__  __       _     _ _        ____        _ _   
            |  \/  | ___ | |__ (_) | ___  / ___| _   _(_) |_ 
            | |\/| |/ _ \| '_ \| | |/ _ \ \___ \| | | | | __|
            | |  | | (_) | |_) | | |  __/  ___) | |_| | | |_ 
            |_|  |_|\___/|_.__/|_|_|\___| |____/ \__,_|_|\__|
               ____                 _                   
              / ___|_   _ _ __   __| | __ _ _ __ ___    _
             | |  _| | | | '_ \ / _` |/ _` | '_ ` _ \  (_)
             | |_| | |_| | | | | (_| | (_| | | | | | |  _
              \____|\__,_|_| |_|\__,_|\__,_|_| |_| |_| (_)

                       ____
                      / ___|_ __ ___  ___ ___
                     | |   | '__/ _ \/ __/ __|
                     | |___| | | (_) \__ \__ \
                      \____|_|  \___/|___/___/
             ____  _                          _           
            |  _ \(_)_ __ ___   ___ _ __  ___(_) ___  _ __ 
            | | | | | '_ ` _ \ / _ \ '_ \/ __| |/ _ \| '_ \ 
            | |_| | | | | | | |  __/ | | \__ \ | (_) | | | |
            |____/|_|_| |_| |_|\___|_| |_|___/_|\___/|_| |_|
                        ___   ___ _____ ___
                       / _ \ / _ \___  / _ \
                      | | | | | | | / / (_) |
                      | |_| | |_| |/ / \__, |
                       \___/ \___//_/    /_/

Mobile Suit Gundam: Cross Dimension 0079
Platform: Super Nintendo Entertainment System
Genre: Strategy

Version 1.0
Written by Necropenguin

Started: June 14th, 2003
Completed: August 14, 2003

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Versions History:
Version 1.0
-It's done! What more else is there to say?

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This document is copyrighted to Necropenguin@yahoo.com, that's me, and 
this document may NOT be altered, reproduced, sold for profit, or 
especially plagiarized in any way shape or form without my permission, 
which you won't get so don't ask. As of tonight August 13, 2002, 
GameFaqs is authorized by my decree to display this document for public 
use. If I find out that my hard work (well not really hard, but you sit 
here and try doing this) is being ripped off I will be forced to take a 
rather unhappy legal action, plus Ill just plain find you and hurt you.

Mobile Suit Gundam, and all of its characters and mecha, are copyrights 
of Sotsu Agency, Sunrise, and Bandai Entertainment.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

=======================================================================
=======================================================================

1)	Introduction
2)	Game Controls
     -Combat Controls
     -Prime Points Screen Controls
3)	The Prime Points Screen
     -An Explanation of the Prime Point System
     -Using the Prime Point System
     -A-Gun Weapons and B-Gun Requirements
4)	Special Attacks
     -RX-75-4 Guntank A-Gun Attacks
     -RX-77-2 Guncannon A-Gun Attacks
     -RX-78-2 Gundam Close Combat and A-Gun Attacks
     -RX-78XX Gundam Pixy Close Combat and A-Gun Attacks 
5)	An Introduction to Gameplay
6)	Mission Walkthroughs
7)	Characters
     - Mobile Suit Gundam Characters List
     - Gundam Cross Dimension Characters List
8)	Earth Federal Forces Unit Information
     - FF-X7 Core Fighter
     - FF-X7-Bst Core Booster
     - RB-79 Ball
     - RGM-79 GM
     - RX-75-4 Guntank
     - RX-77-2 Guncannon
     - RX-78-2 Gundam
     - RX-78XX Gundam Pixy
     - SCV-70 White Base
     - Medea Transport Plane
9)	Principality of Zeon Unit Information
     - MA-04X Zakrello
     - MA-08 Big Zam
     - MAN-08 Elmeth
     - MS-06F Zaku II
     - MS-06S Zaku II Command Type
     - MS-07B Gouf
     - MS-08TX Efreet
     - MS-09 Dom
     - MS-09R Rick Dom
     - MS-14A Gelgoog
     - MS-14S Gelgoog Command Type
     - MSM-04 Acguy
     - MSM-07 Z'Gok
     - MSM-07S Z'Gok Command Type
     - MSN-02 Zeong
     - Magella Attack Tank
     - Gaw Carrier
     - Zanzibar
     - Gallop
10) Thanks and Shameless Plugs


]============================[Introduction]===========================[

Once again I find myself digging through the heap of requests at 
GameFAQs, and once again I spy a familiar face. Well, it would seem 
that this great game has gone for ages without any semblance of a 
guide. I mean how could this go undone? Even the music in this game 
rocks hard! Well I guess it's time for me to do something about it, as 
a Gundam fan, as an up-and-coming writer, and as a decent human being. 
This will also be my first attempt at using ASCII for an intro and 
tables. Well lets hope this goes well. Strap yourselves in, kids. It's 
time for some Gundam damn-goodness.

Cross Dimension follows the story of the original Mobile Suit Gundam, a 
Television program that aired in Japan in the late 1970's and became a 
worldwide phenomenon, spawning a multitude spin-off series, movies, 
novels, comics, toys, games, and other objects that continue to delight 
fans to this day. The story involves a young boy named Amuro Ray who is 
caught in the middle of a war for independence between the Earth 
Federation and the space-dwelling Principality of Zeon. The war, which 
has raged on for over half a year, was being fought with giant humanoid 
robots known as Mobile Suits. With the Earth Federation over-whelmed by 
the Zeon's new mobile suits, the Earth Federation struggles to produce 
models of it's own to counter the Zeon threat. When Amuro's home space 
colony gets attacked, Amuro finds an experimental Federation Mobile 
Suit, known as the Gundam. He enters the cockpit of the Gundam and 
quickly finds himself confronted by enemy Zeons... Who will survive?



]===========================[Game Controls]===========================[

Combat Controls:
----------------
D-Pad: Move selection arrow over combat area/ move the selected mobile 
suit through combat area/ rotate the selected mobile suit in place/ 
move the selected choice in the combat menu

A Button: Confirm Selection
B Button: Cancel Selection

Prime Points Screen Controls:
-----------------------------
D-Pad: Move between statistics

A Button: Assign Prime Points to selected statistic
B Button: Remove Prime Points from selected statistic



]=======================[The Prime Points Screen]=====================[

An Explanation of the Prime Point System:
----------------------------------------

The level system used in Cross Dimension is called the Prime Points 
System. At the beginning of every mission, when your mobile suit gains 
enough experience to level up (it will have the words "LEVEL UP" appear 
over it's head), or by selecting the STATUS option in battle you will 
be taken to the Prime Points Screen. To try and make understanding the 
way it works as easy as possible, I reference you to the example below.

- RX-78         -------------------
| LV-18         |                 |
| EX-00550      | TOTAL  .  1     |
|---------------------------------|
| MOVE ===                        |
| ITEM =====                      |
|---------------------------------|
|MAG| >>        |        <<<|E-PAC|
|---------------------------------|
|    ATTACK     |     DEFENCE     |
|---------------------------------|
|CLOSE|>>>>>>>> |     <<<<<| CLOSE|
|---------------------------------|
|AIM  |>>>>>>>> |     <<<<<|  AIM |
|---------------------------------|
|SKILL|>>>>>>   |     <<<<<| SKILL|
|---------------------------------|
              WEAPON
 --------    --------   ---------
 |      |    |      |   |       |
 --------    --------   ---------

 -----------          ------------
 |  EXIT   |          |   NEXT   |
 -----------          ------------

------------------------------------
|801|*************************     |
------------------------------------


Now I will break it down for you starting in the upper left corner:

-The first thing you will see will be the model number of the mobile 
suit you are currently viewing. In this case the RX-78-2 Gundam.

-Under the model number is the current level of the mobile suit; in 
this case it is Level 18.

-Under the current level is the total amount of experience points that 
have been gained throughout the game thus far.

-To the right of all of the above is the TOTAL box, which shows you how 
many Prime Points are available to allocate between different stats.

-Below this is the Movement statistic. For every Prime Point that is 
spent here, the mobile suit will be able to move 1 space. You cannot 
spend more than eight Prime Points in MOVE.

-Underneath the MOVE statistic is the ITEM statistic. For every Prime 
Point spent here, you can carry one item. You can spend no more than 
six Prime Points in ITEM and carry no more than six items at a time.

-Underneath the ITEM statistic is the MAG and E-PAC boxes. These boxes 
are used to show how many of each item you are taking into battle. The 
total amount of magazines and E-Pacs you can carry is limited to your 
ITEM statistic.


Next, under the MAG and E-PAC area are your ATTACK and DEFENCE 
statistics. All of these can hold a maximum of eight prime points.

-CLOSE ATTACK determines the strength of your close range attacks. 
Guncannon and Guntank CANNOT raise this statistic.

-CLOSE DEFENCE determines your ability to defend or take less damage 
from an enemy's close range attacks.

-AIM ATTACK determines how powerful your long ranged attacks such as a 
beam rifle or cannons are.

-AIM DEFENCE determines your ability to take lessened damage from an 
enemy's ranged attacks.

-SKILL ATTACK determines the power of your special attacks.

-SKILL DEFENCE determines your defence against special attacks.

-Underneath the ATTACK and DEFENCE skills are the weapons boxes. They 
indicate what weapons the mobile suit has equipped.

-The NEXT icon will take you to your Special Attacks screen, where you 
can view what attacks you have at your disposal, how to use those 
attacks, and what the growth percentage of the attacks currently are.

-The EXIT icon will allow you to leave the Prime Point menu and return 
to whatever screen you were on before you accessed it.

-The bar on the very bottom is your AP gauge. It displays how much 
damage your mobile suit can take before it is removed from combat. A 
suit's AP increases every time you level up. You do not need to use 
Prime Points on your AP 


Using the Prime Point System
----------------------------

Well as you have probably figured out by now the statistics work by 
assigning the Prime Points to the desired attribute. Luckily, in case 
you change your mind or lose use of an attack you hadn't mastered yet, 
you can remove Prime Points as well.

Assigning items does not use Prime Points. You can only take as many 
items as you are allowed to by your ITEM stat. You can take any 
combination of items, say you have 5 Prime Points in your ITEM 
statistic, you can take 3 E-Pacs, and 2 Magazines, but no more than a 
total of five items. Always, always, ALWAYS make sure you select your 
items before you begin the mission. Careful use of your items can 
greatly effect your game. Whenever you level up you can also replenish 
your stock of items, which is a great added benefit.

Having a high MOVE stat is quite important because it allows you to get 
from enemy to enemy faster, thus cutting down on the damage you receive 
from being fired upon.

The A-Gun your mobile suit carries is determined by how many Prime 
Points you have assigned to your SKILL ATTACK statistics. You can see 
which weapon you are carrying in the Weapons boxes.


A-Gun Weapons and B-Gun Requirements
------------------------------------

+-----------------+
|RX-75-4 Guntank  |
|-----------------+-------------------------------------+
|  A-Gun Weapon   |            REQUIREMENTS             |
|-----------------+-------------------------------------|
| 180mm Cannons   | Guntank starts with this weapon     |
|-----------------+-------------------------------------|
| Arm Gattlings   | SKILL ATTACK must be five or higher |
+-------------------------------------------------------+


+-----------------+
|RX-77-2 Guncannon|
|-----------------+-------------------------------------+
|  A-Gun Weapon   |            REQUIREMENTS             |
|-----------------+-------------------------------------|
| 240mm Cannons   | Guncannon starts with this weapon   |
|-----------------+-------------------------------------|
|  Beam Rifle     | SKILL ATTACK must be five or higher |
|-----------------+-------------------------------------+
|     B-Gun       |            REQUIREMENTS             |
|-----------------+-------------------------------------|
|  Head Vulcans   | Guncannon starts with this weapon   |
+-------------------------------------------------------+


+-----------------+
|RX-78-2 Gundam   |
|-----------------+-------------------------------------+
|  A-Gun Weapon   |            REQUIREMENTS             |
|-----------------+-------------------------------------|
|   Beam Rifle    | SKILL ATTACK must be three or four  |
|-----------------+-------------------------------------|
| Hyper Bazooka   | SKILL ATTACK must be at five or six |
|-----------------+-------------------------------------|
|  Beam Rifle 2   | SKILL ATTACK must be seven or higher|
|-----------------+-------------------------------------+
|     B-Gun       |            REQUIREMENTS             |
|-----------------+-------------------------------------|
|  Head Vulcans   | Gundam starts with this weapon      |
+-------------------------------------------------------+


+-------------------+
|RX-78XX Gundam Pixy|
|----  -------------+-------------------------------------+
|   A-Gun Weapons   |            REQUIREMENTS             |
|-------------------+-------------------------------------|
|  Sub-machinegun   | Gundam Pixy starts with this weapon |
|-------------------+-------------------------------------+
|      B-Gun        |            REQUIREMENTS             |
|-------------------+-------------------------------------|
|   Head Vulcans    | Gundam Pixy starts with this weapon |
+---------------------------------------------------------+




]==========================[Special Attacks]==========================[

The following is a listing of the Special Attacks available to each 
mobile suit. Once the requirements for the attack is met the attack 
will appear under your special attacks list. An attack that does not 
appear in the list cannot be used yet. If the requirements are not met 
EXACTLY, than the move can not be used. Close combat special attacks 
are used by pressing a combination of directions on the D-Pad followed 
by the A button. If you succeed, the attack will be carried out. If you 
screw up the button combination, you will usually miss stupidly. For 
every successful attack you will earn a percentage of growth points 
toward the attack. When the growth of an attack reaches 100% an (OK) 
will appear next to it and you can use it regardless of whether or not 
you meet the requirements to do so. So make sure you practice using 
your close range special attacks because if you move on without getting 
100% you may lose use of that attack.

A-Gun special attacks are multi-hit primary weapon attacks. They do not 
have growth rates like the close combat attacks, and once acquired they 
will not be lost or become unusable unless you unequip the A-Gun the 
mobile suit is currently using.

+------------------+
| RX-75-4 Guntank  |
|------------------+--------------------------------------------------+
| A-Gun Skills     |                   REQUIREMENTS                   |
|------------------+--------------------------------------------------|
| Knock-Back Shot  | RX-75-4 Guntank must be at Level 6               |
+---------------------------------------------------------------------+


+--------------------+
| RX-77-2 Guncannon  |
|--------------------+------------------------------------------------+
| A-Gun Skills       |                  REQUIREMENTS                  |
|--------------------+------------------------------------------------|
|   Multi-Shot       | RX-77-2 Guncannon must be Level 6              |
|--------------------+------------------------------------------------|
|     1T3A           | RX-77-2 Guncannon must be Level 12             |
|--------------------+------------------------------------------------|
|  Knock-Back Shot   | RX-77-2 Guncannon must be Level 18             | 
|                    | *The Guncannons in 0080 do not have this skill*|
+---------------------------------------------------------------------+


+-----------------------+
| RX-78-2 Gundam        |
|-----------------------|
| Close Combat Skills   |
|-----------------------+---------------------------------------------+
|ATTACK NAME  |GROWTH % | BUTTON COMBINTION   |    REQUIREMENTS       |
|-------------+---------+---------------------+-----------------------|
|Double Slash |  20%    | down, down-right,   |CLOSE ATTACK attribute |
|             |         | right               |must be at three points|
|-------------+---------+---------------------+-----------------------|
|Vulcan Slash |  10%    | down, down-left,    |SKILL ATTACK attribute |
|             |         | left                |must be at three points|
|-------------+---------+---------------------+-----------------------| 
|Jumping Slash|  05%    | right, down-right,  |CLOSE ATTACK attribute |
|             |         | down                |must be at five points |
|-------------+---------+---------------------+-----------------------|
|Jumping Side |  04%    | up, up-left, left   |Gundam must be level 15|
|Slash        |         |                     |                       |
|-------------+---------+---------------------+-----------------------|
|Vulcan       |  02%    | up, up-right, right |SKILL ATTACK attribute |
|Tri-Slash    |         | down-right, down    |must be at eight points|
+-------------+-------------------------------------------------------+
|A-Gun Skills |                   REQUIREMENTS                        |
|-------------+-------------------------------------------------------|
| Multi-Shot  | RX-78-2 Gundam must be at Level 6                     |
|-------------+-------------------------------------------------------|
|    1T2A     | RX-78-2 Gundam must be at Level 13                    |
|-------------+-------------------------------------------------------|
|    1T3A     | RX-78-2 Gundam must be at Level 16                    |
|-------------+-------------------------------------------------------|
| Six-Shooter | RX-78-2 Gundam must be at Level 20                    |
+---------------------------------------------------------------------+


+-----------------------+
| RX-78XX Gundam Pixy   |
|-----------------------|
| Close Combat Skills   |
|-----------------------+---------------------------------------------+
|ATTACK NAME  |GROWTH % |  BUTTON COMBINTION   |    REQUIREMENTS      |
|-------------+---------+----------------------+----------------------|
|Double Slash |   04%   | up, up-left, left,   |CLOSE ATTACK must be  |
|             |         | up-left, up          |at seven or more      |
|-------------+---------+----------------------+----------------------|
|             |         |right, down-right,    |Must have between ten |
|Jumping Slash|   04%   |down, down-right,     |and twelve points in  |
|             |         |right                 |SKILL ATTACK and      |
|             |         |                      |CLOSE ATTACK          |
|-------------+---------+----------------------+----------------------|
|             |         |                      |Must have between ten |
|Jumping      |   04%   |left, down-left, down,|and twelve points in  |
|Double Slash |         |down-right, right     |SKILL ATTACK and      |
|             |         |                      |CLOSE ATTACK          |
|-------------+---------+----------------------+----------------------|
|             |         |                      |Must have a combined  |
|Double Flash |   04%   |right, up-right, up,  |amount of thirteen    |
|Strike       |         |up-left, left         |points in SKILL ATTACK|
|             |         |                      |and CLOSE ATTACK      |
|-------------+---------+----------------------+----------------------|
|Quintuple    |         |right, down-right,    |SKILL ATTACK and CLOSE|
|Flash Strike |   04%   |down, down-left,      |ATTACK must be at     |
|             |         |left                  |eight points          |
+-------------+-------------------------------------------------------+
|A-Gun Skills |                   REQUIREMENTS                        |
|-------------+-------------------------------------------------------|
| Multi-Shot  | Gundam Pixy starts with this A-Gun Skill              |
|-------------+-------------------------------------------------------|
|    1T2A     | Gundam Pixy starts with this A-Gun Skill              |
+---------------------------------------------------------------------+



]====================[An Introduction to Gameplay]====================[

After the introduction to the mission you will go to the mobile suit 
lunch deck. You will be given a chance to alter your mobile suits Prime 
Points set up and allocate items. Make sure you always stock up on 
items before you begin the mission otherwise your pretty much as good 
as dead.

After you are done with that, select exit to begin the mission. Use 
your cursor, which is a large blue arrow, to select the mobile suit you 
wish to take action with. Move the arrow with the D-Pad and select with 
the A Button. Once you have selected your mobile suit, a menu of the 
actions you can take comes up.

From left to right and top to bottom your available actions are MOVE, 
ATTACK, ITEM, MEMBER, STATUS, and LOST.

-Selecting MOVE will allow your move. You can only move as many spaces 
as you have Prime Points in your MOVE stat. When you first select this 
option a green area will appear around you showing where you can move. 
As you move the area will change color from green, to yellow, to orange 
and finally to red. When the area is bright red you can no longer move. 
If you attempt to move over a large building your mobile suit will 
activate its boosters and fly up and over the building. If you move 
next to an enemy suit, and are facing them, you can attack them in 
close combat be pressing the A button. If you do not wish to attack, 
pressing the B button will end your move phase. Moving takes AP. To 
simulate fuel being burned while moving, for every space your mobile 
suit moves you will lose 1 AP.

-Selecting ATTACK will bring up another menu. From left to right it 
reads CLOSE, A-GUNS, B-GUNS, and CANCEL. Selecting Close will bring you 
to a menu which contains all of your suits Close Combat Skills. You can 
only use close combat if you are right next to an enemy suit, and you 
have to be facing them. After you attack an enemy, they will counter-
attack you. Guntank and Guncannon have no close combat attacks. 
Selecting A-Guns will bring you to a list of the suits A-Gun skills. A-
Gun skills such as beam rifles and bazookas use ammo, as indicated by 
the bar on the left side of the screen. The bar is pink but as ammo is 
used it depletes and turns white. The Guncannon's 240 mm cannons, and 
the Guntank's 140 mm cannons do not use ammunition. Select the area you 
wish to fire upon by moving the template cursor. When the template is 
green you can fire and anything underneath it will be hit, including 
your allies. Anything not covered by the template will not be hit, and 
if the template is red you cannot fire. Selecting B-GUNS will use your 
suits B-Gun. B-Guns are close-ranged attacks, such as head vulcans. To 
use them you must be in close combat distance and be facing the enemy 
you wish to use your B-Guns on. Selecting CANCEL returns you to the 
main combat menu.

-Selecting ITEM brings you to the list of items your suit is currently 
carrying. You can use an item by highlighting it and pressing A. Using 
E-PACS will restore your mobile suits full AP, and using a MAG will 
restore your mobile suits full A-Gun ammunition. Pressing B will return 
you to the first menu.

-Selecting MEMBER will display a map of the mission area. Areas you 
have already been in are colored gray. Unvisited areas are colored 
purple. Your mobile suits are shown as red dots, and the mobile suit 
you currently have selected as a blinking red dot. Some units, such as 
your Core Fighters or Core Boosters, can only be selected this way and 
can perform screen-high bombing runs.

-Selecting STATUS will bring up the mobile suits Prime Point list. 
Pressing A again will bring up your Special Attacks list. Pressing B 
will return you to the menu.

-Pressing LOST will make you lose. Pretty simple concept, pretty dumb 
idea. Just don't select this unless you are a complete idiot and forgot 
to distribute items.

-The bar on the bottom of the screen is your mobile suit's AP gauge. It 
determines how much damage your mobile suit can take before it is lost. 
On the left it will display a numeric value for how much AP you have at 
the time. The bar, when full, is completely yellow. As you take damage, 
the bar will turn red and deplete to the left. If your mobile suit's AP 
reaches exactly 0, it will no longer be able to move or shoot. If a 
mobile suit's AP falls below 0 it will be removed from the battle.



]========================[Mission Walkthroughs]=======================[

---------
Mission 1
---------

Backstory:
   Universal Century 0079, the Earth Federation has been at war with 
the Principality of Zeon, but the battle has come to a stalemate. 
Neither side having enough power to deal the decisive blow against the 
other, the bitter war drags on. At a space colony named Green Noah in 
the Bunch 1 region of Side 7, the mobile suit carrier White Base 
arrives on it's mission to pick up the prototype mobile suits that were 
being developed in secret there. But the secret seems to have gotten 
out. As the White Base arrives, three Zeon Zaku II mobile suits 
infiltrate the colony. Their pilots, Denim, Gene, and Slender survey 
the surroundings. They discover a military convoy transporting the 
Federation prototype mobile suits. Denim grows impatient with only 
watching and decides to attack. An alarm is sounded to tell the 
citizens of the colony to evacuate, and three teenage children, Amuro 
Ray, Frau Bo, and Hayato Kobayashi flee to an evacuation shelter. 
Slender reports to their superior officer, Zeon ace pilot Char Aznable, 
to explain what Denim had done. Slender leaves to meet up with Char, 
but Denim and Gene refuse to go. Along the way Amuro discovers one of 
the new mobile suits. Climbing into the cockpit he fumbles with the 
controls to try and get the new mobile suit, which it's instruction 
manual referred to as "Gundam", to stand. Gene sees the new mobile suit 
struggling to stand and moves in to attack it.

Item Crate Locations:
-There are no spare items in this mission.

Strategy:
   This mission is easy. Your objective is to destroy the two Zaku II's 
piloted by Denim and Gene. As the mission starts, Gundam will stand. 
Simply walk forward until you get to the Zaku II's, make sure you are 
facing towards them and standing next to them, and press the A button 
to draw your beam saber and attack them. Each one will take about three 
hits to be destroyed, which you should have absolutely no problem 
doing. Just take this time to get used to the controls. After you 
destroy the second Zaku II the mission will end.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Mission 2
---------

Backstory:
   After destroying the two Zaku II's Amuro uses the Gundam to help 
load the remaining two experimental mobile suits onto White Base. Char 
commands his Musai carrier to begin a missile bombardment of the 
colony. The citizens inside the colony begin to evacuate to White Base 
and the captain of the ship Paolo Cassius is badly injured. He 
instructs his subordinate Bright Noah to take command of White Base and 
to get it out of Side 7. He inlists the help of a young women named 
Mirai Yashima to pilot the ship. A young medical student named Sayla 
Mass is also asked to help. White Base leaves port and Bright orders 
Amuro to protect White Base with Gundam. Ryu Jose decides to launch in 
one of the Core Fighters onboard White Base, despite his limited 
experience. As White Base desperately tries to flee, Amuro is 
confronted by Char "The Red Comet" Aznable.

Item Crate Locations:
-There is one blue E-PAC crate in the upper-right portion of the first 
area.
-There is also a red MAG crate in the lower-left portion of the first 
area.

Strategy:
   The objective of this mission is to defeat Char Aznable and his 
custom Zaku IIS. This can be quite a task if you don't use the 
beginning of this mission to level yourself up before you run off to 
fight Char. Make sure you take an E-PAC with you before you start the 
mission. DO NOT TAKE A MAG. They are useless at this time since you 
don't even have an A-Gun. When the mission starts, go to the right. 
There will be three Zaku II's waiting for you there. Get into close 
combat with one of them and destroy it. It will probably take four 
hits. After it is destroyed the game will show Char and he will comment 
on how powerful the Gundam is. When the view switches back to Gundam 
you will level up and be taken to the Prime Points screen. You will 
have four Prime Points to work with. I suggest putting three in CLOSE 
ATTACK and one in ITEM. Make sure to take an extra E-PAC before you 
leave the Prime Point screen. After you are done, select EXIT. The Zaku 
II's will be much easier to destroy now that you've pumped your attack 
up. Destroy the two remaining Zaku II's. Now head to the right to the 
edge of the map. Move to the next section, but do not proceed any 
further than the edge of the map. Stop at the edge and wait until your 
next turn, then turn around and head back to the left back to the 
screen you just came from. There will be another Zaku II there. Destroy 
it and head back to the right map. Stop and go back to the left again. 
Destroy the Zaku II that has appeared again. Lather, rinse, repeat. 
After destroying a few Zaku II's you will level up again. You can do 
this as long as you like. It is a quick way to gain much needed levels, 
but after awhile you will only get two Prime Points per level. But 
still it is a great way to get a jump-start on the enemy. If you get 
low on AP, heal with an E-PAC. Should you forget to restock when you 
level up, or if you run out of E-PACS, you will notice a small blue 
crate in the upper right corner of the first area. By moving onto this 
area you will pick up an E-PAC. There is also a similar red crate in 
the bottom of the area, which indicates a MAG. Continue to level for as 
long as you wish. You can even get you're A-Guns right now if you want 
to by putting points into your SKILL ATTACK, but you really don't need 
them right now. After you are satisfied with your level, I usually call 
it quits around Level 6, proceed again to the area on the right. There 
you will find a normal Zaku II, and Char's custom Zaku IIS. Destroy the 
Zaku II first, and then move in to fight Char. Char likes to play hit 
and run, and he has some neat tricks up his sleeves, but as long as you 
leveled up during this mission you should be more than able to beat 
him. After you do enough damage to him, he will retreat.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Mission 3
---------

Backstory:
   With Char momentarily thwarted, the White Base crew prepares to go 
to Earth. With the death of Paolo Cassius, Bright becomes the captain 
of White Base. Char receives a shipment of new Zaku II's to attack the 
White Base with, and plans to attack them at the critical moment when 
they enter the Earth's atmosphere hoping to cause them to be destroyed 
during re-entry.

Item Crate Location:
-There is a blue E-PAC crate on the left side of the second area.

Strategy:
   This mission is pretty straight-forward. The objective is once again 
to defeat Char's Zaku IIS. Make sure to assign your items on the Prime 
Point screen before you launch. In the first area you will encounter 
two Zaku II's. They have become slightly stronger since the last 
mission so they may require two or more beam sword slashes to be 
destroyed. Go down and enter the second area. There you will find two 
more Zaku II's. Destroy them both. If you should need one, there is a 
blue E-PAC crate on the right side of the area. Go down to the third 
area. There you will find one Zaku II, and Char's Zaku IIS. Destroy the 
normal Zaku II first before you try to tackle Char. As usual he has 
some tricks up his little red sleeves. This time his Zaku II is armed 
with a bazooka, which is capable of doing several hits at a time, and 
knocking you backwards. Stay close to the edge of the map so you won't 
be pushed back. Try to stay in close to Char and hack away. After three 
or four hits he will retreat. But your problems aren't over yet. It 
seems that your battle with Char has taken too long. Overwhelmed by 
Earth's gravity, and unable to return to White Base, Gundam is pulled 
into Earth's atmosphere...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Mission 4
---------

Backstory:
   After safely riding through Earth's atmosphere despite Char's dirty 
plots, the White Base arrives on Earth. But all is not as well as they 
think. Even though Char failed to destroy the Gundam, his plan had 
worked perfectly. By harassing White Base through it's re-entry they 
had forced them into North America, which is currently Zeon controlled 
airspace. Char follows the White Base to Earth in a re-entry shuttle 
and gets in touch with his old friend Garma Zabi, commander of the 
North American forces and youngest son of the ruler of the Principality 
of Zeon. What dirty tricks could they be planning?

Item Crate Locations:
-There is a blue E-PAC crate in the lower portion of the fourth area.

Strategy:
   This is the first mission that you will launch with Kai Shiden in 
the Guncannon, and Hayato Kobayashi and Ryu Jose in the Guntank along 
with Gundam. Unfortunately, they are both only Level 2 and are vastly 
under-powered when compared to the Gundam since they haven't had the 
opportunity to level up like Gundam has. Before the mission begins be 
sure to allocate Prime Points to Guncannon and Guntank, and gives E-
PACS to everyone. Once the mission starts it is imperative that you 
prevent Guntank and Guncannon from taking damage. They will not be able 
to handle much damage at first at their low levels, so you should 
utilize the Gundam as a shield for them. Do not let Gundam attack any 
enemies unless the Guntank or Guncannon are threatened directly. Using 
Gundam as a shield you should let the enemies attack Gundam. Gundam 
will be able to shed off the Zaku II's and Magella Attack Tanks like 
they are nothing, but if you get low on AP heal with an E-PAC. Now 
while Gundam is the focus of the enemy's attacks, take this opportunity 
to fire upon the enemy with the Guncannon and Guntanks A-Guns. They 
will slowly build up experience just from hitting the enemies with 
their attacks. They don't have to make the kill to get all the 
experience, as long as they are shooting they will gain levels. In the 
first area there are four Magella Attack Tanks. Start off by walking 
Gundam into the middle of the clearing on your right to lure the 
Magella tanks to it. Next move the Guncannon and Guntank up a few 
spaces to keep from being fired upon by a tank that will come from 
directly south of them. After everyone is set up keep firing at the 
Magella Attack Tanks taking turns between the Guncannon and Guntank. 
After the four Magella Attack Tanks are destroyed move right to the 
next area. Make sure that the first suit to cross over is the Gundam. 
Once again lure the enemies into attacking Gundam, and then bring 
Guntank and Guncannon onto the screen and let them destroy everything. 
There are four Zaku II's in the second area. After destroying the Zaku 
II's move on to the third area, repeating the process of drawing fire 
with Gundam and attacking with Guncannon and Guntank. Destroy the four 
Zaku II's in area three, and then move on to area four following the 
same strategy you have for the last few areas. Destroy the remaining 
four Magella Attack Tanks in this area and the mission will end. Should 
you need it there is a single blue E-PAC crate on the bottom of the 
fourth area. If you let your Guntank and Guncannon have a field day 
they should both now be around level five.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Mission 5
---------

Backstory:
   Suffering constant attack the White Base is forced into hiding in a 
ruined city. Despite constant carpet bombing of the area, White Base 
managed to escape detection by sitting in a destroyed football stadium. 
With Char, Garma, and the forces of Zeon bearing down on them they 
launch in a desperate offensive to save their own lives.

Item Crate Location:
-There is a blue E-PAC crate in the lower-left corner of the area 
furthest to the left.

Strategy:
   Make sure you distribute your E-PACS to your mobile suits before you 
launch for this mission because you're sure as hell going to need them. 
You start off in the second area of a four-area map. You start off 
surrounded by four Zaku II's. Fire off shots with your Guntank and 
Guncannon to try and do some damage before the Zaku II's get into close 
range. After you finish the Zaku II's in the first area move your 
Guntank and Guncannon to the area on the left. Destroy the four Zaku 
II's in the area to the right using either the Guntank or Guncannon to 
draw fire while the other fires at the enemy. Heal if necessary. After 
you finish with that area, move the Gundam right to the third area. 
After the four Zaku II's in area three are destroyed, select the 
Gundam. Move the Gundam through area three and on to area four. There 
are two Zaku II's in this last area. Destroy them both and Bright will 
radio Kai and Hayato asking them to provide cover for White Base. They 
will both leave, and Char will appear randomly in one of the areas. 
Char is up to his old tricks again. He is easily capable of dealing 80 
to 100 AP of damage with his bazooka. Try to stay in close range while 
fighting him, and if you ever get below 100 AP use an E-PAC. After 
dealing a few hundred damage to Char he will flee. Char will radio 
Garma and tell him he found the location of the "Trojan Horse". Garma 
takes his Gaw carrier to launch an attack on the White Base but 
discovers that they are in fact behind him. White Base begins to attack 
the Gaw and Garma commands to turn around and ram the Gaw straight into 
White Base. As Garma heads towards White Base Char radios him and tells 
him that it was nothing personal and he can blame his death on the 
misfortune of his birth. The Gaw explodes and White Base escapes the 
city.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Mission 6
---------

Backstory:
   After the death of Garma Zabi White Base flees North America and 
heads across the Pacific Ocean and into Asia. Char Aznable is placed on 
leave by Dozul Zabi, commander of the Zeon space forces. Ramba Ral "The 
Blue Star", another one of Zeons top aces is sent to Earth on a 
Zanzibar to destroy White Base and avenge the death of Garma Zabi.

Item Crate Locations:
-There is one blue E-PAC crate on the left side of the right-middle 
area.
-There is one red MAG crate on the right side of the left-middle area.

Strategy:
   For this mission I suggest to increase the Gundam's CLOSE ATTACK all 
the way to eight to get the fights over as quick as possible. AND DON'T 
FORGET TO STOCK UP ON E-PACS! When this mission begins you will see 
Ramba Ral in his Gouf standing next to the Gallop. He soon takes off to 
hide in the desert. Compared to all the other missions you've done this 
one is the toughest yet. It also has a decently large map. Not to 
mention that every few turns the Gallop that Ramba Ral was with will 
fire it's main cannons which will hit all allied and enemy mobile suits 
that happen to fall under one of it's three screen-high templates for 
around 80 damage. You start off in the top-right corner of the map. 
There are three Zaku II's in the area. Use Guncannon and Guntank to 
destroy them, and try to keep Gundam from taking damage, since you need 
it in good condition for the later parts of this mission. Take the 
Guncannon and Guntank to the next area on the right of where you start. 
Destroy all four of the Zaku II's in this area. Proceed to take the 
Guntank and Guncannon to the right-center area below the one they are 
in. There are four more Zaku II's here. Destroy these four pests. There 
is a blue E-PAC crate near the top of the left side of the area in case 
you need it, but I suggest saving it for Gundam. Take Gundam down the 
right side of the map, cross over into the right-center area of the map 
and destroy the two Zaku II's there. There is a red MAG crate in the 
lower right corner of this area. Take Gundam down into the bottom-right 
corner of the map. There you will find Ramba Ral's Gouf and two Zaku 
II's. Head directly for Ramba Ral to get him out of the way. After you 
attack him, whether you hit him or not, he will flee to another area of 
the map. Be cautious though, because Ramba Ral can hit for some serious 
damage. After Ramba Ral leaves destroy the two Zaku II's that are in 
the same area. After you wipe the desert with them it's time to track 
down Ramba Ral. You will end up chasing Ramba Ral all around the 
desert. Every time you hit him with Gundam he will run away and he will 
go randomly to any of the areas except the one on the bottom-right. You 
must engage him in close combat because A-Guns do little to no damage 
to him. Chase him down and keep damaging him. After he takes enough 
damage he will make a final stand and attack you instead of running. 
Simply attack Ramba Ral to finish him off. But unfortunately things 
aren't over yet... Bring Gundam to the bottom-right corner of the map. 
You will find the Gallop. Ryu will crash his Core Fighter into the 
Gallop to save Amuro, which will severely damage it. Just switch 
between using Gundam, Guntank, and Guncannon to attack it. After taking 
a long annoying beating the Gallop will be destroyed and the mission 
will end.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Mission 7
---------

Backstory:
   After crossing through Asia, White Base is contacted by General 
Revil, commander of the Earth Federal Forces. He tells them of a plan 
the Earth Federation has come up with to attack the Odessa mining 
facility in Western Europe to severely weaken Zeon's resources. He 
wants the crew of the White Base to provide support on the rear flank 
of the main forces during Operation Odessa, and to provide as a 
distraction to confuse the enemy, who believe that the Trojan Horse is 
a key element to the Federation's strategy. They were sent a supply 
convoy under the command of Lieutenant Matilda Ajan, and received 
several badly needed supplies and spare parts, and some new 
transformation components for the Core Fighter, enabling the formation 
of the Core Booster unit. After the untimely death of Ryu, Sayla Mass 
is assigned to pilot the Core Booster. But the White Base comes under 
attack by a new foe before the supply core is able to retreat. The 
special Zeon ace team, "The Black Trinary". A three-man team, 
consisting of Gaia, Ortega, and Mash were brought in to strengthen 
Odessa's defenses for the upcoming Federation attack.

Item Crate Locations:
-There are no spare items in this mission.

Strategy:
   This mission is seething with enemies. To be able to move on you 
have to clear out six of the nine mission maps. There really are no 
right or wrong ways to go to accomplish this. Clear the area you start 
in of the four Zaku II's that are there. Try to use Guncannon and 
Guntank to absorb damage because you will need Gundam to have a few E-
PACS and a good bit of AP left for the end of this mission. Proceed to 
the area to the right. Destroy the three Zaku II's and the Gouf you 
will find here. Proceed straight up and destroy the four Zaku II's in 
this area. Proceed up to the next area and destroy the four Zaku II's 
you find. Go to the area on the left. Destroy the Gouf and three Zaku 
II's you find there. Now, here you can either choose to finish the 
mission, or kill lots of stuff to gain experience. If you just want to 
get this over with proceed to the left again and destroy the one Zaku 
II and two Goufs. If you want to get experience, go to every area and 
destroy things until there is only one enemy left in every area. After 
you are done playing, destroy one enemy in any area to clear it out and 
meet your six-area quota. After that Bright will radio Gundam asking 
for assistance. The Black Trinary are attacking White Base. Gundam will 
take off to a new area to fight these new redneck foes. When Amuro 
arrives he find the Black Trinary have already begun their attack. In a 
drastic attempt to keep White Base safe, Lieutenant Matilda flies her 
Medea between the Black Trinary and White Base... this valiant action 
costs her her life. Amuro, enraged by the death of Ms. Matilda, engages 
the rampaging rednecks. At the beginning of the battle, the Black 
Trinary will disappear. If you need to do so, heal now, if you are good 
on AP just move to end your turn. The Black Trinary will re-appear to 
show off their flashy coordinated team attack, the "Jetstream Attack." 
This attack will hit for around 60 damage every other turn. They will 
separate and scatter after the attack hits. You should attack either of 
the two that are directly next to you; the one in the middle has the 
least amount of AP, so he should be your target. Once you hit one of 
them they will scatter again. Wait a turn; heal if necessary and they 
will return to do their Jetstream Attack again. After they finish 
attack the same one you attacked last turn. Repeat the process 
continuing to hit the same Dom every turn. After one of them is 
destroyed they stop using the Jetstream Attack and will stick it out. 
Attack the other Black Trinary Dom that is in close combat range, heal 
if you need to because they can do around 60-90 damage per attack. 
After the second Dom is destroyed go for the third. The third Dom has 
an increased resistance to close range attacks. Try to use you're A-Gun 
or get in close range and use Gundam's B-Guns to use the head vulcans 
to bring this loathsome redneck down. After the last Dom is destroyed 
the mission ends.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Mission 8
---------

Backstory:
   After the successful conclusion of Operation Odessa the Zeon grip on 
Earth is weakened. White Base is given orders to journey to Jaburo, the 
Earth Federation's secret underground Amazon base in South America. 
After a long trek across the Atlantic Ocean White Base arrives at 
Jaburo. They are docked and are under-going repairs. But they are not 
alone. Char Aznable has returned. Following White Base's movements he 
discovers the location of the base. The Zeon begin to amass a huge army 
of aquatic mobile suits to infiltrate Jaburo via the Amazon River. 
Sayla Mass finds Char Aznable inside Jaburo. Char knows that Sayla is 
really his sister, Artesia zum Daikun, revealing himself to be Casval 
zum Daikun, the long lost son of Zeon zum Daikun, the original leader 
of Side 3 before the Zabi family assassinated their father and took 
political power for themselves, renaming Side 3 the Principality of 
Zeon. Char escapes and the attack on Jaburo begins.

Item Crate Locations:
-There are no spare items in this mission.


Strategy:
   You only get to launch with Gundam for this mission. Make damned 
sure you stock up on E-PACS before you launch. There are no stop to the 
enemies on this Mission. Every time you re-enter a screen you already 
cleared out, the enemies will return as if you never destroyed them in 
the first place. This is great if your taking your time to level up, 
but if you're just trying to finish the damn mission it can get old 
fast. When you launch you will see a GM walk up and start firing its 
beam spray gun. A red Z'Gok S-Type will charge onto the screen and 
impale the poor GM. Char will then fly to a different area. Your 
objective is to defeat Char Aznable. Trot through the different areas 
until you find him. When you do find him, or more like when he finds 
you, attack him at close range. Much like Ramba Ral, whenever you 
attack Char in close range combat he will flee, whether you hit or 
miss. After Char takes off it is time to hunt him down again. Trudge 
around the besieged subterranean fortress until you find Char, and 
again get up close and attack him. Just keep this up. After taking a 
few hundred damage Char will flee Jaburo and the Zeon will retreat. 
With the invasion over, the Zeon are defeated. Suffering another loss 
at the hands of Amuro and the Gundam, Char retreats back to his Mad 
Angler submarine fleet. Back at Jaburo, the White Base receives a few 
new surprises. A new pilot, Sleggar Law, a stubborn womanizing old 
veteran, and a new Guncannon to replace the decommissioned Guntank.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Mission 9
---------

Backstory:
   Returning to space, the White Base is sent on a mission to distract 
enemy forces. Still believing that the White Base is critical to the 
Federation's plans the Zeon and Char continue to hassle it drawing 
their attention away from what is really happening. In the meantime the 
Earth Federal Forces are amassing a large number of its mobile suit 
forces and soldiers in space. The final battles of this war are drawing 
near. A sure victor cannot be determined, but one thing is for certain: 
The outcome of this war shall be decided in space.

Item Crate Locations:
-There is one red MAG crate in the top of the upper middle area.
-There is one red MAG crate in the lower-right portion of the bottom 
right area.

Strategy:
   Before you launch for this mission be sure to assign all of the 
Prime Points to the new Guncannon, and I've probably drilled it into 
your head by now but don't forget to assign items. Stick with Gundam 
for this mission. When you start off there will be a Zaku II directly 
below you. Go down to attack it before it gets an open shot at your 
Gancannons. Destroy the next two Zaku II's that are in the area, and 
move on to the area on the right. Destroy the three Zaku II's there. 
Head down to the next area. Here you will encounter a Rick Dom that has 
an extremely high resistance to physical attacks. From here on you will 
be seeing many enemies that resist either physical attacks or ranged 
weapons. Attacking this Rick Dom at close range with your beam saber is 
generally a really dumb idea. You will never do more than 2 AP worth of 
damage to it and it can counter-attack for 90-110 so it just isn't 
worth it. Either destroy him with your A-Guns, your B-Guns, have either 
Sleggar or Sayla bomb it with the Core Boosters, or destroy all of the 
other enemies in the mission and come back at the end to deal normal 
damage. A-Guns are the best way to go. After you destroy the nigh-
invulnerable Rick Dom finish the next two Rick Doms in close range. Go 
to the lower-right corner and pick up the MAG and use it to replenish 
the ammo you used on the Rick Dom. Move on to the area on the left. 
Destroy the three Zaku II's in this area. Move on to the next area to 
the left and destroy the next three Zaku II's here. Move up to the next 
area and destroy the three Rick Doms that are there. After you are done 
there move up to the next area. Destroy the three Zaku II's than take a 
right to the next area. Destroy the three Zaku II's here and pick up 
the MAG crate if you have room. Go to the right and destroy the last 
three Rick Doms in this area. Amuro will notice something coming and 
will take off alone. You will arrive in a new area and confront your 
first mobile armor. The absolutely hideous, butt-ugly, nasty, meaner 
than hell Zakrello. A giant smiley face with scythes for arms and a 
scattering mega particle cannon in its mouth... If that isn't the very 
picture of terror I don't know what is. This thing is truly evil. It is 
much, much faster and can move much further than you can so outrunning 
it is simply not possible. A-Guns don't do much for damage against it 
so close range is you best choice. This thing is a monster in close 
combat as well. It's scythe arms hit for 70-100 AP worth of damage, 
with the added effect of knocking you back up to eight spaces. When the 
battle starts heal if necessary, and fly up and engage it in close 
combat. It will swat you with a scythe arm and send you across the 
screen. From here fly over and sit in the left corner of the area. Wait 
in the corner for the Zakrello to fly up to you and when it is right 
next to you engage it in close combat again. Since you are at the edge 
of the map, it's counter-attacks will no longer send you reeling across 
space. Trade licks with it and be sure to heal if you get below 100 AP. 
It should go down in little time at all. With the fugly menace 
destroyed it is safe to return to White Base.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 10
----------

Backstory:
   Stopping at the colony of Baldur Bay in the neutral area of Side 6, 
White Base undergoes re-supply and repairs. Due to Side 6's neutrality 
in the war fighting within the colonies perimeter is forbidden. Using 
this to their advantage the White Base is able to shake off pursuit by 
the Zeon, but a large force is gathering. Admiral Conscon has brought 
in a massive fleet of Rick Doms and is waiting for White Base at the 
border of Side 6.

Item Crate Locations:
-There is a blue E-PAC crate located in the bottom-left corner of the 
bottom-left corner area.

Strategy:
   What we have here is a slaughterfest, pure and simple. The objective 
is to destroy all of the enemies. All of the many, plentiful, boatloads 
of enemies. All Rick Doms. And remember the nigh-invulnerable Rick Doms 
from the last mission that only took 2-4 damage from close attacks? 
Yeah, well their back. Luckily they always appear in the same spots in 
the top-right of the areas in which I note they are, so you can shoot 
them before they have a chance to get to you.  Remember to stock up on 
E-PACS and at least one MAG before you launch and make sure you have 
either Beam Rifle equipped on Gundam because the Hyper Bazooka is 
nothing but trouble. "Why is the Hyper Bazooka nothing but trouble?" 
you ask. Well you can't fire directly next to yourself, which is 
exactly where the Rick Doms like to sit. So if you take the Hyper 
Bazooka as you're A-Gun instead of the Beam Rifle you will be, for lack 
of a better term, heat sword-raped. So take the Beam Rifle, okay. There 
are four Rick Doms in the area you start off in. Stick with Gundam and 
destroy them all. Heal when necessary. I can not stress how important 
it is to keep an eye on your health during this mission. I suggest 
healing if you get under 150 AP. Head to the area to the right. Destroy 
the four Rick Doms that are here. Head down to the next area. There are 
four more Rick Doms here, the one in the top right of the area is one 
of the close range-resistant Doms, so use A-Guns and B-Guns to waste 
it. After you finish with this area head to the left and destroy the 
four Rick Doms here. Next head to the area to the left. There is 
another physical attack-resistant Rick Dom in the top-right, so use 
you're A-Guns and B-Guns to waste it and deal with the other three Rick 
Doms in the area normally. Next head to the left (again) and destroy 
the next four Rick Doms (again). Now for a change of pace go up. There 
are three more normal Rick Doms and one more physical-resistant Rick 
Dom in this area. I hope you know what to do with them by now. Head up 
and find three more normal Rick Doms and one physical-resistant pain in 
ye olde ass, and destroy them. Head to the right to the next area and 
find three more normal Rick Doms and one more physical-resistant one. 
Destroy them and head down. Find the four normal Rick Doms and destroy 
them. Head up to the area you just came from and then head right. 
Engage the four normal Rick Doms in this area, and once they are 
reduced to debris head to the right to the final (Thank God) area. Take 
out all your frustrations on these last four normal Rick Doms, give the 
finger to this long annoying level, and once the last Rick Dom explodes 
and the pilot screams his last words get on with the game... Stupid 
Rick Doms... Later on board his Zanzibar, Char introduces his student 
Lalah Sune, a powerful Newtype... but what exactly is a Newtype, and 
what sway could they possibly have on this atrocious war.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 11
----------

Backstory:
   December 24th, 0079. The Earth Federation has amassed the vast 
majority of its space forces to attack the Zeon asteroid base of 
Solomon. The Zeon struggle to keep hold of the fortress, but are 
greatly outnumbered by the Earth Federation. In a final effort to 
defeat the Federation forces Dozul Zabi, commander of the Zeon space 
forces and second oldest son of the ruler of the Principality of Zeon, 
launches in the experimental mobile armor Big Zam. Featuring a 
devastatingly powerful mega particle gun, capable of annihilating 
entire capital ships in a single blast, a multitude of smaller beam 
cannons, and an I-Field generator, the Big Zam quickly evened the odds.

Item Crate Locations
-There is a red MAG crate on the right side of the fifth area.

Strategy:
   Before you launch for this mission, go to Gundam's Prime Point 
screen. For this mission you want to have Gundam's MOVE attribute at 
eight. Take Prime Points out of some of the things you won't need that 
much in this mission, such as your CLOSE DEFENCE, AIM DEFENCE, and 
SKILL DEFENCE if you need extra Prime Points to increase your MOVE 
with. Now stock up on E-PACS and launch. As soon as the mission starts 
take Gundam and move it diagonally to the right and up. DO NOT PUT 
GUNDAM IN THE MIDDLE OF THE SCREEN. You will die. Capice? So being sure 
to keep Gundam on the right side of the screen, begin moving Gundam up 
as far as you can every turn. DO NOT STOP TO FIGHT ENEMIES. Because you 
will die. Capice? So move up area by area, going around and past any 
and all enemies that get in your way because you don't have time to 
stop and fight. Keep going up. There are nine areas in this mission, 
all in a straight line, so just stay on the right side of the screen 
while going up, avoiding enemies along the way, but making sure to stay 
out the center area of the screen. Have you got that yet? After ten 
turns, Big Zam will fire it's Mega Particle Gun. It will instantly 
destroy anything that it touches, friend or foe. See I told you to stay 
out the middle of the screen. Luckily the beam passes harmlessly 
between the two Guncannons, but they aren't of much use in this mission 
anyway. Continue going up, you have to make it to the area that Big Zam 
is in before the next tenth turn, because next time you will be 
destroyed no matter where you are. So there's no time to dilly-dally, 
keep going up. If your MOVE is at eight you should get there with 
plenty of time to spare. Once you arrive in Big Zam's area, Bright will 
radio Kai and Hayato and they will leave. It's just you and the monster 
mobile armor. When the fight begins, stay the hell away from Big Zam. 
Just heal and waste a turn by selecting move, and moving no where. Big 
Zam will jet up and then appear in the background and stop. Stay the 
hell away from it again! Waste another turn. Big Zam will fire off all 
of it's anti-aircraft lasers creating a large orb of instant kill 
around itself. That's right. Instant kill. Every attack that the Big 
Zam has will instantly kill you no matter what your life, your level, 
or your defence is, hence why you are supposed to stay away when it 
does that. Now that it is finished that attack you can go in to close 
combat. If you want to you can use you're A-Guns, but I don't suggest 
this. Close range is much easier to destroy Big Zam with. Using the A-
Guns you leave yourself wide open for Big Zam to sidestep into you and 
blow you away, and there is only one spot on Big Zam that won't result 
in you missing when you shoot at it. Unless you position the target 
directly over the small gray rocket thruster under the mega particle 
gun you're A-Gun attack will miss. So since it is so much easier just 
stick with close range move directly in front of Big Zam so when it 
comes back into the foreground next turn you will be positioned right 
in front of the mega particle gun. End your move phase. Big Zam will 
move back into the foreground and will be directly in front of you. Use 
your close attack and Big Zam will flash white. After taking damage Big 
Zam will sidestep randomly to either the left or the right and fire 
it's mega particle gun. But not to worry, the sidestep it takes should 
put you well out of range so you wont die. Simply move back in front of 
the Big Zam on your next turn and attack it again. Continue doing this 
until Big Zam jumps into the background again. Move off the screen away 
from Big Zam, and wait until it comes back into the foreground to move 
in to attack it again. Keep up this strategy and Big Zam will be 
finished in no time. Once you have done enough damage to Big Zam, 
Sleggar Law will crash his Core Booster into Big Zam's mega particle 
gun. His sacrifice severely cripples the mobile armor, allowing time 
for Gundam to leap into the air and impale the Big Zam, destroying it 
and putting an end to the powerful menace.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 12
----------

Backstory:
   After the Battle of Solomon, the remaining Zeon retreat. With Dozul 
Zabi killed in action the asteroid Solomon comes under Federation 
control and is renamed Konpei Island. But not all is well. Char Aznable 
is back with his student Lalah, and they're looking for a bit of rough 
and tumble in their new mobile suit and mobile armor. Using her 
psychic-like Newtype abilities Lalah is able to control several small 
independent laser pods called "bits". Able to control these bit weapons 
with mere thought Lalah is able to decimate the Earth Federation 
defenses at Konpei Island without even being close to the battle, 
earning her the nickname "The Ghost of Solomon". The Earth Federal 
Forces launch their main fleet to begin their attack on Zeon's last 
line of defense, the asteroid fortress A Baoa Qu, but with the 
increasing amount of attacks on the ships in transit Amuro, Kai, 
Hayato, and Sayla are ordered to deploy to investigate.

Item Crate Location:
-There is one blue E-PAC crate located in the upper-left corner of the 
upper-left area.
-There is one blue E-PAC crate located on the right side of the middle-
right area.
-There is one blue E-PAC crate located in the lower-left corner of the 
lower-left area.

Strategy:
   For this mission make sure you stock up on at least two MAGs with 
Gundam before you head out. You can either destroy all the enemies 
while chasing Char or go straight for Char while ignoring the enemies 
to finish this part as quick as possible. Since it is preferable to 
have as many ITEMS as possible for the end battle I recommend going 
after Char only. From the beginning of the mission just take Gundam up 
and into the area above where you start. Move up the right side of the 
area and stop so you will have your maximum amount of move spaces 
before you head to the next area. On Gundam's next turn head to the 
next area to the right and move right to the middle where you will find 
Char in his Gelgoog. Move next to Char and attack him in close combat. 
He will take off to hide in another area. Make sure you get the first 
attack on Char because if he gets the jump on you he can combine his 
beam rifle and beam naginata for an attack that will easily deal over 
200 AP in damage. Ignore the two Zaku II's and head back to the left. 
Move through the upper-center area and then into the upper-left area, 
where you will find Char in the center again. Attack him and he will 
jet away. Char will almost always move between the two upper corner 
areas, but he will occasionally appear in another area. Continue to 
chase Char, while attacking him. If you should use an E-PAC, there are 
two in this mission that you should pick up to keep you fully stocked. 
After dealing enough damage to Char's Gelgoog, he will leave and Amuro 
will follow him. Amuro finds Lalah in the Elmeth mobile armor and she 
attacks. When the battle with Elmeth begins you will see a small pink 
flower bud looking object. This is one of the Elmeth's bit weapons. The 
bits are your targets, and you should attack them and only them. If you 
attack the Elmeth itself you will deal 0 damage and feel like a dimwit 
for wasting your precious turn. It is critical to watch your AP. Elmeth 
is more than capable of dealing 300 to 350 AP worth of damage in 
between each of your turns, so healing is necessary every two to three 
turns. The bits themselves are tough little opponents. There are eight 
bits in total that you must destroy. They're AP ranges from about 290 
to 325, and some bits can only be damaged by A-Gun or B-Gun attacks, 
while other bits can only be damaged in close range. Determining which 
are which is frustrating, especially given the bits annoying habit of 
moving frequently. For every one of your turns three bits get a turn, 
or the Elmeth gets one turn. When the Elmeth does move and fire, the 
bits will not attack that turn. Consider yourself lucky when this 
happens because the Elmeth's cannons do not do as much damage as the 
three bits combined attacks, plus the bits will not move allowing you 
to keep track of which bits are which for one more turn. When the 
battle does start use an E-PAC if you re under 350 AP and head straight 
to the right and attack the closest bit in close combat, which is the 
only way this specific bit can be harmed. Try and keep an eye on this 
one bit and destroy it in close combat. Then move to the next closest 
bit and as a test of what will harm it attack in close combat. If it 
does normal damage continue to attack the bit in close combat, but if 
it does pitiful to no damage switch over to A-Guns and B-Guns. This 
strategy is extremely time and health and item consuming, but it is the 
only way to go. Periodically during the battle Amuro and Lalah will 
speak to one another. Amuro begins to discover that he has fledgling 
Newtype powers as well. He and Lalah begin to discuss the wrongness of 
the war and they both develop feelings for one another. After you 
destroy all eight bits in one hell of a battle Char Aznable will return 
in his Gelgoog. Char instructs Lalah to destroy Amuro because he is the 
enemy. Torn between her loyalties to her captain and her feelings for 
Amuro she withdraws. Char attacks Amuro. The fight is relatively easy; 
just go blow for blow with Char in close combat. If your health is low, 
heal. Hopefully you have at least one E-PAC left after the Elmeth 
fight; but then again you may not need it. After you deal around 300 
damage to Char's Gelgoog, Gundam cuts off the Gelgoog's right arm and 
goes in for finishing blow. Elmeth flies back and pushes Char out of 
the way saving him, but Gundam's beam saber impales the Elmeth's 
cockpit and Lalah is incinerated. Taking this as an opportunity to 
escape Char flees. Amuro can't believe he just killed Lalah. The 
traumatic experience awakens Amuro's latent Newtype powers and he 
swears he will get his revenge against Char. As Gundam drifts through 
space the colony in the background fires a powerful beam. The Zeon's 
new colony cannon super weapon, the Solar Ray, has been unleashed.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 13
----------

Backstory:
   With the firing of the Solar Ray the Earth Federations main fleet 
had been crippled. General Revil was killed in the attack along with 
Degwin Sodo Zabi, leader of the Principality of Zeon. Both the fleets 
of General Revil and Degwin Zabi had met and they had been working 
towards a peace agreement to end the war. Fearing the war was only 
bringing misery to his people Degwin sought to end it, but Degwin's 
harsh and malicious eldest son, Gihren, wanted to drag the war on. 
Claiming that Zeon would be victorious he ordered the Solar Ray super 
weapon to be fired, killing his father and allowing Gihren Zabi to rise 
up as the new leader of the Principality of Zeon. The bitter war 
dragged on, and with Gihren refusing to back down the Federation 
continued to amass a huge force for the final decisive attack on A Baoa 
Qu. Finally as the month of December draws to a close the Federation 
begins it's assault on the massive asteroid fortress.

Item Crate Locations:
-There is one blue E-PAC crate located in the upper-left corner of the 
upper-left area.
-There is one red MAG crate located in the upper-left corner of the 
upper-left area.
-There is one blue E-PAC crate located in the lower-right corner of the 
lower-right area.
-There is one red MAG crate located in the lower-right corner of the 
lower-right area.

Strategy:
   This is a long mission, and it will provide your Guncannon team with 
a great workout opportunity. Stock up all three suits with items 
preferably four E-PACS and two MAGS and launch. From the beginning take 
Gundam and move it up and off to the right so it won't come under enemy 
fire. Try to keep Gundam from being harmed because he is going to need 
as much health as possible later on. There are two Zaku II's to the 
left of your Guncannons and two Rick Doms below them. Use the 
Guncannon's A-Gun back cannons or the Beam Rifle to fire at them from 
afar, but if and enemy should get into close range with either of them, 
turn Guncannon so that they face their attacker and counterattack with 
their B-Gun head vulcans. After the enemies in this area are done take 
the Guncannons up to the next area. There are four Zaku II's here, 
destroy them with you're A-Guns and B-Guns and if either Guncannon gets 
low on armor points use an E-PAC. Move to the next area to the left, 
only taking one Guncannon. Put the Guncannon in the lower right corner 
of the area facing upwards. Fire at the enemies coming towards you with 
you're A-Guns. There will be two Zaku II's that reach you first. One of 
these Zaku II's will be invulnerable to A-Gun attacks, while the other 
can be destroyed normally. Find out which one of the Zaku II's is the 
A-Gun-resistant one and then bring Gundam up and over to the area and 
destroy it with Gundam's beam sabers. After that Zaku II is destroyed 
retreat Gundam back to the previous area and use Guncannon to destroy 
the last Rick Dom. Move Guncannon to the next area on the left. This 
area has no enemies in it, but it does contain an E-PAC and a MAG. 
Remember this area because you might need those items later. Move your 
Guncannon team down to the next area. Destroy the four Zaku II's here 
and then move on to the next area on the right. Stop at the border near 
the top and you will be attacked by a Rick Dom that is impervious to 
ranged weapons. Go and get Gundam and move it to the area with your 
Guncannons. Use it to destroy the ranged-resistant Rick Dom and then 
move Gundam back to an already cleared area. Use the Guncannons to 
destroy the remaining Rick Dom and two Gelgoogs in this area. When you 
are done move your Guncannons down to the next area. Destroy the Rick 
Dom, Zaku II, and two Gelgoogs you find in this area. Move the 
Guncannons to the next area on the right. Destroy the two Gelgoogs and 
the two Zaku II's that attack you here. One of the Zaku II's seems to 
be incredibly weak against ranged attacks, in fact one hit will usually 
instant kill it. After this move your Guncannons down to the next area. 
Destroy the four Gelgoogs that comes at you and if you need some, grab 
the E-PAC and MAG in the corner. Move your Guncannons to the next area 
to the left. There are two more Gelgoogs and two Rick Doms, destroy 
them and head to the area to the left. Here you will be attacked by two 
Gelgoogs and a Zaku II, and another ranged attack-resistant Zaku II. 
Once you find which of the two Zaku II's is the resistant one it's time 
to bring Gundam down again. Use Gundam to dispatch the pesky Zaku II to 
the big mecha graveyard in the sky and then fly Gundam over to one of 
the areas that had the E-PACs in the corners. Use one of Gundam's E-
PACS and pick up the spare in the crate so that Gundam has full AP and 
full ITEMS. Then move the Guncannons up to the area above the one they 
are currently in. Destroy the two Gelgoogs, one Rick Dom, and Zaku II 
in this area. Move Guncannon up to the next area. Destroy the Zaku II 
that comes towards you and Kai will transmit a message to Amuro. Hayato 
and Kai head back to guard White Base, which has received engine damage 
and must make an emergency landing on A Baoa Qu. Gundam heads off to 
investigate a new mobile suit that is giving the frontlines a 
thrashing. When Amuro arrives he finds Char at the helm of the 
prototype Newtype mobile suit, the Zeong. Be forewarned... Just because 
a mobile suit doesn't have legs don't mean it can't kick your ass. The 
Zeong is a powerful monster of a mobile suit and with Char at the wheel 
with his newly discovered Newtype abilities means your in for one hell 
of a fight. Char and Amuro will both blame each other for Lalah's death 
and Char will bum rush you. He will get the first attack. Notice that 
it hurts like hell, but hopefully you had full AP, right? Now, DO NOT 
ATTACK THE ZEONG DIRECTLY! DO NOT! You will deal 0 damage to it. So 
just don't do it. This fight is executed much like the Elmeth battle 
from the last mission, for now just run away from the Zeong. It will 
hopefully launch it's two hands which fly towards Gundam and deliver a 
laser attack, which is good for about 40-50 damage per hand. That's a 
lot more affordable than the 200-300 damage plus knockback the Zeong 
does to you. Use you're A-Guns to fire at the hands. They have over 500 
AP apiece and rarely stay out for more than two turns. When they return 
just continue to run way from the Zeong until it launches them again. 
When you do finally destroy both of the hands it is time to go to work 
on Zeong's main body. Stay in close range and assault Zeong with the 
beam saber. If you ever get below 300 AP heal. If you have an E-PAC or 
two you will be fine. Just keep hitting it. After about 800 damage the 
Zeong will fly away. Amuro will give chase, and Char and Amuro both 
start firing at each other frantically. Char manages to score a hit on 
Gundam, which totally destroys its left arm, but Amuro manages to hit 
the Zeong square in the chest destroying the mobile suit. But surprise, 
surprise! Unlike other mobile suits that have a chest cockpit, the 
Zeong's cockpit was in the head. Char ejects the Zeong's head from the 
main body and using the element of surprise fires the Zeong Head's mega 
particle cannon and removes Gundam's own head. Char escapes in the 
Zeong Head while Amuro's headless one-armed Gundam fires erratically at 
the fleeing Red Comet. As Char heads towards A Baoa Qu, he decides 
Amuro is too dangerous to be allowed to live and that he will kill him, 
Amuro decides to follow Char and settle the score once and for all.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 14
----------

Backstory:
   As the battle rages on outside Gihren Zabi is confronted by his 
sister Kycilia. Enraged that he could so cold-heartedly kill their 
father she executes Gihren on the spot with a bullet to the head. She 
assumes the regency and as the battle worsens she decides that she will 
evacuate A Baoa Qu. White Base has been severely damaged and is being 
evacuated and abandoned on A Baoa Qu. As the battle begins to turn 
against the Zeon Amuro chases Char into A Baoa Qu in the damaged Gundam 
for his last stand against Char and the remaining forces of Zeon.

Item Crate Locations:
-There are no spare item crates in this mission.

Strategy:
   Fill up on E-PACs and MAGs when the mission begins. If you look at 
your special attacks list you will notice that you no longer have use 
of any of them. Fear not though, this mission is a cakewalk compared to 
the last few. Move forward and destroy the Gelgoog and Rick Dom in this 
area. Move to the area to the right and destroy the Gelgoog and Zaku II 
here. Heal with an E-PAC if necessary and continue down to the next 
area. Destroy the Gelgoog and Rick Dom that are in this area, and 
finally move to the area to the left. Destroy the two remaining 
Gelgoogs and Amuro will boost off. Amuro will land in another area of 
the factory. He senses something with his Newtype powers and decides to 
abandon Gundam. He jumps out of the cockpit and as Gundam continues to 
walk forward the Zeong Head appears. Char executes his trap and as he 
fires at the mangled RX-78-2 it's Learning Computer kicks in and using 
the skills it had picked up from Amuro it strikes a pose and fires the 
final shot. As the beam from the Zeong rips through Gundam's right arm 
and leg the blast from Gundam destroys the Zeong's Head. But Char 
manages to leap from the Zeong Head to safety as Gundam collapses over. 
As they fight one another Sayla senses the distress Amuro and her 
brother Char are in with her own developing Newtype powers. Refusing to 
give up, Amuro and Char attack each other with their swords. As they 
fight Char stabs Amuro in the shoulder and Amuro breaks his sword on 
Char's helmet. Sayla rushes in to break up the fight and as she 
consoles the two feuding men as massive explosion rocks A Baoa Qu. Char 
tells Sayla to escape while Amuro is thrown away by the blast. Sayla 
asks her brother to come with them but Char declares that he has some 
unfinished business to take care of. Removing the mask he used to hide 
his face and his true identity Char rushes off. He finds the Zanzibar 
that Kycilia Zabi is trying to flee in. He takes aim with a rocket 
launcher and fires directly into the cockpit of the Zanzibar killing 
the last remaining member of the Zabi family and finally avenging the 
murder of his father. As the escape pod of White Base drifts through 
space the battle begins to die down. The Federation is victorious, but 
the crew wonders about what could have happened to Amuro. As explosions 
continue to erupt from A Baoa Qu Amuro manages to free the Core Fighter 
from Gundam's wrecked and mangled body. Low on fuel he takes it as far 
as it can go before he jettisons it and free floats through space. 
Amuro asks Lalah to show him the way and he fins the White Base's 
escape pod. The One Year War has now ended...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 15
----------

Backstory:
   October 9, 0079. Towards the end of the One Year War the Earth 
Federal Forces began to develop several new high performance units to 
bolster their ranks. These newer units were all given the name Gundam 
in homage to ace pilot Amuro Ray's Gundam. This is the story of one 
such Gundam unit. The RX-78XX Gundam Pixy. As the Gundam Pixy sits in 
dry-dock at a Federation Base located in the Gobi Desert, Bork Cry, 
Captain of the Albatross Transport unit and Major Nakuto Gadisshu stand 
around discussing the philosophy of war. Bork says that his philosophy 
is that his team is more important than the mission, but Nakuto argues 
that the mission is much more important. As they continue to argue a 
crack team of Zeon soldiers monitor the base. The Wolf Gar Team, led by 
Zeon Captain Henry Boone, plans to infiltrate the Federation's base in 
the Gobi Desert and capture the Gundam. He is accompanied by a team of 
Zaku II's piloted by Martin Hagar, Ray Hamilton, Lester Carrot, and 
Saki Graham, while Henry leads the unit in his Efreet. As the Zeon 
launch their attack Federation pilot Daba Soy runs to tell Bork that 
the Zeon are attacking. They decide to grab two Guncannons and head off 
the attack themselves.

Item Crate Location:
-There are no spare item crates in this mission.

Strategy:
   Depending on how much you leveled up your Guncannons greatly 
influences this mission. If you got them to at least above Level 15 you 
should do okay... not great, but okay. If they are around Level 20 you 
should absolutely rule this mission. Be sure to stock up an E-PACs and 
a MAG or two. When you begin the mission the Zaku II's and the Efreets 
will take off and split up. From the beginning walk forward to the 
right. Attack the first Zaku II you find. Get up close and use you're 
A-Gun beam rifle and B-Gun head vulcans. After you do a few hundred 
damage Lester will jet off. Move down and attack the next Zaku II in 
the same way. After dealing enough damage it will take off to the next 
area also. Ignore the Efreet for now and cross over to the area to the 
right. Here you will find Lester again. Deal about 200 damage to him 
and he will leave for good. Head back to the area on the left and 
attack the Efreet. The Efreet is pretty tough, just get up close and 
use your beam rifle to blast him. Henry's Efreet will take about 500 
damage before it takes off. Daba will wonder where the other two Zaku 
II's went. Ray and Saki have infiltrated the Federation's base and are 
searching for the Gundam. They have it in their sights but Henry calls 
for them to retreat for now.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 16
----------

Backstory:
   With their mission to infiltrate the Albatross Base a success the 
Wolf Gar team radios for the main Zeon mobile suit force. The Zeon 
begin Operation Desert Dragon and begin to mobilize. With the Zeon 
force rapidly approaching the Albatross Team realizes that two 
Guncannons will not survive against such a large force. Bork decides to 
take the Gundam Pixy out while Daba Soy and Sana Nima provide cover in 
the two Guncannons.

Item Crate Location:
-There are no spare items in this mission.

Strategy:
   Make sure to stock up on items. Since this will be your first launch 
with the Gundam Pixy you should try and manipulate the Prime Points in 
it's CLOSE ATTACK and SKILL ATTACK to access any skill attacks you may 
want to use. Of course you are starting from 0% again, so you'll have 
to build up the close combat skills again, but this time the 
combinations are much harder to use. When using the Gundam Pixy you 
will sometimes notice that it will receive an increase in its attack 
power. This is denoted by the words "Attack Up" appearing above Gundam 
Pixy's head. When you launch just waste a turn. A Gouf will charge 
towards you. Use you're A-Guns to waste this Gouf because it is 
resistant to close ranged attacks. Destroy the remaining three Zaku 
II's and one Gouf however you wish. Move Gundam Pixy to the next area 
on the right and destroy the two Zaku II's near the top-left in close 
combat. Move to the right and destroy the Gouf in the corner. Then move 
down and destroy the next Gouf in the lower-right corner, and finally 
the last Gouf is in the lower-left area. Destroy it and move down to 
the next area. Destroy the Zaku II you find and then mover to the 
upper-right corner. Here you will find another close-combat resistant 
Gouf. Use you're A-Gun sub machinegun to make short work of it. Move 
down and destroy the next Gouf and Zaku II. After they are destroyed 
move on to the next area on the left. Destroy the first Zaku II you see 
there in close combat. Move the Gundam Pixy all the way to the left. 
You will find another physical resistant Zaku II. Use you're A-Guns to 
waste it like nothing. Destroy the next two Zaku II's in close combat. 
Move back up to the first area and you will notice that the enemies 
have reappeared, including the physical resistant Gouf. Destroy the two 
Goufs and two Zaku II's again, just like before. Move to the area to 
the right and destroy the two Zaku II's just like before. After the 
second Zaku II bites the dust you will meet your enemy quota and the 
mission will end with the Zeon retreat.
 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 17
----------

Backstory:
   Upon returning to the base, Bork is scolded by Nakuto for taking the 
Gundam Pixy out without permission. The Wolf Gar Team continues to plot 
in the desert. They decide to launch another attack on the Gobi Desert 
base. Daba rushes in to tell everyone the Zeon are attacking again. 
Nakuto decides to allow Bork to become the temporary pilot of the 
Gundam Pixy to stem off the Zeon attack.

Item Crate Locations:
-There are no spare items in this mission.

Strategy:
   Make sure to pack your items, kids. When you start off you will be 
in an empty area. The Wolf Gar team is lying in ambush in the desert. 
Head straight down and enter the next area below. Here you will find 
the Wolf Gar Team. The Efreet will be the first one you find, but 
ignore it and run past it. Head to the bottom where you will find all 
four of the Zaku II's. Take care of them one by one in close combat and 
they will boost away to hide elsewhere in the desert. After the four 
Zaku II's have left, engage the Efreet. This guy packs one helluva 
punch, and you will probably have to heal during your fight. After you 
do enough damage to it the Efreet will boost away. Now it's time to 
hunt down the four Zaku II's. Do an area by area search to find them, 
and once again, ignore the Efreet, which will always be in the lower-
right corner area. Once you find one of the Zaku II's attack it and 
after dealing enough damage it will once again flee. You will have to 
find each Zaku II two times. After defeating each Zaku II twice go to 
and deal with the Efreet. The Efreet is best dealt with by using you're 
A-Gun skills. It can take almost 1000 damage! Using the Multi-Shot A-
Gun skill you should be able to deal about 400 damage per turn so you 
should be able to chase him off. After you do enough damage to it, the 
Efreet will flee and the Albatross Team will return to base.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 18
----------

Backstory:
   Disgusted by their previous failures to capture or destroy the Earth 
Federation's new model Gundam, the Wolf Gar Team goes back to plotting. 
They decide to attack again. Back at the Federation Base, Bork and Sana 
stand around chatting. Daba and Nakuto run in to tell them the Zeon are 
attacking... again... The Albatross Team runs off to prepare their 
mobile suits for combat once again. 

Item Crate Locations:
-There are no spare items in this mission.

Strategy:
   Once again make sure to stock up on items before you launch. The 
area you start in will be deserted, just like the last mission. Bring 
Gundam Pixy to the top-right corner of area one and stop before 
proceeding right to the next area so you have the maximum ammount of 
moves when you do cross over. On Gundam Pixy's next turn cross to the 
area on the right. Keep going straight right at the top of the screen 
until you run into the Efreet and the four Zaku II's. Get into close 
combat with the nearest Zaku II and swing away. After doing enough 
damage to them they will fly away as usual. After one flies the coop 
move to the next nearest Zaku II. Save the Efreet for last. Heal if you 
get below 200 AP because they can hurt you bad enough with normal 
attacks to kill you if you aren't wise about your health. After the 
fourth Zaku II jets off, engage the Efreet. Get into close combat just 
to avoid it combo-ing it's shotgun and heat saber for uber damage. Do 
not attack the Efreet in close range. Use you Multi-Shot A-Gun skill 
instead because you will deal more damage. Efreet has in excess of 2000 
AP so plan to be shooting at it for awhile. Make sure you heal, because 
Efreet is a deadly foe. Any less than 200 AP and you better heal or you 
will more than likely be killed. You will spend at least two E-PACs in 
the Efreet fight alone. Thankfully once the Efreet leaves it is gone 
for the remainder of the mission. Now it's time to go Zaku hunting. 
Switch over to your Guncannon teams, who should still be twiddling 
their thumbs in area 1. Here you will find two of the Wolf Gar teams 
Zaku II's. Get close to them and blast away with you're A-Guns and B-
Guns. A word to the wise. Saki's Zaku II (the one with the bazooka) is 
capable of dealing MAJOR damage. It can do a multi-hit attack with 
knockback. This attack is very damaging. In fact if you are hit by it 
twice in a row without healing, you will be destroyed. So stay in close 
range with all of the Zaku II's. Martin's Zaku II on the other hand has 
a staggering amount of AP. It takes quite a beating, and will give you 
a good thrashing while he's at it. Compared to the other two, Ray and 
Lester's Zaku II's are pretty much a simple game of trading licks. 
After dealing with the two Zaku II's in area 1 with your Guncannon 
team, they will again boost off. Who woulda thought? Take Gundam Pixy 
and head to the next area on the right. This area may be empty at this 
time. If so continue on to the next area on the right. Here you will 
find two more Zaku II's. Engage them both and beat on them until they 
fly away. Next take your Guncannon teams again. If there are no Zaku 
II's in the first area move them to the second area to their right. 
Engage the Zaku II you find here. If it is your second time fighting 
either Lester or Ray's Zaku II, they're mobile suits will be destroyed 
and they will die. The second time you fight Saki and Martin they will 
fly away. Bring Gundam Pixy back to the left. Engage any remaining Zaku 
II's you find. After you defeat all four Zaku II's twice the mission 
will end.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 19
----------

Backstory:
   The Wolf Gar Team, with half of their unit killed in action, decides 
to launch a surprise attack on the desert base in the dead of the 
night. Determined to avenge their teammates or die trying they move out 
towards the Federation's Gobi outpost.

Item Crate Location:
-There is one blue E-PAC crate in the bottom of the left area exactly 
where the Gundam Pixy starts at.

Strategy:
   Bork will be launching alone in Gundam Pixy for this mission. Make 
sure you stock up on E-PACs and at least one MAG. When the mission 
starts waste a turn standing still. The Efreet will charge you and get 
the first hit, but he's lost some of his punch since last mission, only 
doing around 100-120 damage instead of the previous 200, but also 
gaining a slight bit more defense. Again, just use you're A-Gun Multi-
Shot Skill to defeat the Efreet most effectively. It will most likely 
take eight uses of it to get the Efreet to take off, so you will have 
to use one MAG and one E-PAC during this fight. After you do about 2000 
damage to it the Efreet leaves, and Martin's Zaku II will charge you. 
Martin is pretty tough. Your attacks will miss A LOT, and he has a ton 
of AP to boot. Once you deal a few hundred damage to him Martin will 
boost off. Walk Gundam Pixy forward and you will step off of an E-PAC 
you were standing on. Step back onto it to pick it up. You'll need it. 
Go up and find Saki's Zaku II. Engage it in close combat as well and 
after dealing a few hundred damage to it, it will boost off to the next 
area. Head up and to the right to the next area. You will find Saki and 
Martin's Zaku II's hiding in between the two buildings in the center. 
Boost over the building and attack them in close combat. Hit Saki about 
three times to do enough damage to get her to boost away again. 
Martin's Zaku II will take five or six hits before he boosts again. 
When they have both boosted away, head back to the area on the left. 
You will find the two Zaku II's in the upper-left corner. After hitting 
Saki another few times she will boost away to the second area. Martin 
on the other hand will be destroyed this time. Follow Saki back to area 
2, where she will be hiding in the lower-right corner. After hitting 
her three more times she will boost back to area 1. You will find her 
in the upper-right corner. After hitting her twice she will boost back 
to area 2. Go back to area 2. She will be waiting in the lower-left 
corner. Hit her once and her suit will be destroyed... To bad, she was 
kinda cute. But what was that thing that flew out of the Zaku II as it 
exploded? Oh well no time to check now, there's dirty work afoot. 
Gundam Pixy will boost off to chase the Efreet. Efreet lands by a 
landing strip where a Madea is preparing to take off. Daba and Sana are 
guarding it with the two Guncannons but the Efreet kills them both just 
as Gundam Pixy arrives. As the Madea takes off Bork swears he'll get 
revenge for his friends.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------
Mission 20
----------

Backstory:
   Standing on the now deserted runway in the middle of the 
Federation's Gobi Base the Gundam Pixy is squared off against the 
Efreet. Mad at the death of his friends at the hands of Henry Boone, 
Bork swears he will get his revenge. Henry belittles Bork for letting 
his friends stand between him and the mission. Bork says that his 
friends are more important than some damned mission and the Efreet 
boosts away with the Gundam Pixy hot on it's heels.

Item Crate Location:
-There are no spare items in this mission.

Strategy:
   At the beginning you will be taken to the Prime Points screen, stock 
up on your items. Take six E-PACs. You're going to bloody need them. 
Also make sure that all of your ATTACK attributes are at eight, and 
that your close defense is also at eight. Now go. When the fight 
begins, head straight for the Efreet. Get right in close range to keep 
him from doing his shotgun/heat sword/run away combo. Get close to him 
and drain the ammo in your sub-machinegun into his ass. After it's 
empty just beat on him with your beam knives. Heal if you get below 200 
AP. After taking a few hundred damage Henry and Bork will start to 
argue about the philosophy of war again. Henry will boost off to the 
second area. Follow him, you will find him in the center of the area. 
Get close to him all in one move to keep him from using hit and run 
tactics. After dealing another 500 or so damage to the Efreet, Bork and 
Henry will begin to argue again. Henry will boost away back to area 
one. Return to area one, and head to the center and begin the slugfest 
with Efreet again. After giving Boone another good thrashing he will 
gain boost off to the second area. Chase him down. He will be near the 
center of the area on the right side of the building. Beat on him a few 
more times and Henry will speak his last as the Efreet goes up in 
flames. Bork bails from the Gundam Pixy. He finds Saki Graham in the 
desert. He offers to help her and as he lifts her to her feet and helps 
her walk across the desert... TO BE CONTINUED!!!! Or not... It's been 
almost nine years, and no sequel, but hey there is another ending. In 
case you were dumbass enough to not heal and get your ass stomped by 
the Efreet, you get an extra ending where Henry Boone decides he is 
going to try and get a transfer to Solomon... Yeah the ending where you 
don't die horribly is better... Oh well, congratulations, you've just 
beaten Cross Dimension 0079. Go have a drink or something!



]============================[Characters]=============================[

Due to the appearance of several characters that are unique only to 
this game, I have devised a brief description of every character that 
appears in this game. They are divided into two groups. One for 
characters from Mobile Suit Gundam and the story of White Base and it's 
misfit ragtag crew versus the forces of Zeon, and a second section 
devoted to the unique characters from Gundam Cross Dimension.


Mobile Suit Gundam Characters List
----------------------------------

---------
Amuro Ray
---------
A civilian boy that happens to find the experimental mobile suit 
Gundam. Amuro is a child prodigy of sorts. He is an extremely gifted 
mechanic, and can build almost anything. Amuro is soon enlisted into 
the Earth Federation as the permanent pilot of the RX-78-2 Gundam. He 
develops a rivalry with Zeon ace pilot Char Aznable, and by the time 
the war ends Amuro has realized he is a Newtype and is the Earth 
Federal Forces second highest ace pilot.

-----------
Bright Noah
-----------
Bright Noah is the young captain of the White Base. He is a stern 
disciplinarian and never resists giving any of the crew a good ol' 
anti-insubordination boot to the head to keep things running smoothly.

-------
Frau Bo
-------
Frau Bo was Amuro's neighbor on their home colony. After it came under 
attack everyone evacuated to White Base, where she was soon put into 
place as a crew member. She does most of her work delivering rations 
amongst the crew and occasional communications and radar work. She is 
always cheery and tries to keep up a good mood amongst the crew.

----------------
Hayato Kobayashi
----------------
Hayato was also a resident of the colony that was attacked by the Zeon. 
He evacuated to White Base and became the pilot of the Guntank.

----------
Kai Shiden
----------
Kai is a pessimistic guy. He always has to put in a smartass remark 
about the current situation, which usually earns him a punch in the 
chops from Bright. Regardless of his bad outlook he is forced to become 
the pilot of the Guncannon.

--------
Ryu Jose
--------
Ryu is a Federation officer that was stationed aboard White Base. He 
often piloted the Guntank with Hayato, but met his demise when he took 
his Core Fighter out to save Amuro from being killed in an ambush.

----------
Sayla Mass
----------
Her real name is Artesia zum Daikun. Sayla is the lost daughter of Zeon 
zum Daikun, the original founder of Zeon, and sister of Char Aznable, 
and the Zeon ace pilot known as The Red Comet. When their father was 
assassinated they were smuggled into hiding. They were kept safe by 
Jinba Ral, the father of Ramba Ral, until they went their separate 
ways. Sayla soon joined the Earth Federal Forces after the colony she 
was studying at was attacked and she later became the pilot of one of 
the White Base's Core Boosters.

-----------
Sleggar Law
-----------
Sleggar Law was a skilled Federation pilot assigned to White Base 
during their stay at Jaburo. He is a loud-mouthed flirtatious jerk, and 
the women of White Base hated being around him. He met his end at the 
Battle of Solomon.

------------
Matilda Ajan
------------
Commander of the Madea Supply Core Matilda is the poster girl and an 
object of infatuation for the guys of White Base crew. She gives her 
life to defend the White Base from the attacks of the Black Trinary.

-----
Denim
-----
One of the three Zeon pilots who serve under Char Aznable during the 
infiltration of Side 7. He is killed by Amuro Ray's Gundam. 

----
Gene
----
The second of the Zeon pilots who infiltrated Side 7. Much like his 
counterpart he also met his end at the hands of the Gundam.

------------
Char Aznable
------------
A skilled pilot for Zeon he is soon given ace pilot status. His custom 
red on dark red mobile suits are feared by the Earth Federation pilots. 
Char is the brother of Sayla Mass and the lost son of Zeon zum Daikun. 
His real name is Casval zum Daikun but at a young age he ran away from 
his caretakers and enrolled in the Zeon Training Academy. There he met 
and befriended Garma Zabi, the youngest son of the Zabi family. Char 
graduated at the top of the class. He later formed a harsh rivalry with 
Federation pilot Amuro Ray. He seeks to kill the remaining members of 
the Zabi family for the murder of his father.

----------
Garma Zabi
----------
The youngest son of the Zabi family, Garma Zabi is placed in charge of 
the Zeon's North American forces. He befriended Char during his days at 
the academy, an alliance which proved fatal when Char tricked him into 
flying into the White Base's line of fire.

---------
Ramba Ral
---------
Another Zeon ace pilot known as the Blue Giant. Ramba Ral was charged 
with the orders to destroy the White Base and avenge the death of Garma 
Zabi. He was not successful and he lost his life in battle.

----------------------
Gaia, Ortega, and Mash
----------------------
A Zeon team of three ace pilots, they formed a unit known as the Black 
Trinary. They were transferred to the Ukraine to help bolster the Zeon 
defenses during Operation Odessa. They encountered the Gundam, and 
despite their flashy high speed Jetstream Attack they all were killed.

-------
Conscon
-------
The chubby purple-haired leader of the Conscon Fleet. He is killed 
after his entire Rick Dom Fleet is wiped out by the White Base.

------
Dmitri
------
This ugly buck-toothed dork is the pilot of the mobile armor Zakrello. 
You can almost see the resemblance between them. He takes the Zakrello 
out despite orders not too and gets killed by the Gundam.

----------
Dozle Zabi
----------
The second oldest son of the Zabi family, Dozle is the commander of 
Zeon's space forces. As a last ditch effort he takes out the Big Zam 
mobile armor and manages to cause severe damage to the Federation 
before he is brought down by the Gundam.

----------
Lalah Sune
----------
Lalah Sune was the top student at Zeon's Flanagan Institute, a special 
facility that studied Newtypes. She was given to Char so he could 
develop her into a soldier. Using her strong Newtype powers she can 
control the bit weapons on her mobile armor Elmeth. She meets Amuro and 
develops a relationship with him, but during a skirmish Amuro 
accidentally kills her when she saves Char.

------------
Kycilia Zabi
------------
The daughter of Degwin Zabi, she is the commander of Zeon's Special 
Forces. She meets her demise by a bazooka shot to the head courtesy of 
Char Aznable.



Gundam Cross Dimension Characters List
--------------------------------------

--------
Bork Cry
--------
A 28 year old experienced fighter pilot turn mobile suit pilot, Bork 
has been the best pilot in every unit he has been in. Unfortunately he 
has a habit of disobeying and disagreeing with his superiors quite 
often and has been demoted to the Albatross Transportation unit because 
of this. Bork strongly believes that his friends are more important 
than his mission, a view that his superiors do not share with him. Bork 
is soon appointed to pilot the Gundam Pixy.

--------
Daba Soy
--------
A former police officer from Hong Kong, Daba was drafted and became a 
mobile suit pilot. Daba is good friends with Bork and strongly believes 
his philosophy of friends being more important than the mission, but 
unlike Bork, Daba does not like to disagree with his superior officer.

---------------
Nakuto Gadisshu
---------------
Nakuto is the commander of the Albatross base in the Gobi Desert. He is 
said to be related to General Elran, a Federation officer who spied for 
the Zeon during Operation Odessa. Nakuto was also suspected of treason 
because he held back his troops during the attack. He was transferred 
to the Albatross base because of this. He is a conservative leader and 
strongly disagrees with Bork's philosophy about war.

---------
Sana Nima
---------
Sana once served at a base in Russia. When the base came under attack 
Sana chose to escape rather than fight. He was eventually apprehended 
and charged with desertion in front of the enemy. After he served his 
sentence Sana was transferred to the Albatross Team in the Gobi Desert.

-----------
Henry Boone
-----------
The leader of the Wolf Gar Team, Henry Boone is the talented pilot of a 
rare Efreet mobile suit. He received the fourth unit out of the total 
eight that were produced. He was a very successful military officer and 
had an excellent combat record. At one point he was even appointed as a 
personal bodyguard to Kycilia Zabi, but when rumors surfaced that he 
was connected to an assassination plot against the Zabi family he was 
quickly demoted.

------------
Martin Hagar
------------
Martin is a man who rarely thinks of others over himself. He is the 
black member of the Wolf Gar Team, and he is blind in his left eye due 
to an injury he received during a bar fight. He used to be an old 
school friend of Henry Boone and was also charged with the same 
assassination plot as Henry. He was demoted to the Earth forces. He was 
placed in charge of training new recruits but his method was so 
dangerous and punishing that at least eight trainees were killed. He 
was then transferred to the Wolf Gar Team.

------------
Ray Hamilton
------------
Due to Ray's girly appearance, blonde hair, pudgy cheeks, and delicate 
features a rumor was started by fellow cadets at the Zeon Training 
Academy that Ray was a homosexual. Ray tracked down the two men who 
started the rumor and murdered them both. Ray is an exceptionally 
gifted pilot and is a valuable member of the Wolf Gar Team because of 
his great abilities.

-------------
Lester Carrot
-------------
With a slim face and bright orange hair, carrot seems like a fitting 
name for this goon. Lester lived a life of burglary and murder before 
he was finally apprehended and imprisoned. Due to his great piloting 
skills and flawless academy records he is sprung by Henry Boone and 
becomes a member of the Wolf Gar Team. Lester has the habit of causing 
trouble just by opening his mouth.

-----------
Saki Graham
-----------
Saki joined the Zeon mobile suit forces after her brother was killed in 
battle. She tried to apply for the Ramba Ral unit, but her request was 
denied and she entered the Wolf Gar Team. She is an expert at 
analyzation, and often works as Henry's secretary when not in combat. 
She is the only member of the Wolf Gar Team that has never been 
convicted of committing a crime.



]===================[Earth Federal Forces Unit List]==================[

------------------
FF-X7 Core Fighter
------------------
Model number: FF-X7
Code name: Core Fighter
Unit type: fighter for use in Core Block System
Manufacturer: Hervic Company
Operator: Earth Federal Forces
First deployment: UC 0079
Accommodation: pilot only, in standard canopy-style cockpit
Dimensions: overall length 8.6 meters; overall height 3.2 meters
Wingspan: 6.8 meters
Weight: empty weight unknown; max gross 8.9 metric tons
Propulsion: 6 x jet/rocket thruster: maximum speed rated at Mach 4.8
Fixed armaments: 4 x 2-barrel 25mm vulcan gun; 2 x missile launcher, 4 
rounds per launcher


The FF-X7 Core Fighter is an important component of the Federation's 
new experimental mobile suits. The fighter serves as the cockpit of the 
RX-78-2 Gundam, RX-77-2 Guncannon and RX-75-4 Guntank. It also 
functions as an escape pod. Incase the mobile suit were to suffer heavy 
damage, the pilot could escape and the secrets contained in the mobile 
suit's computers would not be discovered by the enemy.


----------------------
FF-X7-Bst Core Booster
----------------------
Unit type: fighter
Overall length: 13.8 meters
Wingspan: 12.6 meters
Overall height: 6.75 meters
Full weight: 18.3 tons
Armament: 2-barrel 25mm vulcan gun x 2, missile launcher x 2 (4 
rounds), mega particle cannon x 2, bombs

By adding an extended booster unit on the basic FF-X7 Core Fighter it 
becomes the FF-X7-Bst Core Booster. Besides boasting increased speed 
and maneuverability, it has an increased arsenal making it a much more 
effective attack fighter and bomber.


----------
RB-79 Ball
----------
Model number: RB-79
Code name: Ball
Unit type: combat support mobile pod
Manufacturer: Earth Federal Forces
Operator: Earth Federal Forces
Rollout: UC 0079
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in body
Dimensions: overall height 12.8 meters
Weight: empty 17.2 metric tons; max gross 25.0 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
400 kW
Propulsion: rocket thrusters: 24000 kg total
Performance: maximum thruster acceleration 0.96 G
Equipment and design features: sensors, range 4000 meters
Fixed armaments: 180mm recoilless cannon, mounted on body

Towards the end of the One Year War the Earth Federation was on the 
offensive. With only limited numbers of RGM-79 GM the Earth Federation 
searched for ways to take advantage of all it's manpower while keeping 
costs down. They began equipping civilian work pods used for colony 
construction with 180 mm cannons and extra armor plating. The end 
result was the relatively cheap and expendable Ball. They may not have 
been faster, stronger, or tougher, but they're were a hell of lot of 
them, and in the end, the sheer number of Balls the Federation deployed 
proved an effective venture in ending the war against the Zeon.


---------
RGM-79 GM
---------
Model number: RGM-79
Code name: GM
Unit type: mass production general purpose mobile suit
Manufacturer: Earth Federal Forces
Operator: Earth Federal Forces
Rollout: UC 0079
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 18.5 meters; head height 18.0 meters
Weight: empty 41.2 metric tons; max gross 58.8 metric tons
Construction: titanium alloy on semi-monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
1250 kW
Propulsion: rocket thrusters: 2 x 24000 kg, 4 x 1870 kg
Performance: maximum thruster acceleration 0.94 G; 180-degree turn time 
1.6 seconds; maximum ground running speed 102 km/h
Equipment and design features: sensors, range 6000 meters
Fixed armaments: 2 x 60mm vulcan gun, fire-linked, mounted in head; 
beam saber, power rated at 0.38 MW, stored in recharge rack in 
backpack, hand-carried in use
Optional hand armaments: beam spray gun, powered by rechargeable energy 
cap; 100mm machinegun, clip-fed; shield

Let's here it for cannon fodder Mobile Suits. The Earth Federation's 
first true mass-produced mobile suit, the cheaply made GM quickly 
turned the tides of the war. A simplified version of the RX-78-2 
Gundam, the GM lost most of the more technical aspects of the test 
unit. Built from normal titanium instead of Lunar Titanium alloys, and 
removing the complicated core block system all together helped keep 
costs down. Although rather weak compared to many of the later Zeon 
mobile suits, the sheer amount of units fielded made up for this.


---------------
RX-75-4 Guntank
---------------
Model number: RX-75-4
Code name: Guntank
Unit type: prototype artillery mobile suit
Manufacturer: Earth Federal Forces "Project V"
Operator: Earth Federal Forces
Rollout: UC 0075
First deployment: September UC 0079
Accommodation: pilot/driver in standard cockpit in torso with Core 
Block System using FF-X7 Core Fighter; co-pilot/gunner in canopy-style 
cockpit in head
Dimensions: overall height 15.6 meters; head height 15.0 meters
Weight: empty 56.0 metric tons; max gross 80.0 metric tons
Construction: lunar titanium alloy on semi-monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
878 kW
Propulsion: engine-driven caterpillar treads: 2; rocket thrusters: 
88000 kg total
Performance: maximum thruster acceleration 1.10 G; maximum ground 
driving speed 70 km/h
Equipment and design features: sensors, range 6000 meters
Fixed armaments: 2 x 180mm cannon, fire-linked, 30 round magazine each, 
mounted over shoulders; 2 x 4-tube 40mm rocket launcher, mounted on 
arms

The first mobile suit developed under the Federation's top secret V 
Project, the Guntank was simply the combined aspects of a tank with a 
mobile suit. Featuring a unique dual cockpit it is piloted by the young 
Hayato Kobayashi, and veteran Ryu Jose, but is soon retooled to depend 
on a singular cockpit. It plays a role as a long-range artillery unit 
stationed aboard the White Base until it was decommissioned at Jaburo, 
the Federation's Amazon base.


-----------------
RX-77-2 Guncannon
-----------------
Model number: RX-77-2
Code name: Guncannon
Unit type: prototype artillery mobile suit
Manufacturer: Earth Federal Forces "Project V"
Operator: Earth Federal Forces
Rollout: UC 0079
First deployment: September UC 0079
Accommodation: pilot only, in standard cockpit in torso with Core Block 
System using FF-X7 Core Fighter
Dimensions: overall height 18.1 meters; head height 17.5 meters
Weight: empty 51.0 metric tons; max gross 70.0 metric tons
Construction: lunar titanium alloy on semi-monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
1380 kW
Propulsion: rocket thrusters: 2 x 22600 kg, 4 x 1650 kg
Performance: maximum thruster acceleration 0.74 G; 180-degree turn time 
2.0 seconds; maximum ground running speed 78 km/h
Equipment and design features: sensors, range 6000 meters
Fixed armaments: 2 x 60mm vulcan gun, fire-linked, mounted in head; 2 x 
240mm cannon, variable independent-fire/fire-linked, 20 round magazine 
each, mounted over shoulders
Optional hand armaments: beam rifle, powered by rechargeable energy cap

A mid-range support unit, the Guncannon was piloted by the snarky, and 
often pessimistic Kai Shiden. It is very heavily armored, and combined 
with a powerful long beam rifle and dual shoulder mounted cannons it is 
an incredible force to reckon with. During White Base's stationing at 
Jaburo, the crew received a second Guncannon. Both units received 
special designation numbers, with Kai's Guncannon designated C-108 and 
Hayato's designated as C-109.


--------------
RX-78-2 Gundam
--------------
Model number: RX-78-2
Code name: Gundam
Unit type: prototype close combat mobile suit
Manufacturer: Earth Federal Forces "Project V"
Operator: Earth Federal Forces
Rollout: July UC 0079
First deployment: UC 18 September 0079
Accommodation: pilot only, in standard cockpit in torso with Core Block 
System using FF-X7 Core Fighter
Dimensions: overall height 18.5 meters; head height 18.0 meters
Weight: empty 43.4 metric tons; max gross 60.0 metric tons
Construction: lunar titanium alloy on semi-monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
1380 kW
Propulsion: rocket thrusters: 2 x 24000 kg, 4 x 1870 kg
Performance: maximum thruster acceleration 0.93 G; 180-degree turn time 
1.5 seconds (1.1 seconds after magnetic coating upgrade); maximum 
ground running speed 165 km/h
Equipment and design features: sensors, range 5700 meters; "learning 
computer" system; re-entry coolant system; magnetic coated joints 
(subsequent field upgrade)
Fixed armaments: 2 x 60mm vulcan gun, fire-linked, mounted in head; 2 x 
beam saber, power rated at 0.38 MW, stored in recharge racks in 
backpack, hand-carried in use
Optional hand armaments: beam rifle, powered by rechargeable energy 
cap; 380mm hyper bazooka, clip-fed, 5 rounds per clip plus 1 round in 
chamber; beam javelin; hyper hammer; Gundam hammer; shield, can be 
optionally stored on backpack

The third mobile suit created under the "V-Project". The RX-78-2 Gundam 
was designed as a high-performance close combat mobile suit. It 
featured several new technological advances, such as a Learning 
Computer, which collected input from the pilot and created a simulated 
autopilot based on the data it has stored. It was also the first mobile 
suit to be able to support a beam rifle, and a beam saber melee weapon.

-------------------
RX-78XX Gundam Pixy
-------------------

Unit type: mobile suit
Overall height: 19.2 meters
Head height: 18.3 meters
Base weight: 39.8 tons
Power generator output: 1440 kW
Rocket thrusters: 70800 kg total
Armament: 60mm vulcan gun x 2, 90mm sub-machinegun x 1, beam knife x 2

One of the several new model Gundams created by the Federation Forces 
for use by ace pilots to bolster it's weak GM forces. The Gundam Pixy 
was a high performance specialized close-combat unit. Sporting a close 
range sub-machinegun and dual beam knives the Gundam Pixy was well 
suited to proximal fighting. The Gundam Pixy also features a unique 
combat computer system, which allows its performance, power, and attack 
strength to increase as it fights.


-----------------
SCV-70 White Base
-----------------

Class: Pegasus
Name: SCV-70 White Base
Unit type: assault carrier
Manufacturer: Earth Federal Forces
Operator: Earth Federal Forces
First deployment: September UC 0079
Dimensions: overall length 250 meters; overall height 97 meters
Wingspan: 180 meters
Weight: max gross 68000 tons
Propulsion: 8 x jet/rocket thruster, Minovsky craft system
Fixed armaments: 2-barrel 580mm main gun; 2 x 2-barrel mega particle 
gun; 8 x anti-aircraft 2-barrel machinegun; 8 x 3-tube missile launcher
Mobile suits: 6
Gunperrys: 1
Launch catapults: 2

The Pegasus Class assault carrier White Base, dubbed "The Trojan Horse" 
by enemy Zeon forces. It served as the station of the mobile suits 
created under the Federation's "V-Project". It was also the testbed for 
several of the Earth Federal Forces experimental technologies, such as 
the Minovsky craft system, which allowed it to fly under it's own power 
inside Earth's atmosphere, the first large spacecraft of it's time to 
accomplish such a feat.

---------------------
Medea Transport Plane
---------------------

Unit type: transport plane
Overall length: 45 meters
Wingspan: 67.7 meters
Full weight: 245 tons
Cargo capacity: 160 tons
Armament: 2-barrel anti-air machinegun x 2

The main supply transportation aircraft of the Earth Federation the 
Medea class transport plane was a sturdy and dependable aircraft. Under 
the command of Matilda Ajan the Medea Supply Core was the vital 
lifeblood of the frontline Federation forces.




]==================[Principality of Zeon Unit List]===================[

---------------
MA-04X Zakrello
---------------

Model number: MA-04X
Code name: Zakrello
Unit type: experimental mobile armor
Manufacturer: MIP Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in main body
Dimensions: overall length 25.0 meters
Weight: empty weight unknown; max gross 185.0 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rating 
unknown
Propulsion: rocket thrusters: total output unknown
Fixed armaments: scattering mega particle cannon

Towards the end of the war the Zeon started to experiment with large 
powerful machines that were not like the mobile suits created before. 
Instead of being a multi-purpose unit, these new mobile armors were 
designed to fill one role. The Zakrello was designed with extreme speed 
in mind. It had a high-powered beam gun, and powerful slicing scythe-
arms that could cleave through even strong metals effortlessly.


-------------
MA-08 Big Zam
-------------

Model number: MA-08
Code name: Big Zam
Unit type: prototype anti-warship/anti-fortress mobile armor
Manufacturer: Principality of Zeon
Operator: Principality of Zeon
First deployment: 24 December UC 0079
Accommodation: one commander and two pilots/gunners, in standard 
cockpit in torso
Dimensions: overall height 59.6 meters
Weight: empty 1021.2 metric tons; max gross 1936.0 metric tons
Powerplant: 4 x Minovsky type ultracompact fusion reactor, output rated 
at 35000 kW each
Propulsion: rocket thrusters: 580000 kg total
Performance: maximum thruster acceleration 0.30 G
Equipment and design features: sensors, range 134000 meters
Fixed armaments: large mega particle gun, mounted in main body; 28 x 
anti-aircraft mega particle gun, mounted in main body; 6 x air-to-air 
missile, mounted as claws on feet; 2 x 105mm vulcan gun, fire-linked, 
mounted in main body; 2 x I-field barrier generator, provides 360 
degrees of protection against all beam weapons fire, mounted in main 
body

Another mobile armor developed by the Principality of Zeon, the 
monstrous Big Zam was truly a nightmare to behold. Armed with a large 
mega particle gun capable of destroying several mobile suits and even 
entire space cruisers in a single blast. It also had twenty-eight mega 
particle guns mounted in a 360-degree pattern on its main body, giving 
it an unparalleled field of protection. It was also the first unit to 
implement a new technology called an I-Field. Using Minovsky particles 
it creates a barrier around itself that disrupts incoming beam fire, 
making it impervious to beam attacks from outside the perimeter of the 
barrier. However, the Big Zam could only operate for a limited amount 
of time, no more than twenty minutes, without overheating due to its 
many weapons and the power required to maintain the I-Field.


-------------
MAN-08 Elmeth
-------------

Model number: MAN-08
Code name: Elmeth
Unit type: prototype Newtype use mobile armor
Manufacturer: Flanagan Institute
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in main body
Dimensions: overall height 47.7 meters; overall length 85.4 meters
Weight: empty 163.7 metric tons; max gross 291.8 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
14200 kW
Propulsion: rocket thrusters: 645200 kg total
Performance: maximum thruster acceleration 2.21 G
Equipment and design features: sensors, range 245000 meters; psycommu 
system
Fixed armaments: 2 x mega particle gun, fire linked, mounted in main 
body
Remote weapons: 12 x bit, stored inside main body

A Newtype use mobile armor fielded after the Battle of Solomon. This 
mobile armor, described as the "Tricorn Hat" by the Federation soldiers 
lucky enough to survive its attacks, incorporated a psycommu system 
into it's cockpit. The psycommu system allowed the Newtype pilot to 
control remote weapons called bits with mere thought. The bits are 
self-contained beam guns with thrusters mounted on the rear to provide 
mobility. Lalah Sune used these weapons with deadly effect. The Elmeth 
was destroyed during a skirmish with Amuro Ray, who accidentally killed 
Lalah Sune as she protected Char. This set a bitter rivalry between 
Char and Amuro that would drag on for twenty years.


--------------
MS-06F Zaku II
--------------

Model number: MS-06F
Code name: Zaku II
Unit type: mass production general purpose mobile suit
Manufacturer: Zeonic Company
Operator: Principality of Zeon
First deployment: March UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 17.5 meters
Weight: empty 58.1 metric tons; max gross 73.3 metric tons
Construction: super-high tensile steel on monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
951 kW
Propulsion: rocket thrusters: 2 x 20500 kg, 2 x 1000 kg
Performance: maximum thruster acceleration 0.59 G; 180-degree turn time 
1.7 seconds; maximum ground running speed 88 km/h
Equipment and design features: sensors, range 3200 meters
Fixed armaments: none
Optional fixed armaments: 2 x 3-tube missile pod, mounted on legs
Optional hand armaments: 120mm machinegun, drum-fed, 100 rounds per 
drum, spare drums can be stored on waist armor racks; 280mm Zaku 
bazooka, 4 round magazine, can be stored on rack on rear waist armor; 
heat hawk, battery powered, can be stored on waist armor racks; cracker 
grenade, can be stored on optional storage rack on waist armor racks

The mainstay grunt mobile suit of the Principality of Zeon, the Zaku II 
was deployed heavily during the beginning of the One Year War. Mainly 
designed for anti-battleship combat the Zaku II was far outclassed by 
later mobile suits designed by both the Zeon and the Earth Federal 
Forces.


---------------------------
MS-06S Zaku II Command Type
---------------------------

Model number: MS-06S
Code name: Zaku II Commander Type
Unit type: commander's high powered mobile suit
Manufacturer: Zeonic Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 18.0 meters; head height 17.5 meters
Weight: empty 56.5 metric tons; max gross 75.2 metric tons
Construction: super-high tensile steel on monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
976 kW
Propulsion: rocket thrusters: 51600 kg total
Performance: maximum thruster acceleration 0.69 G
Equipment and design features: sensors, range 3200 meters
Fixed armaments: none
Optional hand armaments: 120mm machinegun, drum-fed, 100 rounds per 
drum, spare drums can be stored on waist armor racks; 280mm Zaku 
bazooka, 4 round magazine, can be stored on rack on rear waist armor; 
heat hawk, battery powered, can be stored on waist armor racks

A variation of the design of the standard Zaku II, the Zaku II Command 
Type or Zaku IIS featured increased rector output and thrust power. 
These increases in power made the Zaku IIS more than three times faster 
and more maneuverable than the standard Zaku II. These units were only 
assigned to high ranking officers or ace pilots, and often featured a 
horn like command antenna, and a custom paint job such as the light red 
on dark red color scheme of Zeon ace pilot Char Aznable.


-----------
MS-07B Gouf
-----------

Model number: MS-07B
Code name: Gouf
Unit type: mass production ground combat mobile suit
Manufacturer: Zeonic Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: overall height 18.7 meters; head height 18.2 meters
Weight: empty 58.5 metric tons; max gross 75.4 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
1034 kW
Propulsion: rocket thrusters: 40700 kg total
Performance: maximum thruster acceleration 0.54 G; maximum ground 
running speed 99 km/h
Equipment and design features: sensors, range 3600 meters
Fixed armaments: 5-barrel 75mm machinegun, barrels mounted as left hand 
fingers; heat rod, retractable, variable heat/electric shock charge, 
mounted in right forearm
Optional fixed armaments: shield, mounted on left forearm
Optional hand armaments: 120mm machinegun, drum-fed, 100 rounds per 
drum; heat sword, battery powered, stored in shield, hand-carried in 
use; 280mm Zaku bazooka, 4 round magazine

The high-powered close combat Gouf was designed to replace the Zaku II, 
but only ended up seeing a very limited production run. Its weapons 
were built into its body, including a machinegun that mounted as the 
fingers of the Gouf's left hand. It also featured a retractable whip-
like weapon called a heat rod that delivered a powerful electrical 
shock and melting heat to anything touched by it.


--------------
MS-08TX Efreet
--------------

Unit type: mobile suit
Overall height: 18.1 meters
Head height: 17.2 meters
Base weight: 59.4 tons
Power generator output: 1072 kW
Rocket thrusters: 62000 kg total
Armament: 42 mm shotgun x 1, heat saber x 1, smoke discharger x 4

Another powerful close combat mobile suit created in extremely limited 
numbers towards the middle of the war. A total of only eight Efreets 
were manufactured before production was halted in preference of the 
Dom. The Efreet featured a powerful shotgun, and a heat saber. It was 
designed to be a fast, powerful, hard-hitting unit able to appear in a 
cloud of smoke, destroy it's intended target and disappear.


---------
MS-09 Dom
---------

Model number: MS-09
Code name: Dom
Unit type: mass production ground combat mobile suit
Manufacturer: Zimmad Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.6 meters
Weight: empty 62.6 metric tons; max gross 81.8 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
1269 kW
Propulsion: "ground effect" hover jet thrusters: 58200 kg total
Performance: maximum thruster acceleration 0.71 G; maximum ground 
running speed 90 km/h; maximum ground hovering speed 240 km/h
Equipment and design features: sensors, range 5400 meters
Fixed armaments: scattering beam gun, mounted in torso; heat saber, 
battery powered, stored in recharge rack on back, hand-carried in use 
Optional hand armaments: 360mm giant bazooka, clip-fed, 10 rounds per 
clip; 120mm machinegun, drum fed

A mobile suit created by Zeon near the middle of the One Year War, the 
Dom was a powerful heavy attack mobile suit. The Dom featured extremely 
thick, heavy armor and large weapons but still managed to achieve 
incredible speed and maneuverability by incorporating a series of 
nuclear hover thrusters into its large feet and skirt armor.


---------------
MS-09R Rick Dom
---------------

Model number: MS-09R
Code name: Rick Dom
Unit type: mass production space combat mobile suit
Manufacturer: Zimmad Company
Operator: Zeonic Corps
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.6 meters
Weight: empty 43.8 metric tons; max gross 78.6 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
1199 kW
Propulsion: rocket thrusters: 2 x 22000 kg, 9 x 1000 kg
Performance: maximum thruster acceleration 0.67 G; 180-degree turn time 
2.1 seconds; maximum ground running speed 110 km/h
Equipment and design features: sensors, range 5400 meters
Fixed armaments: scattering beam gun, mounted in torso; heat saber, 
battery powered, stored in recharge rack on back, hand-carried in use
Optional hand armaments: 360mm giant bazooka, clip-fed, 10 rounds per 
clip

After the incredible success of it's Dom mobile suit series in 
terrestrial warfare, the Zeon Mobile Suit Forces decided to adapt it 
for use in space combat as well. By removing the hover thrusters and 
replacing them with normal rocket engines and apogee motors the Zeon 
successfully developed a space use Dom, which was dubbed the Rick Dom.


--------------
MS-14A Gelgoog
--------------

Model number: MS-14A
Code name: Gelgoog
Unit type: mass production high efficiency general purpose mobile suit
Manufacturer: Zeonic Company
Operator(s): Principality of Zeon
Rollout: December UC 0079
First deployment: December UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 19.2 meters
Weight: empty 42.1 metric tons; max gross 73.3 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
1440 kW
Propulsion: rocket thrusters: 2 x 24500 kg, 5 x 2500 kg
Performance: maximum thruster acceleration 0.84 G; 180-degree turn time 
1.5 seconds; maximum ground running speed 180 km/h
Equipment and design features: sensors, range 6300 meters
Fixed armaments: twin beam sword, stored in recharge rack on back, 
hand-carried in use
Optional hand armaments: beam rifle, powered by rechargeable energy 
cap; shield, can be optionally stored on backpack

Fielded after the Battle of Solomon, the Gelgoog was supposed to be 
Zeon's answer to the RX-78-2 Gundam. The first Zeon mobile suit to 
carry a hand held beam rifle and a beam melee weapon; a twin-bladed 
beam saber called a beam naginata. The Gelgoog was an extremely 
powerful unit, however towards the end of the war Zeon had run out of 
skilled pilots and the vast amount of Gelgoogs were handed over to 
rookie pilots, fresh out of the academy. Because of the high-
performance units being placed in the hands of unskilled pilots the 
Federation veterans in the significantly less powerful GMs caused 
significant damage to A Baoa Qu's mobile suit defenses.


---------------------------
MS-14S Gelgoog Command Type
---------------------------

Model number: MS-14S (YMS-14)
Code name: Gelgoog Commander Type
Unit type: commander's high efficiency mobile suit
Manufacturer: Zeonic Company
Operator: Principality of Zeon
Rollout: October UC 0079
First deployment: October UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 19.2 meters
Weight: unknown
Powerplant: Minovsky type ultracompact fusion reactor, power output 
unknown
Propulsion: rocket thrusters: output unknown
Performance: maximum thruster acceleration unknown
Fixed armaments: twin beam sword, stored in recharge rack on back, 
hand-carried in use
Optional hand armaments: beam rifle, powered by rechargeable energy 
cap; shield, can be optionally stored on backpack

Twenty-five Gelgoog test units were created before the standard Gelgoog 
went into mass production. Twenty-four of these units were given to the 
Zeon Ace Corps aboard the cruiser Chaemera to test. The twenty-fifth 
unit was sent to Char Aznable after the Battle of Solomon. Painted in 
his customary light red on red color scheme Char used this mobile suit 
to battle the Gundam at Side 5 and again near Konpei Island, where 
Lalah Sune lost her life.


------------
MSM-04 Acguy
------------

Model number: MSM-04
Code name: Acguy
Unit type: mass production amphibious mobile suit
Manufacturer: Zeonic Company
Operator(s): Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 19.2 meters
Weight: empty 91.6 metric tons; max gross 129.0 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
1870 kW
Propulsion: hydrojet thrusters: 109000 kg total
Performance: maximum thruster acceleration 0.85 G; maximum water speed 
53 knots
Equipment and design features: Forearms interchangeable
Fixed armaments: 4 x 105mm vulcan gun, fire-linked, mounted in head; 6-
tube rocket launcher, mounted on forearm; mega particle cannon, mounted 
in forearm; 1x machinegun, replaces mega particle cannon, mounted in 
forearm

One of Zeon's first true aquatic mobile suits the Acguy was a stealthy 
unit used to infiltrate the Federation Base at Jaburo. Even though it 
housed two reactors it still gave off almost no heat signatures and ran 
silently, allowing it to slip in undetected and wreak havoc.


------------
MSM-07 Z'Gok
------------

Model number: MSM-07
Code name: Z'Gok
Unit type: mass production amphibious mobile suit
Manufacturer: MIP Company
Operator(s): Principality of Zeon; civilians
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.4 meters
Weight: empty 65.1 metric tons; max gross 96.4 metric tons
Construction: super-high tensile steel on monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
2480 kW
Propulsion: hydrojet thrusters: 2 x 35000 kg, 13000 kg
Performance: maximum thruster acceleration 0.86 G; maximum water speed 
103 knots
Equipment and design features: sensors, range 5200 meters
Fixed armaments: 6 x 240mm missile launcher, 5 rounds per launcher, 
mounted in head; 2 x mega particle cannon, mounted in forearms

The first truly successful amphibious mobile suit deployed by Zeon. 
Unlike the previous Zeon aquatic mobile suits, which were slow and 
bulky on land, the lithe Z'Gok proved to be just as deadly on the land 
as it was in the water. 


--------------------------
MSM-07S Z'Gok Command Type
--------------------------

Model number: MSM-07S
Code name: Z'Gok Commander Type
Unit type: commander's high powered amphibious mobile suit
Manufacturer: MIP Company
Operator: Principality of Zeon
First deployment: UC 0079
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 18.4 meters
Weight: empty 67.3 metric tons; max gross 95.2 metric tons
Construction: super-high tensile steel on monocoque frame
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
2650 kW
Propulsion: hydrojet thrusters: 92000 kg total
Performance: maximum thruster acceleration 0.97 G
Equipment and design features: sensors, range 5200 meters
Fixed armaments: 6 x 240mm missile launcher, 5 rounds per launcher, 
mounted in head; 2 x mega particle cannon, mounted in forearms

Created for the use of high ranking officials and ace pilots, the Z'Gok 
S-Type featured stronger, but lighter armor plating, and an increased 
reactor performance giving it dramatically increased power and speed 
when compared to a standard Z'Gok. Piloted by Char Aznable during the 
invasion of Jaburo, the Z'Gok S-Type was a deadly opponent capable of 
tearing an enemy to bits with it's razor sharp claws.


------------
MSN-02 Zeong
------------

Model number: MSN-02
Code name: Zeong
Unit type: prototype Newtype use mobile suit
Manufacturer: A Bao A Qu Mobile Suit Factory
Operator: Principality of Zeon
First deployment: 31 December UC 0079
Accommodation: pilot only, in standard cockpit in head
Dimensions: head height 17.3 meters
Weight: empty 151.2 metric tons; max gross 231.9 metric tons
Powerplant: Minovsky type ultracompact fusion reactor, output rated at 
9400 kW
Propulsion: rocket thrusters: 187000 kg total
Performance: maximum thruster acceleration 0.81 G
Equipment and design features: sensors, range 81000 meters; psycommu 
system; detachable head, can be operated without main body
Fixed armaments: 2 x wire-guided 5-barrel mega particle gun, barrels 
mounted in manipulator fingers, all barrels in each hand are fire-
linked; 2 x mega particle gun, mounted in torso; mega particle gun, 
mounted in head

A prototype mobile suit for Newtype use, the Zeong was fielded for the 
first and only time at A Baoa Qu, taken out by Char Aznable to defend 
against the invading Earth Federal Forces. Although the mobile suit was 
only about eighty percent completed at the start of the battle, it's 
combat abilities were not effected in any way. What it lacked in legs 
it more than made up for with power. It also featured a unique cockpit 
placement. Instead of a cockpit in the torso like all other One Year 
War era mobile suits, the Zeong featured a cockpit in the unit's head 
which in case of emergency could separate from the main body and 
escape. It also featured the first psycommu system to ever be used in a 
mobile suit. Utilizing this, the Zeong's hands could be separated from 
its body and controlled with the pilot's mere thoughts.


-------------------
Magella Attack Tank
-------------------

Unit type: attack use tank
Armament: 175 mm cannon x 1, 3-barrel 35 mm machinegun x 1

The standard terrestrial battle tank of the Principality of Zeon, the 
Magella Attack Tank was a formidable unit. Featuring a powerful main 
cannon that could bring down even a mobile suit with a well placed hit, 
and able to separate it's main turret for use as a hover craft the 
Magella proved to be valuable asset in helping to maintain the Zeon's 
already overstretched battle lines.


-----------
Gaw Carrier
-----------

Unit type: atmospheric attack use carrier
Overall length: 147.4 meters
Wingspan: 159.4 meters
Overall height: 72.4 meters
Full weight: 690.4 tons
Propulsion system: jet engine x 18
Armament: 2-barrel mega particle gun x 3
Mobile suits: 3
Dopp fighters: 8

Literally an airborne fortress, the Gaw was a mainstay unit for the 
transportation of Zeon forces to the battlefield. It also could carry 
lighter attack craft and deploy the units during atmospheric drops, as 
well as perform carpet bombing runs.


--------
Zanzibar
--------

Class: Zanzibar
Unit type: mobile cruiser
Manufacturer: Principality of Zeon
Operator: Principality of Zeon
Dimensions: overall length 255 meters; overall width 221.8 meters; 
overall height 70.5 meters
Weight: unknown
Propulsion: 4 x jet/rocket engine
Fixed armaments: 1 x 2-barrel main gun; 4 x mega particle gun; 5 x 2-
barrel machinegun
Mobile suits: 6

The closest thing Zeon had to an atmospheric flight-capable spacecraft, 
the Zanzibar could only fly on it's own power for short durations 
without having to land. It also required a special launch pad to allow 
it to gain enough thrust to break free of Earth's gravity and launch 
back into space.


------
Gallop
------

Unit type: land battleship
Overall length: 48 meters
Overall width: 44.7 meters
Propulsion system: jet engine x 8
Armament: 2-barrel main cannon x 1, 2-barrel machinegun x 2
Mobile suits: 3

The Gallop was a land use battleship that could hover across the 
terrain by incorporating hover thrusters and jet engines onto its 
bottom. It could travel at high speeds over flat or clear terrain, 
especially the deserts where one such Gallop was used by Ramba Ral and 
his team to track down the mobile suit carrier White Base.



]===================[Thanks and Shameless Plugs]======================[

-A huge thanks to Yoshiyuki Tomino for creating Mobile Suit Gundam!

-To CJayC and GameFAQs because they kick that much ass!

-To www.network-science.de/ascii/input.html for the ASCII generator I 
used for the FAQ opening.

-To mahq.net for the technical data on the units, and for being an all 
around treasure trove of knowledge for fans old and new.

-The Coca-Cola Corporation for deciding to produce Cherry Coke again!

-The muse which inspired me to write this jibberish.

-And especially you, who are reading this. I hope it helps!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This document is copyrighted to Necropenguin@yahoo.com, that's me, and 
this document may NOT be altered, reproduced, sold for profit, or 
especially plagiarized in any way shape or form without my permission, 
which you won't get so don't ask. As of tonight August 13, 2002, 
GameFaqs is authorized by my decree to display this document for public 
use. If I find out that my hard work (well not really hard, but you sit 
here and try doing this) is being ripped off I will be forced to take a 
rather unhappy legal action, plus Ill just plain find you and hurt you.

Mobile Suit Gundam, and all of its characters and mecha, are copyrights 
of Sotsu Agency, Sunrise, and Bandai Entertainment.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++