shield: Claw Shield
    Stats
    Armour: 3
    Power: 3
    Aim: 2
    Speed: 3
    Turn: 2
    Boost: 1
    Another stats upgrade from the basic GM, but doesn't come with any secondary 
    or special weapons. Furthermore, it doesn't have much ammo for the good range 
    of primary weapons available to it. All in all a bit of a comprimise, but a 
    handy suit if you are going to be near a supply depot.
    
    
    GM Striker
    Primary Weapon: 100mm MG, Bullpup MG, Beam Gun
    Secondary Weapon: None
    Special Weapon: Grenade
    Melee Weapon:  Beam Lance
    Shield: Claw Shield
    Stats
    Armour: 4
    Power: 7
    Aim: 1
    Speed: 7
    Turn: 7
    Boost: 6
    Many people will play through the game without ever experiencing this gem of 
    a suit. You get access to it just as Guncannons/Gundams are becoming available,
    so naturally it will be shunned in favour of these newer and more respected 
    MS. The truth is that the Striker can embarass suits twice as expensive. It 
    doesn't have a primary weapon to start with, only the rubbish grenade, but it 
    does have a massive twin bladed Beam Lance that cuts down most suits in a 
    single swipe. Weapon upgrades bring access to the standard MG/Beam Gun lineup 
    so it can fight at range as well. It's quick and dexterous with good armour and
    boost. Peerless if close combat is your preferred method of getting things 
    done.
    
    
    GM Command
    Primary Weapon: Bullpup MG, Beam Gun, 380mm Bazooka
    Secondary Weapon: Head Vulcan
    Special Weapon: Grenade
    Melee Weapon: Beam Saber
    Shield: Shield
    Stats
    Armour: 4
    Power: 4
    Aim: 4
    Speed: 6
    Turn: 5
    Boost: 4
    Ultimate evolution of the non-specialised type of GM. Decently quick, plenty 
    of boost and good armour. Weapon selection is a bit limited, but ammo supplies 
    are quite respectable. Other than that, it's exactly the same as any other GM.
    
    
    GM Sniper II
    Primary Weapon: Sniper Rifle, Long Rifle
    Secondary Weapon: None
    Special Weapon: None
    Melee Weapon: Beam Saber
    Shield: Shield
    Stats
    Armour: 5
    Power: 5
    Aim: 8
    Speed: 7
    Turn: 5
    Boost: 5
    Excellent chassis ultimately limited by its weapon selection. Since you can 
    only take sniper rifles, you never have enough ammo to achieve much before 
    needing to reload. It has great boost, decent armour and strong melee, but you 
    won't find occasion to sample these abilities outside of a defence mission. It 
    has particularly weak AA since none of its weapons fire quickly or are 
    accurate against fast moving targets.
    
    
    MP Guncannon
    Primary Weapon: Bullpup MG, Beam Gun, Sniper Rifle
    Secondary Weapon: Head Vulcan
    Special Weapon: 240mm Cannon
    Melee Weapon: Fists
    Shield: None
    Stats
    Armour: 5
    Power: 5
    Aim: 7
    Speed: 2
    Turn: 4
    Boost: 4
    What you see is what you get with the Guncannon. It looks like an artillery 
    tanks with legs, and it pretty much is. You don't get lightning fast response 
    or good turning speed, but you do get plenty of armour and plenty of decent 
    weaponry. That being said, the Guncannon can pick up a decent turn of speed 
    once you get going. Beam Gun is the primary weapon of choice, but you also get 
    a Head Vulcan for dealing with aircraft/keeping melee units at range, plus twin
    240mm shoulder mounted cannons for softening up targets from range. Melee 
    damage is suprisingly respectable for a suit that has to rely on its fists, 
    but nevertheless don't expect instant results.
    
    
    Guncannon
    Primary Weapon: Beam Rifle, 100mm MG, Beam Rifle (Upgraded)
    Secondary Weapon: Head Vulcan
    Special Weapon: 240mm Cannon
    Melee Weapon: Fists
    Shield: None
    Stats
    Armour: 7
    Power: 5
    Aim: 7
    Speed: 2
    Turn: 2
    Boost: 3
    Much the same as the MP Guncannon, except that you trade speed and turning 
    ability for extra armour. You also get access to a more potent set of primary 
    weapons. I find the MP version to be better overall, since the Guncannon 
    really is quite frustratingly slow at times.
    
    
    Guncannon - ML
    Primary Weapon: Beam Rifle, 100mm MG, Beam Rifle (Upgraded)
    Secondary Weapon: Head Vulcan
    Special Weapon: Missile Launcher
    Melee Weapon: Fists
    Shield: None
    Stats
    Armour: 7
    Power: 6
    Aim: 6
    Speed: 3
    Turn: 2
    Boost: 3
    Same as all the other Guncannons, but mounts twin rocket launchers instead of 
    240mm cannons. These are just as much of a pain as the cannons they replace 
    (since you have to stand still to fire them), but have a faster rate of fire 
    and seem to do a bit more damage as well. If you are going to get a Guncannon 
    after the MP version, this is probably the one to have.
    
    
    Gundam (G)
    Primary Weapon: 100mm MG, Missile Launcher, Rocket Launcher, 180mm Cannon,
    Beam Rifle
    Secondary Weapon: Chest Vulcan
    Special Weapon: Multi Launcher
    Melee Weapon: Beam Saber
    Shield: Claw Shield
    Stats
    Armour: 5
    Power: 5
    Aim: 3
    Speed: 4
    Turn: 3
    Boost: 2
    Not that this will suprise anyone, but the Gundam (G) is an awesome suit. It 
    has so much armour compared to other suits you will wonder if it is possible 
    to be destroyed at all. Yet it remains agile and relatively speedy, with a 
    great range of weapons. The Beam Rifle has to be the gun of choice, but unlike 
    many other MS, all weapons you unlock will be useful in the meantime. Add in 
    the signature Head Vulcan, a shield and decent melee damage and you will find 
    yourself laughing at the poor Zeons for not fleeing from you on sight! The only
    downer with this suit is that ammo for the primary weapons is pretty poor.
    However with a suit this powerful you can just draw your sword and plough on
    regardless.
    
    
    Gundam Ez-8
    Primary Weapon(s): 100mm MG, Missile Launcher, Rocket Launcher, 180mm 
    Cannon, Beam Rifle
    Secondary Weapon: Head vulcan
    Special Weapon: Chest Vulcan
    Melee Weapon: Beam Saber
    Shield: Claw Shield
    Stats
    Armour: 6
    Power: 5
    Aim: 4
    Speed: 5
    Turn: 5
    Boost: 4
    Much like the Gundam(G), this suit has it all, only more so. Not only can it 
    hold more ammo for the primary weapon (read Beam Rifle here unless you are 
    intentionally trying to up the challenge), but it has a Chest Vulcan and a 
    Head Vulcan. This increases it's ability to deal with threats at medium/close 
    range, but is offset by a slightly weaker melee attack than the Gundam(G).
    
    
    Gundam
    Primary Weapon: Beam Rifle, 380mm Bazooka
    Secondary Weapon: Head Vulcan
    Special Weapon: Beam Javelin
    Melee Weapon: Beam Saber
    Shield: Shield
    Stats
    Armour: 8
    Power: 7
    Aim: 5
    Speed: 7
    Turn: 7
    Boost: 7
    Heh. The pinnacle of evolution for Gundam type suits. The Gundam fears 
    nothing because it's the best suit available by miles. Remains speedy and 
    agile whilst adding significantly more in the way of armour and ammo capacity. 
    This MS can weather a sustained assualt from pretty much anything, and carries 
    45 rounds for the Beam Rifle (when fully upgraded), a feat approached only by 
    the Zeon Gelgoog. Weaponry is a little limited, but that's only because 
    everything you start with is fantastic anyway. If you die with this suit, you 
    don't deserve to be using it.
    
    
    ----4.2 - Principality of Zeon Mobile Suit Info--------------------------------
    
    Zaku I
    Primary Weapon: 105mm MG, 280mm Bazooka, Magella Gun
    Secondary Weapon:
    Special Weapon: Cracker
    Melee Weapon: Heat Hawk
    Shield: None
    Stats
    Armour: 1
    Power: 1
    Aim: 1
    Speed: 1
    Turn: 1
    Boost: 2
    Ugh. Since you start the game with a Zaku II, there is no reason you should 
    ever have to use this suit. It has papier mache armour, low ammo count, and a 
    poor range of weapons at its disposal.
    
    
    Zaku II
    Primary Weapon: 120mm MG, 280mm Bazooka, Magella Gun, MMP-80 MG
    Secondary Weapon:
    Special Weapon: Cracker
    Melee Weapon: Heat Hawk
    Shield: None
    Stats
    Armour: 2
    Power: 2
    Aim: 2
    Speed: 3
    Turn: 2
    Boost: 2
    Since this is one of the first suits you get in the campaign, your expectations
    for it likely wont be high. Even with this lenience though, the Zaku II still 
    manages to be shockingly rubbish. It loses out to its rival the GM in every 
    respect, so all the early Zeon mission become an uphill struggle. It has a 
    decent selection of weapons (and certainley becomes more usable once you get 
    the MMP80), but ultimately is let down by awful maneouverability (especially 
    when trying to turn), and tinfoil armour. Unfortunately most of the early 
    Zeon suits share this trait, so you're best to stick it out with this until 
    something useful like a Gouf Custom becomes available.
    
    
    Zaku Cannon
    Primary Weapon: 105mm MG, 120mm MG, MMP-80 MG,
    Secondary Weapon: None
    Special Weapon: 180mm Cannon
    Melee Weapon: Heat Hawk
    Shield: None
    Stats
    Armour: 2
    Power: 2
    Aim: 5
    Speed: 1
    Turn: 2
    Boost: 1
    Zeon players fancying a bit of artillery action will be dissapointed by this 
    suit, mainly because it is based on the Zaku I chassis. As such, its armour 
    is woeful, which means you cannot afford to stand still to fire the shoulder 
    cannon, since a few rounds in the chest can spell disaster. Obviously, this 
    defeats the point of having an artillery MS. On the plus side, it does have a 
    decent weapon loadout available once it is fully upgraded.
    
    
    Zaku II Type S
    Primary Weapon: 120mm MG, 280mm Bazooka, Magella Gun, MMP-80MG,
    360mm Bazooka
    Secondary Weapon: None
    Special Weapon: Cracker
    Melee Weapon: Heat Hawk
    Shield: None
    Stats
    Armour: 3
    Power: 3
    Aim: 4
    Speed: 6
    Turn: 6
    Boost: 6
    This is what the Zaku should have handled like in the first place. Gone is the 
    feeling of wading through treacle, replaced by a half decent sense of mobility.
    The Zaku S isn't quick by any stretch, but does rectify the horrible turning 
    speed of the base Zaku. It has a decent range of weapons, particularly the 
    360mm Bazooka, but only a slightly better ammo capacity than the Zaku II. 
    Armour is improved too, but not by much. This is the suit's ultimate downfall,
    it's just too easy to lose a limb of be blown out of your cockpit by a stray 
    shot. If the Zaku S arrived in your hangar a bit earlier in the campaign it 
    would have been an excellent investment. As it is you're better off saving up 
    for a Dom.
    
    
    Acguy
    Primary Weapon: Beam Cannon
    Secondary Weapon: Head Vulcan
    Special Weapon: Missiles
    Melee Weapon: Claws
    Shield: None
    Stats
    Armour: 2
    Power: 2
    Aim: 2
    Speed: 4
    Turn: 3
    Boost: 2
    If aquatic MS are your thing, the Acguy will provide a welcome break from the 
    slew of rubbishy Zakus in the Zeon campaign. If you don't like aquatic MS, 
    stick it out a bit longer for the Gouf Custom. It only has one loadout even at 
    Weapon Level 8, but all three weapons are fairly decent, and allow the Acguy 
    to pack a mean punch at close range. Melee damage is also good, courtesy of 
    those vicious claw arms. The only thing that really keeps this MS in the lower 
    bracket is a lack of armour. It isn't quite as frail as the Zakus, but will not
    withstand a sustained barrage.
    
    
    Gogg
    Primary Weapon: Beam Cannons
    Secondary Weapon:
    Special Weapon: Missiles
    Melee Weapon: Claws
    Shield:
    Stats
    Armour:
    Power:
    Aim:
    Speed:
    Turn:
    Boost:
    One word sums this suit up. S-L-O-W. Moves slowly, turns slowly, fires slowly. 
    It also has rubbish boost, so don't expect to cover ground fast in this beast. 
    It has woeful aim, which offsets the half decent armaments because you will be 
    missing all the time. Armour is quite decent, but then you cannot move fast 
    enough to avoid any incoming fire, so you will die just as fast as in any other
    low level suit. Best avoided.
    
    
    Z'Gok
    Primary Weapon: Beam Cannon
    Secondary Weapon: Beam Cannon
    Special Weapon: Missiles
    Melee Weapon: Claws
    Shield: None
    Stats
    Armour: 3
    Power: 4
    Aim: 2
    Speed: 1
    Turn: 1
    Boost: 1
    Another rubbish marine MS. Decently nippy compared to other suits of this type,
    but it suffers from a lack of armour and very weak weaponry. In particular, 
    its missiles require you to be stationary to fire, which doesn't compliment 
    the suits armour rating at all.
    
    
    Hy-Gogg
    Primary Weapon: Beam Gun
    Secondary Weapon: Beam Gun
    Special Weapon: Torpedoes
    Melee Weapon: Claws
    Shield: None
    Stats
    Armour: 4
    Power: 4
    Aim: 3
    Speed: 3
    Turn: 4
    Boost: 3
    As per the Gogg it is based on. Slow, with decent armour, but woeful accuracy.
    Its melee attack is devestating, but is hard to land due to it's ponderous 
    nature.
    
    
    Z'Gok-E
    Primary Weapon: Beam Cannon
    Secondary Weapon: Beam Cannon
    Special Weapon: Head Missile
    Melee Weapon: Claws
    Shield: None
    Stats
    Armour: 4
    Power: 6
    Aim: 5
    Speed: 5
    Turn: 4
    Boost: 4
    All round improvement on preceeding marine suits. Unfortunately, the weapon 
    loadout is still the same, so it's a bit underpowered for the stage of the 
    game in which you will be using it. Furthermore, it is still pretty ponderous 
    and has rubbish boost. As a result, it doesn't compare well with any of the 
    other MS you are offered for a similar price.
    
    
    Gouf
    Primary Weapon: Finger Cannon, MMP-80 MG
    Secondary Weapon: Gatling, Gatling S
    Special Weapon: Heat Rod
    Melee Weapon: Heat Sword
    Shield: Shield
    Stats
    Armour: 3
    Power: 5
    Aim: 1
    Speed: 5
    Turn: 4
    Boost: 4
    I found the Gouf to be one of the dissapointments of the Zeon campaign. I
    personally love the Gouf design in the Gundam series, and have always enjoyed 
    its fantastic close combat skills in other Gundam games. However in GTIS the 
    Gouf is really a glorified Zaku II with decent melee damage. It is frail, slow 
    and lacks any decent armaments beside the MMP80. The Heat Sword does excellent
    Melee damage, but don't ever use the Heat Rod - it grounds you where you stand
    (much like the shoulder mounted cannons on other suits) and doesn't inflict 
    any damage, just stuns for a few seconds. My advice would be to save the points
    and hold out a few more missions until the Gouf Custom becomes available.
    
    
    Gouf Custom
    Primary Weapon: MMP-80MG, Shotgun
    Secondary Weapon: Gatling Gun, Gatling S
    Special Weapon: Heat Rod
    Melee Weapon: Heat Sword
    Shield: None
    Stats
    Armour: 3
    Power: 6
    Aim: 3
    Speed: 7
    Turn: 5
    Boost: 5
    If you've made it far enough into the Zeonic campaign to get this suit, you
    are probably feeling a little disillusioned with the constant slew of weak MS 
    that you have been offered to hold back the EFF. Despair ye not however, 
    because this is where things start looking up. The Gouf Custom comes with an
    MMP80 and a vulcan straight out of the box, which makes closing range from 
    short or medium distances a doddle. As per the Gouf the Heat Sword is great and
    the Heat Rod sucks. Maneouverability is still pretty dissapointing, but 
    thankfully the armour is a level or two above the tinfoil covering the Zakus. 
    Definitely top of the list if you are expecting a close assault mission.
    
    
    Dom
    Primary Weapon: 360mm Bazooka, MMP-80 MG, Rakenten Bazooka
    Secondary Weapon: None
    Special Weapon: Spread Beam
    Melee Weapon: Beam Saber
    Shield: None
    Stats
    Armour: 3
    Power: 3
    Aim: 2
    Speed: 8
    Turn: 6
    Boost: 3
    Ah the Dom. This suit is a revelation when you first get it, mainly due to its 
    hovering ability. This means that you can strafe your opponents easily with
    only minimal fear of getting hit by retatliatory fire. Also, it starts with the
    360mm Bazooka and ends up with the Rakenten Bazooka, so it's fair to say the 
    Dom packs a punch as well as speed. On the down side, its ammo capacity for 
    both Bazookas is pretty poor, and as such is best for defense missions rather 
    than ones where you will be moving far from the supply depot. The exception to 
    this is if you take the MMP80, for which it can carry an astounding 750 rounds!
    Go figure. Melee is also curiously weak even when Attack is maxed, so it is a 
    great defense suit rather than an all-rounder. A fleet of 3 Doms (possibly 
    with one AI pilot in a Dom Cannon) is a formidable setup that will see you 
    through large portions of the Zeon campaign.
    
    
    Dom Cannon
    Primary Weapon: 105mm MG, MMP-80 MG, Shotgun
    Secondary Weapon: Rocket Pod
    Special Weapon: Twin Cannon
    Melee Weapon: Beam Saber
    Shield: None
    Stats
    Armour: 5
    Power: 6
    Aim: 7
    Speed: 7
    Turn: 5
    Boost: 2
    As per the Dom really. The only problem here is that the shoulder cannon 
    requires you to be stationary to fire, which kind of defeats the Dom's main 
    advantage of maneouverability. Also, the Dom Cannon is limited to machine guns 
    as its primary weapons, so overall it lacks as much punch as the standard Dom.
    
    
    Gelgoog
    Primary Weapon: Beam Rifle, MMP-80 MG
    Secondary Weapon: Rocket Pod
    Special Weapon: None
    Melee Weapon: Beam Nanginata
    Shield: Shield
    Stats
    Armour: 6
    Power: 7
    Aim: 5
    Speed: 7
    Turn: 6
    Boost: 6
    Finally, a Gundam equivalent for the Zeon. Whilst I don't like the design of 
    this MS nearly as much as other Zeon suits, I can't argue with the fact that 
    it kicks ass. It starts with the Beam Rifle, and you would be mad to choose 
    anything else really, especially as it ends up with a mammoth 37 shots 
    that far outstrips the ammo capacity of even the Gundams for this weapon. The 
    only real downside is that it doesn't shoot down aircraft that well. You can 
    use the Rocket Pod when you get it, but even then these are fairly slow moving,
    so don't expect instant results. On top of this you have good maneouverability,
    great armour and a crushing melee weapon. Unless you like the close assault 
    style of the Kampfer on appropriate missions, you won't use another suit again.
    Best all round suit for Zeon without a doubt.
    
    
    Kampfer
    Primary Weapon: Shotgun, 360mm Bazooka, Raketen Bazooka
    Secondary Weapon: Head Vulcan
    Special Weapon: None
    Melee Weapon: Beam Saber
    Shield: None
    Stats
    Armour: 5
    Power: 7
    Aim: 6
    Speed: 7
    Turn: 8
    Boost: 7
    Fantastic assault MS with wallet denting improvement costs. I found the Kampfer
    to be curiously rubbish when it first arrived, but I think the truth is that 
    this MS really needs a broad spectrum of upgrades before it gets into its 
    stride. What it does have going for it out of the box is great manouverablility
    and tons of boost power. The starting shotgun is a bit rubbish since if you are
    close enough to use it effectively, you'd probably have your beam sword out 
    instead. Once you have the Raketen Bazooka however, the Kampfer becomes 
    devstatingly efficient. Head vulcan allows you to pin enemies whilst you close
    in for melee or strafe them with your bazooka. Armour is on par with the top 
    tier Gundams.
    
    
    Xamel
    Primary Weapon: Missiles
    Secondary Weapon: Vulcan
    Special Weapon: 680mm Cannon
    Melee Weapon: None
    Shield: None
    Stats
    Armour: 8
    Power: 7
    Aim: 7
    Speed: 5
    Turn: 5
    Boost: 3
    Zeon in artillery shocker? Surely not. If you've gone through the Zeon campaign
    wishing you could trade on equal terms with all the Guntanks and Guncannons 
    then the Xamel may well be for you. The Dom style hover movement system offers 
    unprecedented mobility for a suit of this size and armour, but make no mistake 
    you are still pretty damn slow. The 680mm cannon makes this MS an excellent 
    choice if you know you are going to be sniping, but it cannot be used for 
    medium range shots in the same way as you might with a Zaku Cannon. The reason?
    The enormous two part cannon takes so long to deploy and fire that you will 
    usually miss any target that is aware of your presence, likely taking a fair 
    bit of damage in the process. Luckily the Xamel has a huge lock on range 
    (especially once fully upgraded) to compensate to some degree. It also has slow 
    moving rockets which are great for closer range work, and a Vulcan, but this is 
    no good for shooting down aircraft since it is located so far down the Xamels 
    torso. The Xamel does have tons of armour, but it needs to since it is tough 
    to dodge in this MS and you will get hit a lot. Also, it is one of the only 
    suits not to have a melee attack. All in all a devestating artillery piece, but
    be prepared to restart the mission if your enemies manage to get close to you.
    
    
    Hildolfr
    Primary Weapon: 300mm Cannon
    Secondary Weapon: 105mm MG
    Special Weapon: Transform
    Melee Weapon: None
    Shield: None
    Stats
    Armour: 8
    Power: 6
    Aim: 6
    Speed: 7
    Turn: 5
    Boost: 2
    I'm still trying to work out whether the Hildolfr was included as a serious 
    step forward for the Zeons, or just as an unlockable party piece for Gundam 
    fanboys. It straddles both categories to be honest. Lets start with the plus 
    points. It is extremely nippy and maneouverable compared to any of the MS in 
    the game. It also has a ton of armour, backed up with a hard hitting 300mm 
    Cannon. It transforms!!! The downside - the 300mm cannon will miss just about 
    anything on the move and you can't strafe with it. The transformation gives you
    access to a 105mm MG....Not really the weapon of choice against anything in the
    game. Officiandos may love seeing the Hildolfr bought to (digital) life, but it 
    certainley isn't accomplished enough to eclipse the Gelgoog or Kampfer.
    
    
    ===============================================================================
    5.0 - Weapons:
    ===============================================================================
    Notes
    
    - I have kept this list down to weapons that are available to a range of MS. 
    Unique weapons like the Gouf Finger Cannon are not examined. Similarly, Melee 
    weapons are not included since they are specific to each suit.
    
    ===============================================================================
    
    105mm MG: Basic Zeon machine gun. Medium fire rate, woeful damage. Ammo is 
    always plentiful, but that is little consolation. Avoid like the plague where 
    possible.
    
    
    120mm Machine Gun: Standard Zeon machine gun. High rate of fire, piddly 
    damage. The only plus side is that you usually get a fairly big clip size for 
    it.
    
    
    MMP80 Machine Gun: If machine guns are your thing then this is the pinnacle 
    for you. Very high rate of fire, slightly less damage than the 120mm MG, but 
    always has much more ammunition available for it.
    
    
    Bullpup MG: The EFF's 105mm MG. Feels like maybe it's firing rubber bullets 
    instead of real ammuntion, but almost always has plenty of ammo. Upgrade as 
    soon as feasibly possible.
    
    
    90mm Machine Gun: Pretty much the equivalent of the 120mm MG for the Zeon 
    forces. High fire rate, rubbish damage, acceptable clip size.
    
    
    100mm MG: EFF equivalent of the Zeon MMP80.
    
    
    Shotgun: A tricky one this. I personally dislike this weapon because, in true 
    shotgun style, you need to be in close combat range to use it effectively. It 
    really does suck at any kind of distance. For this reason, the Shotgun is best
    left on the shelf because if you get close enough to use it you would be better
    off using your melee weapon anyway. For those that favour this kind of weapon 
    though, the damage is stunning up close.
    
    
    180mm Cannon: Not a fan of this weapon really. Does plenty of damage, though 
    no more than a bazooka, but is slower to reload. Plus it is woefully 
    inaccurate. If you aren't going to stand still to fire it, don't bother firing
    it.
    
    
    Magella Gun: Sigh. I loved the Magella guns in Gundam anime, so I was really 
    looking forward to using this. But it's rubbish I'm afraid. Snail like reload 
    time, small clip size and a slow moving projectile make this exceptionally 
    hard to use. Only redeeming feature is a decent amount of damage.
    
    
    280mm Bazooka: Otherwise known as the Zaku Bazooka. This four barrel beauty 
    packs quite a punch and has a speedy rate of fire for a Bazooka. As with all 
    weapons of this type, it doesn't have much ammo, but is a great GM killer.
    
    
    360mm Bazooka: Decent damage, slow rate of fire. The 360mm is a fairly heavy 
    hitter, and takes down the majority of EFF suits in two or three hits. On the 
    down side the clip size is almost always rubbish, so best used when you know 
    you are going to be able to resupply often.
    
    
    Rakenten Bazooka: One of the better weapons in the game. This is quite a step 
    up from the 360mm Bazooka. Better damage, higher accuracy and a slightly 
    increased rate of fire. Clip size is still rubbish, but you will get a few 
    extra kills over the 360mm Bazooka before you need to find a supply depot. 
    This is the weapon that transforms the effectiveness of the Dom and Kampfer for
    Zeon.
    
    
    380mm Bazooka: EFF Equivalent of the Rakenten Bazooka. 
    
    
    Rocket Launcher: Do not be fooled by the generous seeming clip size for this 
    weapon, it fires  five rockets at a time, so effective ammo count is around 
    15 shots. However, it does have a decent rate of fire, and packs quite a punch
    (a solid hit will reduce most Zakus to ash). Unfortunately, the rockets spread 
    out as they leave the launcher and then regroup as they home in on the target. 
    this initial spread pattern means that its easy to lose 1-3 rockets to the 
    terrain or other MS on the way in.
    
    
    Rocket Pod: An arm attachment for the Gelgoog and Dom K. Fires three homing 
    rockets at a fairly low rate of fire. The rockets are slow moving, but tend to 
    track their targets well. Ideal for slow moving aircraft or partially damaged 
    MS.
    
    
    Missiles: Missiles come in various shapes and sizes in this game, but all 
    share similar traits. They generally have a medium/high rate of fire and 
    medium damage, and should be treated like a heavy hitting machine gun. On the 
    down side, the projectiles move slowly, which can make it difficult to hit a 
    strafing target.
    
    
    Sniper Rifle: Whopping damage, good range, clip size so small you'd think the 
    rounds it uses were on the endangered list. Five bullets is not enough for a 
    mission. Even if they took down an MS in one shot, which they rarely do.
    
    
    Long Rifle: Bit pointless this one. Slightly more damage than the Sniper Rifle,
    but less bullets. Packs a massive punch, but four rounds is not enough for any 
    of the missions in this game. Best left at home.
    
    
    Beam Rifle: Be it for EFF or Zeon, the Beam Rifle is pretty much the most 
    consistently devestating weapon you will use. Clip size is almost always 
    woefully limited unless you have an upgraded Gelgoog, but when you do this 
    much damage nothing will be around to stop you when you need to go reload. 
    Accurate as well.
    
    
    Head Vulcan: Highest rate of fire, lowest damage (suprise, suprise). The 
    weapon of choice for shooting down aircraft or destroying tanks. With regards 
    to enemy Mobile Suits, as soon as you stop seeing this weapon as a means of 
    damaging your opponent, you will realise it's true usefullness. It's ability 
    to knock an enemy off balance or force them block makes it much less risky when
    attempting to close for a melee strike. If you have this, always go in blazing 
    before you use you melee weapon.
    
    
    Spread Beam: I'm not 100% sure on this one, but it appears that you make your 
    enemy falter in close combat by using this, buying your valuable seconds for a
    return strike if you think they are going beat you to the first blow.
    
    
    MultiLauncher: As with the Beamflash, this appears to stun an enemy in close 
    combat, giving you the chance to strike first.
    
    
    Cracker/Grenade: Crackers for the Zeon, Grenades for the EFF. Both do good 
    damage, and can even take weaker suits out with one hit. However, you have to 
    stand still to use it, which is really odd since it's a close range weapon. 
    Shame, because otherwise they would be a great tool for softening up the enemy 
    before a melee strike. Furthermore, they are thrown underarm in a high arc, so
    they won't ever hit a moving target, or even one that decides to move after 
    you've thrown it.