========================================
MOBILE SUIT GUNDAM: ZEONIC FRONT (Playstation 2) 
========================================

Zeonic Front FAQ/Walkthrough

Version 1.2

February 27-April 24, 2002

Unpublished work Copyright 2002 gundamtotoro

E-Mail:  gundamtotoro@hotmail.com

----------------------------------------
Table of Contents:

Introduction/Version Notes

I.      E-mail Guidelines

II.     Lexicon

III.    Mobile Suit Controls

IV.     Pilot, Mobile Suit, and Equipment List

V.      Primary Weapons

VI.     Supplies

VII.    Mission Strategies/Walkthrough

VIII.   Frequently Asked Questions

IX.     Special Thanks

X.      Copyright Info
----------------------------------------
Introduction

This FAQ is for the U.S. version of 'Mobile Suit Gundam: Zeonic Front' for 
the Playstation 2 console.  

Version 1.3 Notes

04/24/02  Fixed some spacing errors and typos.  Updated the Frequently 
Asked Questions to further include items not in the game and explain some
continuity and other appearance questions.  Added extra comments to Beam 
Gun in the Primary Weapons section.  Added some notes on Round 2.  Added 
the 'weak spot' on Big Tray for Campaign Mission 1.  Included some more
information on Swaggard's Dom.  Added a section on Mobile Suit Controls, 
mostly to explain how blocking works.  Added some more people to the 
Special Thanks list.

Version 1.2 Notes

04/19/02 Added E-mail guidelines.  Mission Strategies/Walkthrough added.  
Team Setup's title was changed to Pilot, Mobile Suit, and Equipment List 
so it would make more sense.  Added Unlock notes onto the Pilot, Mobile 
Suit, and Equipment List for some of harder to find unlockable characters
and suits.  

Version 1.1 Notes

03/13/02  Added information for primary and proximal weapons.  Added 
information on supplies.  Added a small lexicon to go over a few terms.  
Added more to the frequently asked questions list.  Fixed a few spacing 
errors.  I am considering a game script and/or character information in 
the next update, as well as any other questions I believe should be addressed.  

Version 1.0 Notes

02/27/02  The FAQ in its current form only addresses the "Team Setup" menu 
and a few frequently asked questions.  The primary purpose  is to give a 
near-complete list of all the characters, mobile suits, weapons, and supplies 
available at the end of the game.  Future updates are planned for this FAQ, 
and if you have any additional information to the list or any suggestions, 
please email me at gundamtotoro@hotmail.com.    
----------------------------------------
====================
I.  E-MAIL GUIDELINES
====================
Questions are replied to somewhat rarely.  Questions asking for information
included in the faq, have terrible grammatical errors, and use strange
fonts will be ignored.  

I would appreciate any email with any additional info (like extra equipment
and mobile suits for a particular character) or additional mission 
strategies.  Credit will be given to any contributions that I use in the faq.  

====================
II.  LEXICON
====================
I thought I would throw this in to help with some of the terms used in the 
game and throughout the faq.    

Midnight Fenrir:
     Name designated to the Zeon mobile suit team that Zeonic Front centers 
around.  
-----
Minovsky Particles:
     Minovsky particles disrupt electromagnetic waves.  This disruption 
interferes with sensors and accurate targeting.  Sensors will not be as 
effective in stages containing a high density of Minovsky particles.  The 
disruption with accurate targeting explains why large battleships bother 
with mobile suits instead of just pounding away at each other from a distance.
-----
Mobile Suits:
     Term used for all of the robots seen in this game.  Think of the Zaku 
as the evolution of the human space suit and then the name will make more 
sense.  
-----
Round 1 Missions:
     Term used for the regular missions the first time you play through the 
game.  
-----
Round 2 Missions:
     Once you have completed the game once, the regular missions will be 
available again in a harder mode.  This second time through the regular 
missions are often referred to being as Round 2.    

====================
III.     MOBILE SUIT CONTROLS
====================
This section explains the general controls of a Mobile Suit and its fellow
team members.  Explanations of the commands are given, including how to
block which is not even mentioned in the game manual.  

Movement - Left Analog Stick
     Movement forward, backward, strafe left, strafe right, and move
     diagonally.

Sight Movement - Right Analog Stick 
     Move the lock-on sight, which allows you to look around and to turn.
     Use with the left analog stick to circle around enemies (anyone who
     has played an FPS on occasion should like this ^_^).  

Run/Dash - L1 Button
     Hold the L1 button to run (or to dash with Doms, GM S-Armors, or the
     fully upgraded Mudrock).  Allows your mobile suit to move faster, but
     makes it easier to detect by the enemy.  

Back Dash - L1+Down on Left Analog Stick
     This command will cause most mobile suits (with exception to Doms, 
     GM S-Armors, and the fully upgraded Mudrock) to use their verniers
     to boost backwards.  This is useful to quickly dodge enemy fire or
     to retreat quickly (particularly if you are stunned by a Stun Grenade
     or Spraybeam yourself).  Mobile Suits also seem to be invulnerable 
     during a Back Dash.  

Lock-On - Automatic
     Lock-on will occur whenever a target is within range of your mobile
     suit's primary weapon.

Blocking - Automatic
     Mobile suits equipped with shields will automatically block incoming
     shots from the front.  Blocking can only be performed if a mobile suit
     is standing still.  Shields can only absorb so much damage in a short
     period of time though and will have to 'reload' to reach full 
     strength again.

Attack - R1 Button
     R1 handles primary and proximity weapons.  When a target is within
     range, press to fire your primary weapon.  Press R1 when the target
     sight is green to execute a melee attack with your proximity
     weapon.  The R1 button can also be held to automatically fire or use
     a melee attack whenever a target comes in range.  See Primary Weapons
     section for more info on weapons and their attributes.  

Reload - L2+R1
     Primary Weapons will automatically reload when they are out of ammo,
     but using the Reload command will allow you to reload faster and
     avoid being without ammo in a battle.  Your other team members will
     also reload.

Combat Gear - Square Button
     Square handles your mobile suit's combat gear, which is required to
     perform to the best of your ability in this game.  Only one item of
     combat gear can be used at a time, so you can not have a Radar
     Cloak on and use a Grenade at the same time.  Combat Gear such as 
     Grenades, Cannons, and Support Attacks may be used if you have a 
     target square on an enemy, lock on is not required.  See Combat Gear
     under Supplies for more information on what each item does.
 
Toggle HUD On/Off - L2+L1
     This will remove the data from the lower part of the screen and allow
     you to see the full screen.

Execute Battle Code - L2+X
     Execute Battle Code.  Basically informs any teams at an operation point
     to start moving again.

Attack Formation - R2+Triangle
     This informs your other team members to attack whatever target 
     square your weapon sight is pointed at.  This can be very
     useful when you are busy reloading after depleting a magazine.

Retreat Formation - R2+X
     Tell your other team members to retreat.  This command will 
     probably receive very little use other than to get your team 
     members out of a situation where they will only get in the way.

Halt Formation - R2+Square
     A better way to prevent your team members from getting in your way.

Scatter Formation - R2 + Circle    
     Tell your team members to break formation and circle around the
     target.  

====================
IV.     PILOT, MOBILE SUIT, EQUIPMENT LIST
====================
Notes:  This section is divided into four sections:  Midnight Fenrir (Zeon 
Mobile Suits), Secret Zeon Characters, Secret  Federation Characters, and 
Midnight Fenrir (Federation Mobile Suits).  The pilots and their mobile suits 
are listed in the  order that the game lists them.  The Federation mobile 
suits for the Midnight Fenrir pilots are also kept separate from the Zeon 
ones because the game considers them as being separate characters.  

The format for the list is as follows:

----------
(Pilot Name)
----------
        Unlock:         Only appears a few times.  How to unlock that item.
        MS:             (Name of MS)    (Description of MS)
        MS #:           (Number of Mobile Suits allowed per team)
        Weapons:        (Name of Weapon)(Description of Weapon)	
        Shield:         (Type of Shield used by Mobile Suit if available)
        Proximity:      (Close Combat Weapon used by Mobile Suit if available)
        Supply Slots:   (Number of slots available to equip Supplies)
        Upgrade Gear:   (1st Type of Supplies.  This type of gear upgrades 
                         certain Mobile Suit functions)
        Combat Gear:    (2nd Type of Supplies.  This type of gear is used 
                         in combat situations by pressing the Square 
button)
	

If a character has more than one Mobile Suit available, it will be listed 
after all the information for the first mobile  suit.  


----------------------------------------
Midnight Fenrir (Zeon Mobile Suits)
----------------------------------------

----------
Lt. Roher:
----------
        MS:             Gouf B3:        All Purpose MS
        MS #:           1-3
        Weapons:        90mm MG:        New Zaku Machine Gun
                        90mm AR:        Top Class Rifle: Mid-Range
                        Gatlin Gun:     3 x 5 35mm Gatlin Gun: No Shield
        Shield:         Middle
        Proximity:      Heat Saber
        Supply Slots:   14
        Upgrade Gear:   Reloader I
                        Radar Boost I, II
                        Therm Boost I, II
                        Sonar Boost I, II
                        Night Scope I, II, III
                        Cool Device I
                        Silencer I
        Combat Gear:    Radar Cloak I, II
                        Thermal Cloak I, II
                        Sonar Cloak I, II
                        Smoke Grenade I, II
                        Heat Rod I, II

        MS:             Zaku II F2      Last Production Model of Zaku
        MS #:           1-3
        Weapons:        90mm MG:        New Zaku Machine Gun
                        90mm AR:        Top Class Rifle:-Mid Range
        Shield:         Light
        Proximity:      Heat Hawk
        Supply Slots:   16
        Upgrade Gear:   Bullets
                        Magazine
                        Radar Boost I, II
                        Thermal Boost I, II
                        Sonar Boost I, II
                        Night Scope I, II, III
        Combat Gear:    Radar Pod I
                        Thermal Pod I
                        Sonar Pod I
                        Smoke Grenade I, II
----------
MCPO Austin
----------
        MS:             Zaku I B        Improved MS: Adjusts to Pilot
        MS #:           1-3
        Weapons:        Zaku BZ         Zaku Bazooka: Mid-Range
                        Raketen BZ      Raketen Bazooka: Rapid Fire
                        Giant Bazooka   Super Power
                        Shotgun         Wide Kill Zone
        Shield:	        Heavy (Federation type)
        Proximity:      Heat Saber
        Supply Slots:   18
        Upgrade Gear:   Armor A I, II, III
                        Bullets
                        Magazine
                        Scope I, II
                        Reloader I, II
                        Night Scope I, II
                        Armor B I, II
        Combat Gear:    Smoke Grenade I, II, III
                        Stun Grenade I, II, III
                        Heat Grenade I, II, III
        Note:  To get Austin's Federation Shield and Giant Bazooka, you must 
        obtain all of his equipment (S ranks on various missions) and then 
        increase your kill number.
----------
En. Roberto
----------	
        MS:             Zaku II F2      Last Production Model of Zaku
        MS #:           1-3
        Weapons:        90mm MG         New Zaku Machine Gun
                        Raketen BZ      Raketen Bazooka: Rapid Fire
        Shield:         None
        Proximity:      Heat Hawk
        Supply Slots:   18
        Upgrade Gear:   Radar Boost I
                        Therm Boost I
                        Sonar Boost I
                        Night Scope I, II
        Combat Gear:    Radar Cloak I
                        Therm Cloak I
                        Sonar Cloak I
                        Tank Decoy I, II, III
                        MS Decoy I, II, III
                        Smoke Grenade I, II
                        Dopp I, II, III
----------
En. Hepner
----------
        MS:             Zaku II J       Zaku II F for Ground Combat
        MS #:           1-3
        Weapons:        90mm MG         New Zaku Machine Gun
                        M-Launcher      3x Missile Launcher: No Shield
        Shield:         Light
        Proximity:      Heat Hawk
        Supply Slots:   20
        Upgrade Gear:   Radar Boost I, II, III
                        Therm Boost I, II, III
                        Sonar Boost I, II, III
                        Armor B	I, II, III
        Combat Gear:    Radar Pod I, II, II
                        Therm Pod I, II, III
                        Sonar Pod I, II, III
                        Smoke Grenade I, II, III
----------
PO Swaggard
----------	
        MS:             Zaku I B        Improved MS:  Adjusts to Pilot
        MS #:           1-3
        Weapons:        90mm MG         New Zaku Machine Gun
                        Shotgun	        Wide Kill Zone
        Shield:         Heavy
        Proximity:      Heat Hawk
        Supply Slots:   18
        Upgrade Gear:   Armor A I, II, III
                        Night Scope I, II
                        Armor B I, II, III
        Combat Gear:    Radar Pod I, II
                        Therm Pod I, II
                        Sonar Pod I, II
                        Smoke Grenade I, II
                        Stun Grenade I, II
                        Heat Grenade I, II
                        Magella I, II, III

        MS:             Dom             Heavy Equip MS: Very Mobile
        MS #:           1-3
        Weapons:        Raketen BZ      Raketen Bazooka: Rapid Fire
        Shield:         None
        Proximity:      Heat Sword
        Supply Slots:   8
        Upgrade Gear:   Armor A I
        Combat Gear:    Tank Decoy I, II
                        MS Decoy I, II
                        Smoke Grenade I, II
                        Magella I, II
                        Spraybeam I, II
        Note:  Uncomfirmed, but Swaggard's Dom is supposed to be able
               to go up to 12 slots and gain access to Armor A II, 
               Armor B I, II, and Magella III.
----------
CPO Manning
----------	
        MS:             Zaku I B        Improved MS:  Adjusts to Pilot
        MS #:           1-3
        Weapons:        90mm MG         New Zaku Machine Gun
                        90mm AR         Top Class Rifle: Mid-Range
        Shield:         Light
        Proximity:      Heat Hawk
        Supply Slots:   18
        Upgrade Gear:   Bullets
                        Magazine
                        Reloader I, II, III
                        Therm Boost I, II
                        Sonar Boost I, II
                        Night Scope I, II, III
                        Cool Device I, II, III
                        Silencer I, II, III
        Combat Gear:    Radar Cloak I
                        Therm Cloak I
                        Sonar Cloak I
                        Tank Decoy I, II
                        MS Decoy I, II
                                
        MS:             Gouf B3         All Purpose MS
        MS #:           1-3
        Weapons:        M-Launcher      3x Missile Launcher: No Shield
                        Gatlin Gun:     3 x 5 35mm Gatlin Gun: No Shield
        Shield:         None
        Proximity:      Heat Saber
        Supply Slots:   14
        Upgrade Gear:   Bullets
                        Reloader I, II
                        Radar Boost I
                        Therm Boost I
                        Sonar Boost I
                        Night Scope I, II, III
                        Cool Device I, II, III
                        Silencer I, II, III
        Combat Gear:    Radar Cloak I, II, III
                        Therm Cloak I, II, III
                        Sonar Cloak I, II, III
                        Heat Rod I, II, III
----------
Lt. Renchef
----------
        MS:             Gouf            MP Gouf A: for proximal attack
        MS #:           1-3
        Weapons:        Shotgun         Wide Kill Zone
                        75mm Vulcan     5x Finger Vulcan Gun
        Shield:         Middle
        Proximity:      Heat Saber
        Supply Slots:   14
        Upgrade Gear:   Armor A I, II, III
                        Night Scope I
                        Cool Device I, II
                        Silencer I, II
                        Armor B I, II
        Combat Gear:    Smoke Grenade I, II
                        Stun Grenade I, II
                        Heat Rod I, II
----------
Lt. Fran
----------
        MS:             Dom F           New Model of early MP Dom
        MS #:           1-3
        Weapons:        90mm MG         New Zaku Machine Gun
                        90mm AR         Top Class Rifle: Mid-Range
                        Raketen BZ      Raketen Bazooka: Rapid Fire
                        M-Launcher      3x Missile Launcher: No Shield
        Shield:         None
        Proximity:      Heat Sword
        Supply Slots:   14
        Upgrade Gear:   Armor A I, II
                        Scope I, II, III
                        Reloader I, II
                        Radar Boost I, II
                        Therm Boost I, II
                        Sonar Boost I, II
                        Night Scope I, II
                        Armor B I
        Combat Gear:    Tank Decoy I, II
                        MS Decoy I, II
                        Spraybeam I, II
----------
Lt. Sandra
----------	
        MS:             Dom Tropen      New Dom F: for local combat
        MS #:           1-3
        Weapon:         Raketen BZ      Raketen Bazooka: Rapid Fire
                        M-Launcher      3x Missile Launcher: No Shield
                        Beam Rifle      Experimental Beam Rifle
        Shield:         None
        Proximity:      Heat Sword
        Supply Slots:   14
        Upgrade Gear:   Bullets
                        Reloader I, II
                        Night Scope I, II
                        Cool Device I, II
        Combat Gear:    Radar Pod I
                        Therm Pod I
                        Sonar Pod I
                        Smoke Grenade I
                        Spraybeam I, II

        MS:             Zaku II F2
        MS #:           1-3
        Weapon:         Raketen BZ      Raketen Bazooka: Rapid Fire
                        M-Launcher      3x Missile Launcher: No Shield
                        Beam Rifle      Experimental Beam Rifle
        Shield:         Light
        Proximity:      Heat Hawk
        Supply Slots:   16
        Upgrade Gear:   Bullets
                        Magazine
                        Scope I
                        Reloader I, II
                        Night Scope I, II
                        Cool Device I
        Combat Gear:    Radar Pod I, II
                        Therm Pod I, II
                        Sonar Pod I, II
                        Smoke Grenade I
----------------------------------------
Secret Zeon Characters
----------------------------------------

----------
LC Schmitzer
----------
        Unlock:  Complete Round 1 Missions
        MS:             Zaku I S        Customized Zaku I for Schmitzer
        MS #:           1
        Weapon:         90mm MG:        New Zaku Machine Gun
                        90mm AR:        Top Class Rifle:-Mid Range
                        Raketen BZ      Raketen Bazooka: Rapid Fire
                        M-Launcher      3x Missile Launcher: No Shield
        Shield:         Middle
        Proximity:      Heat Saber
        Supply Slots:   20
        Upgrade Gear:   Armor A I
                        Bullets
                        Magazine
                        Reloader I, II
                        Radar Boost II
                        Therm Boost II
                        Sonar Boost II
                        Night Scope I, II, III
                        Armor B I, II
        Combat Gear:    Thermal Cloak I, II
                        Sonar Cloak I, II
                        Magella I, II
----------
Char
----------
        Unlock:  Complete Sim Mission 1 with an S Rank and finish the game.
        MS:             Zaku II S       30% more output than Zaku II F
        MS #:           1
        Weapon:         120mm MG        Zaku Machine Gun: Short Range
                        Zaku BZ:        Zaku Bazooka: Mid-Range
        Shield:         None
        Proximity:      Heat Hawk
        Supply Slots:   16
        Upgrade Gear:   Bullets
                        Magazine
                        Radar Boost I, II, III
                        Therm Boost I, II, III
                        Sonar Boost I, II, III
                        Night Scope I, II, III
        Combat Gear:    Radar Cloak I, II, III
                        Therm Cloak I, II, III
                        Sonar Cloak I, II, III
                        Tank Decoy I, II, III
                        MS Decoy I, II, III
                        Smoke Grenade I
                        Stun Grenade I, II, III
----------
Garma
----------
        Unlock:  Finish Sim Mission 2 with an A or S Rank and finish the game.
        MS:             Zaku II F S     MS used only by Garma Zabi
        MS #:           1
        Weapon:         120mm MG        Zaku Machine Gun: Short Range
                        120mm AR        120mm Rifle:  Mid-Range
        Shield:         Light
        Proximity:      Heat Hawk
        Supply Slots:   20
        Upgrade Gear:   Armor A I, II
                        Scope I, II
                        Reloader I, II
                        Armor B I, II				
        Combat Gear:    Radar Pod I, II
                        Therm Pod I, II
                        Sonar Pod I, II
                        Magella I, II, III
                        Dopp I, II, III
----------
Ramba Ral
----------
        Unlock:  Unlocked with Simulation 13
        MS:             Gouf B          Prototype Gouf B: Ramba Ral's
        MS #:           1
        Weapons:        Shotgun         Wide Kill Zone
                        75mm Vulcan     5x Finger Vulcan Gun
                        M-Launcher      3x Missile Launcher: No Shield
        Shield:        	Middle
        Proximity:      Heat Saber
        Supply Slots:   14
        Upgrade Gear:   Bullets
                        Magazine
                        Reloader I, II
                        Night Scope I, II
        Combat Gear:    Smoke Grenade I, II, III
                        Stun Grenade I, II, III
                        Heat Rod I, II, III
----------
Gaia
----------
        Unlock:  Unlocked with Simulation 14
        MS:             Dom             Doms for "Black Tri-Stars"
        MS #:           1-3
        Weapons:        Raketen BZ      Raketen Bazooka: Rapid Fire
                        Giant Bazooka   Super Power
        Shield:         None
        Proximity:      Heat Sword
        Supply Slots:   8
        Upgrade Gear:   Armor A I, II
                        Bullets
                        Magazine
                        Reloader I, II
                        Night Scope I, II, III
                        Cool Device I, II, III
                        Armor B I, II
        Combat Gear:    Spraybeam I, II, III
----------------------------------------
Secret Federation Characters
----------------------------------------
----------
Lt. Agar
----------
        Unlock:  Unlock Federation Missions and complete Mission 10 
                 Round 2
        MS:             Guncannon       Mid-range: with 240mm cannons
        MS #:           1
        Weapons:        Rifle           Primer Based Rifle: Mid-Range
                        100mm MG        Machine Gun: Main Model
        Shield:         None
        Proximity:      None
        Supply Slots:   10
        Upgrade Gear:   Bullets 
                        Magazine
                        Scope I, II
                        Reloader I
                        Silencer I, II
        Combat Gear:    Smoke Grenade I, II
                        Stun Grenade I, II
                        Heat Grenade I, II
                        Cannon I

        Unlock:  Get an S rank with Agar's Guncannon to get the first 
                 version of Mudrock.  Attain another S rank with the first 
                 Mudrock to get the final upgrade.
        MS:             Mudrock         No. 6: New Armor & High Output
        MS #:           1
        Weapons:        90mm MG         90mm Machine Gun: Improved
                        Rifle           Primer Based Rifle: Mid-Range
                        Beam Rifle      Beam Weapon of RX-78
        Shield:         Middle
        Proximity:      Beam Saber
        Supply Slots:   12
        Upgrade Gear:   Armor A I, II
                        Bullets
                        Magazine
                        Cool Device I, II, III
        Combat Gear:    Smoke Grenade I, II
                        Stun Grenade I, II
                        Heat Grenade I, II
                        Cannon I, II, III
----------
Amuro
----------
        Unlock:  Complete Simulation Missions 21-31 with an S rank
        MS:             Gundam          Feddy MS for Zeon Battle
        MS #:           1
        Weapons:        Beam Rifle      Beam Weapon of RX-78
                        Hyper Bazooka   Feddies' Strongest Bazooka
        Shield:         G-Shield
        Proximity:      Beam Saber
        Supply Slots:   10
        Upgrade Gear:   Armor A I, II
                        Radar Boost I, II, III
                        Therm Boost I, II, III
                        Sonar Boost I, II, III
                        Night Scope I, II, III
----------
Kai
----------
        Unlock:  Complete Mission 10 Round 2
        MS:             Guncannon       Mid-Range: with 240mm cannons
        MS #:           1
        Weapons:        Beam Rifle      Beam Weapon of RX-77
        Shield:         None
        Proximity:      None
        Supply Slots:   10
        Upgrade Gear:   Reloader I, II
                        Night Scope I, II, III
        Combat Gear:    Radar Pod I, II
                        Therm Pod I, II
                        Sonar Pod I, II
                        Stun Grenade I, II
                        Heat Grenade I, II
                        Cannon I, II

        Unlock:  Obtain 50 kills with Kai's Guncannon
        MS:             Guntank         Long-range Support MS
        MS #:           1
        Weapon:         Cannon          120mm Cannon: Long Range
        Shield:         None
        Proximity:      None
        Supply Slots:   6
        Upgrade Gear:   Armor A I, II
                        Reloader I, II
                        Radar Boost I, II
                        Therm Boost I, II
                        Sonar Boost I, II
        Combat Gear:    Radar Cloak I, II
                        Therm Cloak I, II
                        Sonar Cloak I, II
----------
Hayato
----------
        Unlock:  Complete Mission 10 Round 2
        MS:             Guntank         Long-range Support MS
        MS #:           1
        Weapon:         Cannon          120mm Cannon: Long Range
        Shield:         None
        Proximity:      None
        Supply Slots:   6
        Upgrade Gear:   Armor A I, II
                        Reloader I, II
                        Radar Boost I, II
                        Therm Boost I, II
                        Sonar Boost I, II
        Combat Gear:    Radar Cloak I, II
                        Therm Cloak I, II
                        Sonar Cloak I, II

        Unlock:  Obtain 50 kills with Hayato's Guntank
        MS:             Guncannon       Mid-Range: with 240mm cannons
        MS #:           1
        Weapons:        Beam Rifle      Beam Weapon of RX-77
        Shield:         None
        Proximity:      None
        Supply Slots:   10
        Upgrade Gear:   Reloader I, II
                        Night Scope I, II, III
        Combat Gear:    Radar Pod I, II
                        Therm Pod I, II
                        Sonar Pod I, II
                        Stun Grenade I, II
                        Heat Grenade I, II
                        Cannon I, II
---------
Sayla
---------
        Unlock:  Obtain 3 consecutive C ranks on any Federation sim.  
        MS:             Gundam          Feddy MS for Zeon Battle
        MS #:           1
        Weapons:        Beam Rifle      Beam Weapon of RX-78
                        Hyper Bazooka   Feddies' Strongest Bazooka
        Shield:         G-Shield
        Proximity:      Beam Saber
        Supply Slots:   10
        Upgrade Gear:   Armor A I, II
                        Radar Boost I, II, III
                        Therm Boost I, II, III
                        Sonar Boost I, II, III
                        Night Scope I, II, III
----------------------------------------
Midnight Fenrir (Federation Mobile Suits)
----------------------------------------
----------
Lt. Roher
----------
        MS:             Gundam(G)       Mass-pro Gundam: Ground Combat
        MS #:           1
        Weapons:        Beam Rifle      Mass Produced Beam Rifle
                        100mm MG        100mm Machine Gun: Main Model
                        R-Launcher      Pre-mass production weapon
                        M-Launcher      Pre-mass production weapon
        Shield:         Light
        Proximity:      Beam Saber
        Supply Slots:   8
        Upgrade Gear:   Radar Boost I, II
                        Thermal Boost I, II
                        Sonar Boost I, II
                        Night Scope I, II, III
        Combat Gear:    Radar Pod I
                        Therm Pod I
                        Sonar Pod I
                        Smoke Grenade I
----------
MCPO Austin
----------
        MS:             GM(G)           MP RGM-79 for ground combat
        MS #:           1-3
        Weapons:        R-Launcher      Pre-mass production weapon
                        M-Launcher      Pre-mass production weapon
        Shield:         Light
        Proximity:      Beam Saber
        Supply Slots:   14
        Upgrade Gear:   Armor A I, II
                        Bullets
                        Magazine
                        Night Scope I, II
        Combat Gear:    Smoke Grenade I, II, III
                        Stun Grenade I, II, III
                        Heat Grenade I, II, III
----------
En. Roberto
----------
        MS:             GM              Earth Federation's main MS
        MS #:           1-3
        Weapons:        90mm MG         90mm Machine Gun: Improved
                        Beam SG         Small beam weapon
        Shield:         Heavy
        Proximity:      Beam Saber
        Supply Slots:   12
        Upgrade Gear:   Radar Boost I
                        Therm Boost I
                        Sonar Boost I
                        Night Scope I
        Combat Gear:    Radar Cloak I
                        Therm Cloak I
                        Sonar Cloak I
                        Tank Decoy I
                        MS Decoy I
                        Smoke Grenade I

        Unlock:  Obtain 50 kills with Roberto's GM
        MS:             GM Command      New RGM-79: Regional Combat
        MS #:           1-3
        Weapons:        90mm MG         90mm Machine Gun: Improved
                        Beam Gun        Improved Small Beam Weapon
        Shield:         Middle		
        Proximity:      Beam Saber
        Supply Slots:   14
        Upgrade Gear:   Radar Boost I, II
                        Therm Boost I, II
                        Sonar Boost I, II
        Combat Gear:    Radar Cloak I, II
                        Therm Cloak I, II
                        Sonar Cloak I, II
                        Tank Decoy I, II
                        MS Decoy I, II
                        Smoke Grenade I, II
----------
En. Hepner
----------
        MS:             Guntank MP      MP RX-75: Long Range support
        MS #:           1
        Weapons:        Cannon          120mm Cannon: Long Range
        Shield:         None
        Proximity:      None
        Supply Slots:   6
        Upgrade Gear:   Radar Boost I, II
                        Therm Boost I, II
                        Sonar Boost I, II
----------
PO Swaggard
----------
        MS:             Guncannon MP    MP RX-77: Shoulder Cannons
        MS #:           1
        Weapons:        100mm MG        100mm Machine Gun:  Main Model
                        Rifle           Primer Based Rifle:  Mid-range
        Shield:         None
        Proximity:      None
        Supply Slots:   8
        Upgrade Gear:   Night Scope I, II
        Combat Gear:    Radar Pod I, II
                        Therm Pod I, II
                        Sonar Pod I, II
                        Smoke Grenade I, II
                        Stun Grenade I, II
                        Heat Grenade I, II
                        Cannon I, II
---------
CPO Manning
---------
        MS:             GM Sniper II    For enhanced camera & sensor
        MS #:           1
        Weapons:        90mm MG         90mm Machine Gun:  Improved
                        Rifle           Primer Based Rifle: Mid-range
                        Beam Gun        Improved small beam weapon
        Shield:         Middle
        Proximity:      Beam Saber
        Supply Slots:   14
        Upgrade Gear:   Reloader I, II
                        Night Scope I, II, III
                        Cool Device I, II, III
                        Silencer I, II, III
        Combat Gear:    Radar Cloak I, II, III
                        Therm Cloak I, II, III
                        Sonar Cloak I, II, III
---------
Lt. Renchef
---------
        MS:             Gundam(G)       Mass-pro Gundam:  Ground Combat
        MS #:           1
        Weapons:        Beam Rifle      Mass Produced Beam Rifle
                        100mm MG        100mm Machine Gun: Main Model
                        R-Launcher      Pre-mass production weapon
                        M-Launcher	Pre-mass production weapon
        Shield:         Light
        Proximity:      Beam Saber
        Supply Slots:   8
        Upgrade Gear:   Armor A I, II, III
                        Cool Device I, II
                        Silencer I, II
        Combat Gear:    Smoke Grenade I, II
                        Stun Grenade I, II
---------
Lt. Fran
---------
        MS:             GM S-Armor      Assault GM:  New armor & quick
        MS #:           1
        Weapons:        90mm MG         90mm Machine Gun:  Improved
                        Beam Gun        Improved small beam weapon
                        Hyper Bazooka   Feddies' strongest bazooka
        Shield:         Light
        Proximity:      Beam Saber
        Supply Slots:   12
        Upgrade Gear:   Armor A I
                        Scope I, II, III
                        Reloader I, II
                        Radar Boost I
                        Therm Boost I
                        Sonar Boost I
                        Night Scope I
        Combat Gear:    Tank Decoy I, II
                        MS Decoy I, II

        Unlock:  Obtain 50 kills with Fran's GM S-Armor
        MS:             Guntank MP      MP RX-75:  Long range support
        MS #:           1
        Weapons:        Cannon          120mm Cannon:  Long Range
        Shield:         None
        Proximity:      None
        Supply Slots:   6
        Upgrade Gear:   Armor A I, II
                        Scope I, II
                        Reloader I, II
--------
Lt. Sandra
--------
        MS:             Gundam(G)       Mass-pro Gundam:  Ground Combat
        MS #:           1
        Weapons:        Beam Rifle      Mass Produced Beam Rifle
                        100mm MG        100mm Machine Gun: Main Model
                        R-Launcher      Pre-mass production weapon
                        M-Launcher      Pre-mass production weapon
        Shield:        	Light
        Proximity:      Beam Saber
        Supply Slots:   8
        Upgrade Gear:   Bullets
                        Magazine
                        Scope I
                        Night Scope I, II
        Combat Gear:    Radar Pod I, II
                        Therm Pod I, II
                        Sonar Pod I, II
                        Smoke Grenade I
                        Heat Grenade I

        Unlock:  Obtain 50 kills with Sandra's RX-79(G)
        MS:             Guntank MP      MP RX-75:  Long range support
        MS #:           1
        Weapons:        Cannon          120mm Cannons:  Long Range
        Shield:        	None
        Proximity:      None
        Supply Slots:   6
        Upgrade Gear:   Bullets
                        Magazine
                        Reloader I
                        Night Scope I, II
        Combat Gear:    Radar Cloak I, II
                        Therm Cloak I, II
                        Sonar Cloak I, II
====================
V. WEAPONS
====================
-----
A.   Primary Weapons
-----
The format is as follows:

(Weapon Type)
     Range:  (Range of Weapon)
     Zeon Weapons of this type:  (Zeon weapons of type)
     Feddie Weapons of this type: (Feddie weapons of type)
     Strengths:  (Strengths of Weapon)
     Weaknesses:  (Weaknesses of Weapon)
-----

Bazooka:
     Range:  200m    
     Zeon Weapons of this type:  Zaku BZ, Raketen BZ, Giant BZ, 
     Feddie Weapons of this type: R-Launcher, Hyper Bazooka
     Strengths:  Easily capable of destroying most targets with a single 
          shot, good range.
     Weaknesses: Most mobile suits (with the exception of Dom types)
         have to stop and crouch to fire these weapons, which 
         leaves them vulnerable.  The shot itself also has a slow speed
         and is fairly easy to dodge
     Special Note:  The Giant BZ also has the added effect of 
         preventing an enemy suit from firing their primary weapon 
         for a short period of time, similar to the Heat subweapons.

Beam Gun:
     Range:  160m
     Feddie Weapons of this type:  Beam SG, Beam Gun
     Strengths:  Ummm.  None that I have found.
     Weaknesses: Low damage (if any) and short range.  Only possible use
         would be to shoot a suit from behind, but it can even fails in
         that regard.  Go for an MG unless you really want that extra 
         10m of range.

Beam Rifle:
     Range:  160m
     Zeon Weapons of this type:  Beam Rifle 
     Feddie Weapons of this type:  Beam Rifle of RX-78
     Strengths:  Very powerful.  Good rate of fire.  Able to fire
         through obstacles.
     Weaknesses: Reload can be very slow without Reloader gear.  The
         range is also somewhat lacking.  

Beam Rifle of RX-77
     Range:  250m
     Feddie Weapons of this type:  Beam Rifle of RX-77
     Strengths:  Very powerful, great range, able to fire through
         through obstacles.
     Weaknesses:  I would say the reload rate, but Kai and Hayato's
         Guncannons both have Reloader II upgrade gear.  

Cannon:
     Range:  400m
     Feddie Weapons of this type:  Cannon (Guntank and Guntank MP only)
     Strengths:  This weapon has the best range in the game and is 
         easily capable of wiping out a team of three mobile suits
         or even a Gundam in a single shot.  Cannons can also fire
         over obstacles.
     Weaknesses:  Slow reload rate.  Impossible to attain blue kills
         due to targets detecting the incoming shot.  Difficult to
         hit targets moving horizontally.    

Gouf Weapons:
     Range:  150m
     Zeon Weapons of this type:  75mm Vulcan, Gatlin Gun
     Strengths:  Quick reload time and can destroy multiple targets with
         a single shot.
     Weaknesses:  Mobile suits must pause to fire these guns, which
         which leaves them vulnerable.  Short Range.  Not very effective
         in face to face encounters with other mobile suits.  

Machine Gun:
     Range:  150m
     Zeon Weapons of this type:  120mm MG, 90mm MG
     Feddie Weapons of this type:  90mm MG, 100mm MG
     Strengths:  Rapid fire, can easily destroy a large number of small
         targets in a short amount of time.  Quick reload time.
     Weaknesses:  Short range and not very effective against other
         mobile suits.   

Missile Launcher:
     Range:  200m
     Zeon Weapons of this type:  M-Launcher
     Feddie Weapons of this type: M-Launcher
     Strengths:  Good range.  Good Power.  Homes in on target.
     Weaknesses:  Mobile suits must pause to fire.  Targets are able to
         detect incoming missiles, which prevents blue kills.  

Rifles
     Range:  250m
     Zeon Weapons of this type:  120mm AR, 90mm AR
     Feddie Weapons of this type:  Rifle  
     Strengths:  Long range. Good power on the 90mm AR. Reload time is
         fairly short.     
     Weaknesses:  The 120mm AR and Federation Primer-based Rifle are 
         both on the weak side, particularly when compared to the 
         stopping power of 90mm AR.  Not the best weapon to have when
         surrounded by several units either.  

Shotgun
     Range:  150m
     Zeon Weapons of this type:  Shotgun
     Strengths:  Shotguns hit really hard and can hit multiple targets
         with one shot.  Anything from a group of helicopters, tanks, 
         even a team of mobile suits (if struck from behind) can be
         destroyed with a single shot.  Mobile suits do not have to
         pause to fire the shotgun either.  The shotgun also fares well
         against other mobile suits.      
     Weaknesses:  Reload time is on the long side.  Short range.  
-----
B.  Proximal Weapons
-----
Beam Saber
     Used by Gundam and GM types.  Basically beam energy held in form by an 
     I-field made up of Minovsky particles.  Strongest and quickest melee
     attack in the game.

Heat Hawk
     Axe with a heated blade to help cut through armor.  Often used by Zaku 
     units.  Weakest of the proximal weapons with the exception of 
     Guncannon's punching.  

Heat Saber
     Saber with a heated blade to help cut through armor.  Often used by Gouf 
     units.  2nd Strongest of the heat weapons.

Heat Sword
     Sword with a heated blade to help cut through armor.  Often used by Dom 
     units.  Strongest of the heat weapons.

None
     Only available to Guntank and Guncannon types.  Guntanks can do nothing 
     in close combat.  Guncannons can deliver punches to enemy units, but 
     they are ineffective for the most part.  
====================
VI. SUPPLIES
====================  
Okay, this section will be really basic.  I will list the parts in alphabetical 
order, provide the description for it, and list the number of slots required.  
I will also add any notes that I believe are noteworthy.  Upgrade Gear will 
be presented first, and then Combat Gear.  

A.  Upgrade Gear
     Note:  Upgrade Gear improves/upgrades the performance of your 
     mobile suit.  Simple eh? ^^

Armor A I
     Armor is reinforced by a factor of 1.5x.  3 Slots
Armor A II
     Armor is reinforced by a factor of 2x.  5 Slots
Armor A III
     Armor is reinforced by a factor of 3x.  7 Slots

Armor B I
     Lessens enemy beam effect on armor. 3 Slots
Armor B II
     Lessens enemy beam effect on armor and shields. 5 Slots
Armor B IIII
     Lessens enemy beam effect more than Grade II. 7 Slots

Bullets
     Increase the ammo of main weapon. 2 Slots.  

Cool Device I
     Heat output lower by 10%.  Less thermal detection. 1 Slot
Cool Device II
     Heat output lower by 20%.  Less thermal detection. 2 Slots
Cool Device III
     Heat output lower by 30%.  Less thermal detection. 3 Slots

Magazine
     Increase magazines of main weapon. 2 Slots

Night Scope I
     Increase night vision with Night Scope. 2 Slots
Night Scope II
     Increase Night Scope I power by 25%. 3 Slots
Night Scope III
     Increase Night Scope I power by 50%. 4 Slots

Radar Boost I
     Radar range is increased by 20%. 2 Slots
Radar Boost II
     Radar range is increased by 40%. 3 Slots
Radar Boost III
     Radar range is increased by 60%. 4 Slots

Scope I
     Increase main weapon's hit ratio.  2 Slots
Scope II
     Increase main weapon's hit ratio more than I.  3 Slots
Scope III
     Increase main weapon's hit ratio more than II.  4 Slots

Silencer I
     Sound output lower by 10%.  Less sonar detection. 1 Slot
Silencer II
     Sound output lower by 20%.  Less sonar detection. 2 Slots
Silencer III
     Sound output lower by 30%.  Less sonar detection. 3 Slots

Sonar Boost I
     Sonar range is increased by 20%. 2 Slots
Sonar Boost II
     Sonar range is increased by 40%. 3 Slots
Sonar Boost III
     Sonar range is increased by 60%. 4 Slots

Therm Boost I
     Thermal range is increased by 20%. 2 Slots
Therm Boost II
     Thermal range is increased by 40%. 3 Slots
Therm Boost III
     Thermal range is increased by 60%. 4 Slots
-----
B.  Combat Gear
-----
    Note:  Combat Gear acts as secondary weaponry in the game, press
    the square button to use a chosen item.  Most secondary weapons can
    be used outside of primary weapon range.  Feel free to throw grenades
    or execute support attacks whenever a target squarei s shown.

Dopp I
     Call attack support from Dopp by aiming x2.  4 Slots  
Dopp II
     Call attack support from Dopp by aiming x3.  6 Slots 
Dopp III
     Call attack support from Dopp by aiming x4.  8 Slots 
   Note:  More accurate than Magella attacks, but require 20 seconds to
   aim, and target will be lost if you lose sight of it.  

Heat Grenade I
     Disables weapons for a short time x2.  2 Slots
Heat Grenade II
     Disables weapons for a short time x4.  4 Slots
Heat Grenade III
     Disables weapons for a short time x6.  6 Slots
   Note:  It prevents the enemy from firing at you for a little while,
   usually only hits one unit, but can affect a team in tight formation.
   Stun Grenades are slightly better though.  

Heat Rod I
     Gouf Heat Rod hits enemy with high voltage x2.  2 Slots
Heat Rod II
     Gouf Heat Rod hits enemy with high voltage x4.  4 Slots
Heat Rod III
     Gouf Heat Rod hits enemy with high voltage x6.  6 Slots
   Note:  Similar to Heat Grenades in that it prevents an enemy from
   using their primary weapon.  The Heat Rod is very difficult to avoid
   though.  The enemy will also be unable to move while they are being
   shocked, which easily allows a teammate to finish off a target.  

Magella I
     Call attack support from Magellas by aiming x2.  4 Slots
Magella II
     Call attack support from Magellas by aiming x3.  6 Slots
Magella III
     Call attack support from Magellas by aiming x4.  8 Slots
   Note:  Powerful, but the shells seem to land in a random fashion

MS Decoy I
     Put enemy on alert with decoy x2.  2 Slots
MS Decoy II
     Put enemy on alert with decoy x4.  4 Slots
MS Decoy III
     Put enemy on alert with decoy x6.  6 Slots
   Note:  Enemy will ignore your units, and concentrate on the decoy.
   Useful to buy some time, lure an enemy out, or just to shoot an MS
   in the back.  Better combat gear is often available though.

Radar Cloak I
     Blocks enemy radar.  Good only for team that uses it.  2 Slots
Radar Cloak II
     Blocks enemy radar around team and small area.  3 Slots
Radar Cloak III
     Blocks enemy radar around team and medium area.  4 Slots.
   Note:  It cloaks you from the enemy's radar detection, good stuff.
   Especially useful against the Federation who seems to prefer using
   radar.  

Radar Pod I
     Blocks radar for set area & time.  Short range x2.  2 Slots
Radar Pod II
     Blocks radar for set area & time.  Medium range x4.  4 Slots
Radar Pod III
     Blocks radar for set area & time.  Long range x6.  6 Slots

Smoke Grenade I
     Smoke Screen.  Can't lock-on with smoke x2.  2 Slots
Smoke Grenade II
     Smoke Screen.  Can't lock-on with smoke x4.  4 Slots
Smoke Grenade III
     Smoke Screen.  Can't lock-on with smoke x6.  6 Slots
   Note:  Several units carry these, and they are essential starting out
   in the game.  These grenades create a huge smoke cloud that prevents
   anything inside of it to target outwards, or anything outside to 
   target inwards.  Their best use is to get close to the Federation
   command vehicles, even though I'm sure some individuals have found
   creative uses for them.  ^^  

Sonar Cloak I
     Blocks enemy sonar.  Good only for team that uses it.  2 Slots
Sonar Cloak II
     Blocks enemy sonar around team and small area.  3 Slots
Sonar Cloak III
     Blocks enemy sonar around team and medium area.  4 Slots.
   Note:  It cloaks you from the enemy's sonar detection, good stuff.

Sonar Pod I
     Blocks sonar for set area & time.  Short range x2.  2 Slots
Sonar Pod II
     Blocks sonar for set area & time.  Medium range x4.  4 Slots
Sonar Pod III
     Blocks sonar for set area & time.  Long range x6.  6 Slots

Spraybeam I
     Disable enemy camera and sensors for a set time x2.  2 Slots
Spraybeam II
     Disable enemy camera and sensors for a set time x4.  4 Slots
Spraybeam III
     Disable enemy camera and sensors for a set time x6.  6 Slots
   Note:  Great item.  Disables a single enemy or even a group from
   attacking you, and their sensors will go into blue mode.  Basically
   the enemy will be unable to fight back and you can destroy them for
   the maximum points allowed.  

Stun Grenade I
     Flash impact disables enemy camera & sensors x2.  2 Slots
Stun Grenade II
     Flash impact disables enemy camera & sensors x4.  4 Slots  
Stun Grenade III
     Flash impact disables enemy camera & sensors x6.  6 Slots
   Note:  Same effect as the Spraybeam, but you will typically only
   stun one unit at a time and they are somewhat easy to dodge.  
   Great combat gear overall, just not as good as the Spraybeam.

Tank Decoy I
     Fool enemy with decoy for set time x2.  2 Slots
Tank Decoy II
     Fool enemy with decoy for set time x4.  4 Slots
Tank Decoy I
     Fool enemy with decoy for set time x6.  6 Slots
   Note:  Enemy will ignore your units, and concentrate on the decoy.
   Useful to buy some time, lure an enemy out, or just to shoot an MS
   in the back.  Better combat gear is often available though.

Therm Cloak I
     Blocks enemy thermal.  Good only for team that uses it.  2 Slots
Therm Cloak II
     Blocks enemy thermal around team and small area.  3 Slots
Therm Cloak III
     Blocks enemy thermal around team and medium area.  4 Slots.
   Note:  It cloaks you from the enemy's thermal detection, good stuff.

Therm Pod I
     Blocks therm for set area & time.  Short range x2.  2 Slots
Therm Pod II
     Blocks therm for set area & time.  Medium range x4.  4 Slots
Therm Pod III
     Blocks therm for set area & time.  Long range x6.  6 Slots
====================
VII.  MISSION STRATEGIES/WALKTHROUGH
====================
-----
Campaign Mission 01
-----

Equip Roher with Smoke Grenades.  Equip Austin with Zaku BZ and Bullets. Set
Number of mobile suits to 1.

First mission, exciting isn't it?  Don't worry, it'll be easy if you know
what to do, which is why I guess you are here isn't it?

Set your teams to not move (press x, press right, press x again) when the
mission starts.  Have Austin move forward and find three tanks, shoot them
and reload.  Notice how you shot them when the square was blue?  You want 
to keep doing that because that way you get the most points per defeated 
enemy.  Proceed right/east two roads, then go north to find another group 
of three tanks.  Then go to the northwest corner of the city to find a 
larger group of tanks that are equally oblivious to your presence.  Now 
switch to Thermal Sensors (press circle).  Move west to get within the trees,
move north, and then start going east.  You will find some gun installations,
but your therm sensors should find almost all of them before they notice you.
After all of the installations are destroyed, its onward to the forest.  

There are 4 teams of 2 tanks patrolling the forest.  You should be able to 
find them if you continue to use Therm Sensors.  Exit out of the forest slowly
at the top left exit.  There are 5 tanks waiting for you, and you should get 
blue kills on at least two of them.  Destroy the rest of the tanks and then 
fire on the tower.  There is an event that shows the tower surrendering, but 
you get more points for destroying it.  Continue east to find two tanks 
sitting in front of a hangar, and fire bazooka shells into them.  Have 
Austin sit between that hangar and the forest and wait there.  

Take control of Roher, and move him north, and exit out of the forest on the 
top right.  An event will take place saying how a land battleship has been 
discovered and it is up to you to destroy it.  Cycle through Roher's sensors
until he is able to get a target square on Big Tray from the other side of 
the
building.  You do not have to be within weapon range to use secondary 
equipment, you only have to have a target acquired.  Press square to throw 
a 
Smoke Grenade over the building, and proceed forward under Big Tray's left 
gun.  When the smoke clears, destroy that gun, and the cockpit.  

If you feel you need some more points, throw your other smoke grenade, and 
destroy the rest of Big Tray's guns as well.

Big Tray's Weak Spot:  Schmitzer mentions attacking Big Tray from its weak
spot.  The weak spot for Big Tray is attacking it straight from the west
side.  The cannons on the sides can not tilt inward enough to hit a suit
attacking from the west, so its definitely possible to continue to use 
Austin to finish the mission.

Round 2 Notes:  Round 2 acts as a harder difficulty.  In almost every
mission some of the Type 61 tank teams are replaced with GM teams, whose
armor is almost unnoticably slightly improved over the tanks are much 
easier to detect by sensors.  GMs will typically carry machine guns that
pose little threat, but in some missions they may carry bazookas or rifles
that allow them to put up some opposition.  

Anyway, the sensors of the enemies are improved here, so just hiding in
the woods will not provide enough cover to avoid being detected.  Either
use Roher or Manning with cloaks, or have your Dom teams use Spraybeams
on anything that actually detects them.  

Sandra's Dom Tropen with Beam Rifle can prove to be very useful too since
the GM teams on the north side of the hangers can all be shot for easy
blue kills since beams can travel through obstacles.

-----
Campaign Mission 02 'Breakthrough'
-----

Keep mobile suit number set to 1 per team.  Set your team to not move again
at the beginning.

Austin could do this mission by himself ^_^  Anyway, go with the Zaku BZ
and Bullets again because you haven't received any new equipment yet ^^;
Set Austin as the Red team and proceed east.  Use Sonar to detect 
helicopters (which have a difficult time detecting you if you are in the
trees).  Use Thermal to detect units on the other side of a bridge.  The
first bridge you find to the south has 4 missile firing vehicles on the 
other side.  Let them see you and jump back (R1+back) into the woods.  
They will then move forward along the bridge unsure of where you are, and
they will get into range for 4 decent yellow kills.  Proceed east again
past the next bridge.  Circle around that rock to get behind the gun
batteries and shoot them.  Proceed onward to the west central gun battery
perimeter from here and you will have a line of batteries and tanks with
their backs turned toward you for more easy points.  Proceed east from here
to find the last three gun batteries, and if you come at them from the side,
they should also be blue kills.

Round 2 Notes:  Some tank and helicopter teams have changed into GMs.  The
three tanks at the west central bridge have changed to Guncannons.

I would suggest setting Sandra as the blue team since she can easily shoot
the team of GMs forward from her initial start point through the rock for 
some easy blue kills.  

A single mobile suit Roher or Manning team is suggested for the Red team.
AR, Radar Cloak, and Sonar Boost would be helpful.  Do not be afraid to
block the missles from the helicopters, just face the appropriate direction
and stand still while you reload.  Anyway, circle forward and around back 
to blue team's initial position.  Walk slowly as you start to get within 
250m of a target and everything should work out alright. 

-----
Campaign Mission 03 'Shock Troops'
-----

Roberto and Hepner are assigned to the team, Roher gets Radar Boost I, Therm
Boost I, and Night Scope I.

Roher is to stay with 1 mobile suit still.  Austin could benefit from some
teammates since the opposition gets a bit stiffer here.  Set teams to not
move at the beginning and use manual control again.  

Stick with Austin and Roher still, but equip Roher's new Radar Boost.  
Austin is to proceed left from the entrance, and attack the southwest room
from the south which will maximize his blue kills (the default is to enter
from the east side, but then all of the installations will be able to detect
your entrance).  Roher is to head right, and then turn left and proceed
north.  Pass the power supply room for now, and turn at the right afterwards.
Go through this room and destroy all of the tanks and installations (Radar
will detect all of them), and continue east and loop back down south.  There
are three tanks in this room which put up little opposition.  Now go west
to enter the power room from the other side.  Once destroyed it will delay
the timer for a little while.  Have Austin continue north, be careful of the
down hill hallway because there are tanks hiding in the right outcropping.
Once Austin enters the room, face right and destroy some installations by
firing between the boxes and the wall and reload.  Go forward a little and 
look to your left to find two rather sneaky tanks that would have shot you
in the back if you continued to the right.  Destroy them and then continue.
Destroy more tanks and installations, until the area is clear, and then finish
off the building to complete the mission.  

Round 2 Notes:  Some tank teams have changed into GM teams.  Two of the tanks
protecting the command center have changed into RX-79(G)s carrying Bazookas.

Essentially the same strategy as before works, but feel free to use Spraybeam
to maximize blue kills.

-----
Campaign Mission 04 'Midnight Fenrir'
-----

Austin gains Armor A I, Magazine, Night Scope I, Stun Grenade I

Austin's Zaku I is upgraded to Zaku I B and Shotgun replaces 105mm MG.

Ah, the first night mission.  Night Scope is useful here because all enemies
will be highly visible, even appear as if they were glowing almost.  

The mission itself is easy to complete in that it will end after a short
period of time.  Attaining an S rank is somewhat difficult in that you have
very little time to destroy all of the units in the area.  I would suggest
having mobile suit teams of 3 each with Roher, Austin, and Hepner (she has
a shield unlike Roberto).  Modify the attack routes to >>>Attack so that the
suits move as quickly as possible, and make the routes so that they sweep
the entire area.

Round 2 Notes:  Easier now that the time limit is gone.  Make sure to stun
each group with Spraybeam or Stun Grenade before defeating them.  I like
to switch to another Dom team once I use up the Spraybeams of one.

-----
Campaign Mission 05 'Desert Fenrir'
-----

Swaggard joins the team.

Roberto gains access to Sensor Cloaks and Dopp support attack.

This is actually a rather straight forward mission.  You aid some allies at
a base and make the Federation turn tail.  The hard part of this mission is
in the form of a team of three Guncannons that show up in the middle of the
mission.  Fortunately they might start running shortly after they show up.  

There is a command vehicle at the northwest part of the map.  Blue team will
be responsible for destroying the vehicle, which will then force the 
remaining Federation forces to begin fleeing.  Roher can take it out pretty
easily by throwing a Smoke Grenade at the command vehicle and destroying it
when the smoke clears.  Austin can also use a Smoke Grenade and do the same,
or he can throw a Stun Grenade which can incapacitate the vehicles guns long
enough to get one good Shotgun blast off, which could destroy everything on
the vehicle.  

The Guncannons will turn tail and flee as soon as the command vehicle is
destroyed, which leaves them open to being shot from behind, which is
particularly destructive with a Shotgun.  Austin also has one Stun Grenade
left, so that could also be of help.  

Do not underestimate the Guncannons though.  If you do not destroy the command
vehicle quickly, the Guncannons can start wreaking havoc on your forces in 
no
time.  The Guncannons might also get rather feisty if they are cornered while
they are retreating.  The mission is not worth that much worry though.  

Round 2 Notes:  Some of the tank teams have no changed to GM teams, but they
put up little resistance as usual.  The Guncannons have changed to MP
Guncannons.  The only difficulty might lie in that there is a retreating
GM team to the northeast, and one to the center east.  

-----
Campaign Mission 06
-----

Roher gains Gouf MP, 120mm AR, and Radar Cloak.

This mission on the other hand is worth worrying about.  The Midnight Fenrir
team must obtain data on the Trojan Horse and its mobile suits.  This means 
there is great potential of watching your whole team be wiped out in a few
seconds.

That does not have to happen though.  Roher should take his new Gouf MP for
a spin and try out his new Rifle and Radar Cloak.  Roberto should use a 
Zaku BZ, Radar Cloak, and bring some MS Decoys for good measure.  Go into
Route Setup, set new route for blue team, and don't choose any spots.  

So you are now sending Roher and Roberto out alone with no backup, don't 
worry, it is best for their health.  Roher should head north, shoot one
decoy, to the northeast corner, start going west, and shoot the other
decoy.  Now switch over to Roberto, go along the bottom of the screen,
destroy one decoy, keep going west, destroy another decoy, go north a tiny
bit, shoot one more decoy, return south and go onward west.  In the southwest
corner you should find one more decoy.  Proceed north, and before you can 
shoot one more, Bright Noah starts rambling about launching the Guncannon
and Guntank, and that the repairs on the Gundam have not been completed yet.

This where things can go right or really wrong.  Roberto should finish off 
the two decoys to the north of him, and start running back toward the start
point, maybe even drop an MS Decoy so if the Guncannon starts chasing him 
that he'll buy some time.  

Roher should progress west to the rock outcropping coming from the north wall.
Stay there, don't move, don't do a thing.  Amuro should come out soon, and 
he will approach Roher, only to stop before going around the corner to shoot 
the Gouf full of holes.  Turn the Gouf just a little bit so your sight goes 
over the square indicating Amuro to obtain the MS data you need.  The 
Guncannon will probably head north to stand close to Amuro (insert joke here).
If the Guncannon is close enough for the Gouf to target it, do so, if not, 
Roberto will probably be able to.  Roberto should go back to the southwest 
corner, and go to the northwest corner where the Trojan Horse is.  Try to 
target the Guntank and Guncannon through the wall to the right of the Trojan
Horse to get their data.  Now aim at the bridge of the Trojan Horse to obtain
its data and you are done, and have an S rank.  

Round 2 Notes:  This mission is much easier with Fran's Dom FUNF and 90mm 
AR.  No sneaky tricks are required.  Run along the southern edge again to
destroy decoys.  The Gundam and Guncannon will be waiting above the rock
to the southwest, but you can easily target them for their information
while staying out of the effective range of their weaponry.  Return to
the southeast corner, head north, and west again like you would have with
Roher's last route to finish up the rest of the decoys, and then get the
Guncannon and Trojan Horse's data.  

-----
Campaign Mission 07 'Defend Odessa'
-----

Renchef and Manning join.

Okay, first off, ignore what Roher says about combining the Smoke Grenade 
and Magella or Dopp support units to create a powerful attack against the 
Guntanks or Big Tray.  That will prevent a lot of potential frustration.  

The boring way to finish the mission is to stand by the Dobday at the start 
point, and simply wait out the mission.  Boring, but it is effective, even
though your point totals will not be very impressive. 

See that Guntank on the bottom right?  I know it is rather scary, but it is 
actually easy to destroy.  Stop all of your teams starting out and take 
control of one unit on its lonesome.  I personally suggest Renchef in his 
Gouf with a Shotgun.  Head toward the Guntank, but be sure to move left or 
right to avoid incoming shots.  Keep moving until you reach the wall face.  
Now turn to where your back faces the wall, and travel to the ramp leading 
up to the Guntank.  By keeping your back to the wall, you will avoid having
any stray from hitting your back and resulting in instant destruction.  

Anyway, run up the ramp, and insert your close range weapon into the Guntank, 
which will actually nab you 6000 points.  From here on, you could call the 
rest of your teams to all travel along the right path, or you could run back 
down the ramp and up the one parallel to it, and sneak up on the other Guntank.  
That will make the left path rather easy to travel on.   Big Tray is an easier 
target on this mission since you have CPO Manning, and can shoot the cockpit 
from 250m away to end the mission.  Destroying Big Tray will give you 2000 
bonus points too.  Basically if you take out at least one Guntank and Big 
Tray, you are looking 8000 points, what is needed for an S rank.  

If you do not destroy Big Tray, but get one Guntank and just wait for the
mission to end, you must obtain 2000 points worth of enemies for an S rank,
which is possible but it will probably take a few tries.  

Round 2 Notes:  Some of the vehicles are now GMs of course.  The number of
enemies also seems to have increased.  Be careful when progressing on to
Big Tray after destroying the Guntanks, or just go forward full speed with
a Dom and Spraybeam everything in your path so you are not attacked (only
go for the kamikaze Dom route after getting a decent number of kills, you
only get 5000 points from the Guntanks this time).  
-----
Campaign Mission 08 'Dobday Rescue'
-----

Okay, you have to rescue the Dobday and its passengers from several teams
of Federation forces.

Roberto is very important for this mission.  Equip him with his Zaku BZ,
Dopp I, and Therm Cloak.  The other two teams do not matter too much, but
I like using Manning with 3 mobile suits and Austin with 3 mobile suits 
on their respective teams.  

First travel forward and destroy the force already attacking the Dobday.  If 
you look to your left you may notice some tanks on a cliff.  Manning can
shoot them fairly easily.  Set your teams to not move, and have Roberto
travel just to the south of the aforementioned cliff.  Target the three
mobile suits at the top, and use your Dopp support attack.  Twenty seconds
later they will be destroyed.  Go ahead and have Manning start moving to
the south of Dobday where he should travel up the cliff there.  By this time
the first Dopp support attack should be finished.  Roberto should turn on 
his Therm Cloak and head to the cliff on the opposite (western) side of the 
map where two Guncannons and various vehicles await.  Again approach the 
cliff from the south and destroy three vehicles.  Move slightly up the ramp 
so you can target the Guncannon, and use another Dopp support attack.  This
one should destroy both Guncannons and most of the rest of that group.  
Switch back to Manning, keep traveling along the cliff, turn left and go down
that ramp, and begin shooting GMs and vehicles from behind.  Have Roberto 
or
Austin then mop up whatever was left of the Guncannon's attack force and the
mission is over.

Round 2 Notes:  All of the vehicles have changed into GMs here (wow, now it
definitely seems like it is post-Odessa).  You now have the ability to use
a Dom team for each of the east and west hills and Spraybeam the opponent 
into submission versus using Roberto's Dopp.  Use all 4 of a Dom team's 
Spraybeams on each hill so you do not risk an unstunned GM from shooting 
you in the back while you deal with the rest.  The eastern hill has a GM
Command carrying a Beam Rifle, so be cautious of that.  

----- 
Campaign Mission 09 'The Hunter'
-----

Swaggard receives his Dom, which is the greatest addition at this point.  I
would suggest using Swaggard's Dom for Blue Team to sweep the area.  Austin
and Renchef in teams of three each are good for escorting the allied tanks.
Search the area with your new Dom, use a Spraybeam when you see Agar's 
Guncannon so that he will just stand there and do nothing while you cut him 
down.  Just keep running around until you destroy every enemy in the level
or the tanks reach their goal.  

Round 2 Notes:  Some of the tank and helicopter teams have changed into GM
types, mostly GM S-Armors.  The same strategy as before works, but feel free
to choose a different Dom team, but I would be hesitant on using Fran's 90mm
AR since it can not destroy a GM S-Armor with a single shot unless it is in 
the back.  The most noteworthy addition is that Agar shows up in his Mudrock
on Round 2.  Just Spraybeam him and cut him down like you did the Guncannon
before.  
-----
Campaign Mission 10 'Attack Jaburo'
-----

Fran and Sandra join the team.  Roher receives his Gouf Custom.  

Ah, a chance to attack Jaburo.  Roher's Gouf Custom with Radar Cloak, 
Reloader, and 90mm AR can easily destroy almost every unit in the base
on his lonesome.  Most of the units here rely on Radar sensors, which
will do them no good now.  Alright, select Roher's Gouf Custom and Swaggard's
Dom with Spraybeam I.  Set teams to not movie and have Roher sweep the area 
up to the new Pegasus class ship, the Blanc Rival (which can also be seen 
in
Gundam The Ride).  Command your teams to then move and issue Battle Codes 
A 
& B.  Roher can keep himself busy blowing up parts of the Blanc Rival until 
reinforcements arrive.  Once Swaggard arrives, switch over to him, jet over
the bridge, Spraybeam the RX-78-6 Mudrock that has made its dramatic 
entrance, and cut it down with a single Heat Sword slash.  This mission 
is now complete.

Round 2 Notes:  Wow look, some more GMs.  The only danger here is that
a couple GM Commands are carrying Beam Rifles, but of course the 90mm AR
has longer range, so you should be able to shoot them before they even
get close to effective range.  Besides you should have a radar cloaked 
unit sweeping the area again anyway, so they probably will not even see 
you.  Manning with Reloader III is particularly nice in case you happen
to miss a shot. 

-----
Campaign Mission 11 'Final Defense'
-----

Manning receives his Gouf Custom.

This is a really short mission.  The Federation is moving toward California
base and you are to defend it.  A large number of helicopters will appear
near the start point of Blue Team followed by a group of mobile suits.  There
are several ways you can deal with this group.  You could have Swaggard
circle around behind them, you could have a Sniper hide in the trees and hit
them as they come close, just try to get as many blue kills as possible.  
Renchef or Austin could throw Stun Grenades into the crowd and blow them up
with shotguns even.  Anyway, one more group appears to the north, and another
to the south.  After that, a GM Sniper II is generated to the north and south
again.  What an exciting 3 minutes eh?  Anyway, nothing is left after that, 
onward to the HLV...

Round 2 Notes:  A few more GM Teams again...  The best part about Round 2
is that Sandra can take out the whole first group with her Beam Rifle if she
is hiding behind the rock to the right of the Blue Team start point.  Easy
blue kills are enjoyable aren't they?  Anyway, attack the north team from
behind, then attack the south team from behind.  The two GM Sniper IIs 
appear again, and then once again to the HLV.
-----
Campaign Mission 12
-----

Swaggard receives a shipment of supplies.

This mission is even shorter than the last one, if you know what you are
doing.  All you need for this mission is Swaggard's Dom and Spraybeam II.  

Go straight south (along the blue path) and across the bridge.  Stun the
two GMs with a Spraybeam and destroy them.  Repeat with the next group.
Spraybeam the GM S-Armor and cut it down with a heat sword, a cinema will
occur and the RX-78-6 Mudrock will return fully upgraded.  Switch to therm
sensors and continue south.  Mudrock will be hiding in the trees, and as soon
as the red square pops up, use your last Spraybeam, and use your Heat Sword.
An exciting 32 seconds wasn't it?  

Round 2 Notes:  Okay, the GM S-Armor is replaced by a Guncannon and an event
doesn't play to show Mudrock showing up.  No difference otherwise.  Enjoy
another very quick and easy S rank.
-----
Campaign Mission 13 'The Last Fang'
-----

Sandra receives her Dom Tropen.  Fran receives her Dom FUNF.  

Protect some Magella tanks in a large desert with no obstacles that is about
to be filled with lots of GM types.   

Strategy wise I like to use 3 Dom teams of three mobile suits each, have them
surround the ally units, and set them to not move.  Raketen Bazookas fend 
off almost any unit quite nicely.  Anyway, surround the ally units, and take
manual control of a team leader to use Spraybeams while the other two teams,
and the other two suits in your team are left to defend.  When you want to 
change suits, go back and assume a defensive position, and switch to another
leader.

Enjoy blowing stuff up ^_^

Round 2 Notes:  A few GM S-Armor teams show up every once in awhile, but
Beam Rifles or Raketen Bazookas still floor them easily.  

-----
Program 01 'Practice'
-----

The goal here is to destroy 6 Zaku IIs along with Char.  You will unlock Char
after finishing this mission with an S rank and then completing the game.  

This is a very simple mission.  You will probably return here several times
since it provides an easy way to increase the number of kills for a pilot.  

Select any mobile suit, and proceed forward and to the right of the initial
start position until you reach the tree line.  Proceed forward until the
six Zaku IIs show up to your left.  Sneak up behind them and destroy them.
They will not notice your presence unless you get in front of them or within
60m from behind them.  

-----
Program 02 'Practice II'
-----

The goal of this mission is to destroy 6 gun batteries along with Garma.
Garma will be unlocked after completing with mission with an A or S rank and
then completing the game afterwards.  

The stars of this mission are Roher and Manning with their Sonar cloaks.
There are two Zaku Is and 6 Zaku IIs defending the gun batteries, and they
are all equipped with sonar sensors.  Create teams of 1 MS each, have the
Red team carry an AR, and the Blue an MG, and equip Sonar Cloaks for both 
(and Silencers if they are available).  Activate the Sonar Cloaks for both
teams as soon as the mission starts.  The Red AR team is to proceed straight
forward to the edge of the cliff, where it will see 3 Zaku IIs totally 
oblivious to your existence.  Shoot the three in the back with the AR, then
turn left and proceed across the bridge and travel along the canyon to your
right.  Destroy any nearby turrets (but leave at least one) and the two Zaku
Is.  

Set the Red Team to not move, and switch to Blue Team.  Blue team should run
across the bridge in front of it and between the rocks to wait for the team 
of three Zaku IIs to run by.  Shoot these three in the back with your MG.  
Switch back to Red team and finish off the last battery. 

-----
Program 03 'Trial Attack'
-----

This is a pretty tough mission to S rank.  The goal here is to take on
Ramba Ral's forces in the desert.  To complete the mission you must defeat
Ramba Ral himself.  

I personally suggest going into Route Setup, Add New Route for both Red and
Blue Teams, and not include any points on the new route.  This will prevent
any team from getting into trouble.  Set Sandra with her Dom Tropen for Blue
team, and Fran with her Dom FUNF with MG as Red Team.  Start the mission, 
take control of Red Team, proceed forward and hit a left after the first 
rock.  You will find Ramba Ral's forces traveling to a canyon lined with gun
batteries with their backs turned toward you.  Slow down before you get too
close to the group so they do not detect you as easily, and proceed to shoot
as many of them as you can in the back, and use Spraybeams on those who face
you.  

At this point there should hopefully be nothing left but a rather angry Ramba
Ral and some gun batteries.  Destroy the gun batteries, use Spraybeams to
increase blue kills, and retreat to the start point when you are out of
Spraybeams and Ramba Ral stops chasing you.  Take control of Sandra and go
destroy any gun batteries remaining.  Be sure to save at least one Spraybeam.  
Let Ramba Ral use up his Heat Rods (the whip like thing he fires from his 
arm), then use a Spraybeam, and cut him down with your Heat Sword.  This 
might take a few tries but it has fairly consistently attained S ranks.  

-----
Program 04 'Trial Attack II'
-----

Program 04 is a night mission against the Black Tri-Stars with their Doms.  
The first encounter with these guys could go very badly since it will probably
be your first encounter against Spraybeams, which will give your suit 
"Machine Trouble" which reduces your visibility to almost nothing, which
leaves you very vulnerable.  

To attain an S rank I would wait until Swaggard acquires his Dom.  Equip 
Spraybeam x4 and Armor, the Raketen Bazooka, and only have a team of one
mobile suit.  Stun the Tri-Stars with a Spraybeam when they come near you,
but before they reach within 200m.  Shoot two of the Doms and reload.  Proceed
to the gun batteries placed around the middle of the area.  Feel free to use
two more of your Spraybeams to increase your blue kills.  Keep circling around
the area reloading, firing at batteries, and avoiding the shots of the last 
Dom.  After destroying all of the gun batteries, use your last Spraybeam on 
the last Dom, and destroy it.  

-----
Program 05 'Defend Sub-Dock'
-----

This mission is basically the opposite of Mission 3 in the Campaign mode.  
The objective is to defend the sub-dock from Federation intruders which are 
all Type 61 tanks with a wide range of sensors.  The tanks re-spawn from the
top right and bottom central passages.  This is an easy mission to S rank 
since there is a great number of enemies which pose little threat to your 
mobile suits.  Have a field day blowing stuff up.  

-----
Program 06 'Escape Jaburo'
-----

This is a 'What If' type mission based on if a single Midnight Fenrir team
had to escape Jaburo without being detected.  Roher or Manning should be able
to complete this mission with relative ease.  Most of the GMs populating the
Jaburo stage are equipped with no sensors or really weak Thermal Sensors.
Sonar Boost, Thermal Cloak, Cool Device, and an AR would serve you very well
on this stage.  Go for a single mobile suit team as usual, since other team
members would be a liability here.

Proceed to the exit located on the lower left of the map, just be cautious
and an S rank will be obtained easily.  You will receive 2000 points for 
completing the mission, 2000 for not being seen, and that leaves only 4000
required points which should be easily obtained since all the kills 
obtained here will be blue kills.  

-----
Program 07 'Lone Wolf'
-----

The objective here is to destroy a Federation communications center and not
be seen.  Stealth missions require Roher or Manning as usual.  Do yourself
a favor and press the SELECT button at the mission brief screen to see a
map of the stage.  The circled areas are the four potential spots the tower
will be.  The general idea is to proceed along the eastern portion of the
map, and then head west along the line of the potential spots the comm
center will appear.  The enemies in this stage have no sensors, and will
only be able to spot you visually.

-----
Program 08 'Lone Wolf II'
-----

This is near identical to 'Lone Wolf.'  The changes here are that the Type
61 tanks have Sonar Sensors.  GMs have Radar and Thermal Sensors.  Batteries
have Radar Sensors.  Sonar, Radar, and Thermal Cloaks are therefore required
equipment and must be used appropriately.  The enemy placements are the same
as before though, and since this mission is unlocked after completing 07, 
I hope it is still fresh in your mind. ^_^

-----
Program 09 'Iron Spear'
-----

Have you ever wanted to fill Norris Packard's shoes when he takes his Gouf
Custom out alone against the 08th MS Team in episode 10 of that series?

Well you can't use Norris, but you get to go out alone to destroy some
Guntanks that are defended by various GMs and RX-79(G) units (one of which
has a 'GM Head' and is carrying a Beam Rifle).  The only carry Radar and
Thermal Sensors.  Thermal Sensors are always really weak, and the only one
you should worry about is Radar.  

Roher, Manning, or Schmitzer are good for the mission.  AR, Radar Cloak I,
Sonar Boost, and Reloader are the only necessary equipment here.

Proceed forward, take out the first Guntank and the mobile suit protecting
it.  Proceed left and progress along the trees.  Head back to the center
and start striking the rest of the teams from behind.  Most will have no 
idea where you are with Radar Cloak on, and you know where almost every
unit is with a good Sonar Boost.  
 
-----
Program 10 'Ragnarok'
-----

The purpose of this mission is to defend Schmitzer's Zaku I from a waves
of GM types for 5 minutes.  

Schmitzer isn't too incredibly fragile here though.  He has a medium
shield and is carrying a Zaku BZ, not the best equipment in the world, but
he will not just stand there and let himself die like most units you
defend in this game.  

The suggested team selection here is Sandra's Dom Tropen, Fran's Dom FUNF,
and Swaggard's Dom.  Beam Rifles, AR, Raketen Bazookas, Spraybeams, and
teams of 3 are needed here.  

Basically run around the map hunting down the GM teams, and use Spraybeams
if they get in the red.  Concentrate on using a different team after one
is out of Spraybeams.  Make sure to keep at least one team somewhat close
to Schmitzer and you should have little trouble in finding an S rank.  

-----
Program 11 'New MS Data'
-----

The objective of this mission is to use do some test combat against the
RX-78-2 "White One."  

There is a bug that can work against you in all of your encounters against
the RX-78-2, it will not go around an obstacle to attack you.  If you just
stand still behind an object, you are safe.  This makes for a great
opportunity to use combat gear such as Stun Grenades, Heat Grenades, Heat
Rod, and Spraybeams to incapacitate the Gundam and finish it off with
a powerful primary weapon or a proximity attack.  

-----
Program 12 'New MS Data II'
-----

This time you have to battle against the RX-78-6 "Mudrock" armed only with
its back cannons and some GM S-Armor units armed with Hyper Bazookas, the
Federation bazooka there is.

Suggested suits are any Dom with Spraybeam and Beam Rifle or Raketen
Bazooka.  Create only one team of one mobile suit.  As soon as the mission
starts, head to the little path to the left and hide in there.  If you have
a Beam Rifle, simply shoot through the walls.  Otherwise pop out, use a
Spraybeam, and work your way through the opposition.  

Char is also really effective in this stage.  The only way he can be hurt
is by Mudrock's Cannons and proximity attacks.  Hit any suit with a Stun
Grenade, and you can circle around them while firing the 120mm MG, and
destroy them easily.  

-----
Program 13 'Ramba Ral's Attack'
-----

Congratulations, if you accessed this mission you now have Ramba Ral at
your disposal as well.  This simulation recreates Ramba Ral's battle with
the White Base crew in the desert.  The objective here is to destroy the
RX-75 Guntank, RX-77 Guncannon, and RX-78-2 Gundam.  

This particular simulation even gives you an AI controlled Zaku II for
minimal backup, how nice eh?  

Alright, as usual grab a Dom with Beam Rifle or Bazooka and Spraybeam x4.
The Guntank and Guncannon can be found at the top center of the map.  Use
Spraybeams and cut them down with proximity weapon or shoot them.  Proceed
to the south to find the Gundam.  Make sure to use a Spraybeam outside of 
the 160m Beam Rifle range and finish it off with a heat sword slice.  

-----
Program 14 'Black Tri-Star'  
-----

Congratulations, if you accessed this mission you now have Gaia at your
disposal.  Actually not a bad choice for the mission considering his Dom
has access to Spraybeam x6.  Nightscope and Therm Boost would also be
useful here since you are trying to find the White Base and its team of
mobile suits in a forest at night.  

The Gundam and Guncannon can be found together in the middle of the map.
Spraybeam and cut them down with Heat Sword as usual.  The Guncannon is
located just barely to the southwest from the Trojan Horse at the top
center of the map.  The Trojan Horse has quite a selection of weaponry
on it so do not underestimate it.  Circle around it a few times to destroy
as many targets as possible, then shoot the bridge to finish the mission.

-----
Program 15 'Breakthrough'
-----

This is essentially Campaign Mission 2 all over again.  Run around, shoot
helicopters and vehicles, and the mission ends when all the installations
are destroyed.  On this version of the stage all of the enemies have
pretty weak Radar sensors, so you can address that to be sneaky, or you
can actually ignore it for the most part this time.  Blue team should 
cross the bridge in front of them, and sweep the area to Red team's 
starting point in a horseshoe type pattern.  Return to the north central
area and go south to take out the last installations and tanks from behind.

-----
Program 16 'Breakthrough II'
-----

The same as 'Breakthrough' except the enemies now have strong Radar sensors
and some of the vehicles have changed into GMs and Guncannons.

I would suggest setting Sandra as the blue team since she can easily shoot
the team of GMs forward from her initial start point through the rock for 
some easy blue kills.  

A single mobile suit Roher or Manning team is suggested for the Red team.
AR, Radar Cloak, and Sonar Boost would be helpful.  Do not be afraid to
block the missles from the helicopters, just face the appropriate direction
and stand still while you reload.  Anyway, circle forward and around back 
to blue team's initial position.  Walk slowly as you start to get within 
250m of a target and everything should work out alright.  

-----
Program 17 'Midnight Fenrir'
-----

The objective is to destroy all enemies in a night mission that recreates
the Midnight Fenrir's involvement at the S-3 point.  

As usual, Manning, Roher, or Schmitzer are all good choices for the mission.
AR, Night Scope, Therm Boost, and Therm Cloak would be beneficial.  Cool
Device if it is available would also help decrease the likelihood of being 
detected.  Actually this is one mission where getting all blue kills is
not an absolute necessity due to the large amount of enemies, but you should
still try to obtain them of course. ^_^

-----
Program 18 'Midnight Fenrir II'
-----

Oh wow lookie here, a harder version of Midnight Fenrir, huge surprise eh?

You could play through like you did last time, but the Feddies just are not
playing fair here.  There are several teams of GMs, and most have Rifles 
and Stun Grenades.  If you think you are sneaky enough, go ahead and go for
the sneaky sniper route. 

Personally I will again depend on the Doms here.  Fran's Dom FUNF is great.
She has an AR which is always nice, she has Scope III which lets her be more
accurate than the usual sniper boys most of the time.  Reloader II keeps 
the shots coming.  Spraybeam II will make sure those GM teams don't hurt
you, and Therm Boost II doesn't hurt any.  

Have Sandra and Swaggard in their Doms set to not move, and switch to them
when Fran runs out of Spraybeams.  Feel free to use a Spraybeam on a team
of helicopters of tanks if you feel the situation deserves it, and you'll
probably get 10,000 points for enemies killed (highest number of points
possible from enemies themselves) and the usual 2000 Mission complete bonus.

-----
Program 19 'Dobday Rescue'
-----

I think Schmitzer likes to re-use his combat data alot.  Anyway, this is
the same as the Dobday Rescue you performed on Mission 8 of the campaign 
mode.

Proceed forward, lay waste to the teams to attacking the Dobday.  Run up
the hill to the west, use one or two Spraybeams to lay waste to everything
up there.  Run to the hill to the east, repeat Spraybeam massacre.  

Actually if you want to use one Dom for each hill and use 4 Spraybeams on
each one, feel free to do so, no reason to take an uneccessary risk. ^_^  

The complicated part of the mission is having to send a Sniper Boy (Roher,
Manning, Schmitzer) or Fran up the hill to the south of the Dobday.  Go
across the hill, and turn left to find another group of enemies begging to
be shot down.  Do so, and if anything survives, swich to Thermal Sensors 
and head down to mop up any units partially hiding in the trees.

-----
Program 20 'Dobday Rescue II'
-----

Wow, some of the vehicles changed into GMs, amazing isn't it?  In my 
opinion, most GMs have about as much armor as a tank and are alot easier
to detect ^_^

Do almost the exact same thing as last time, but peek over the edge of the
east hill to find some GMs begging to be shot in the skirt armor.  

-----
Program 21 'The Hunter'
-----

Another mission from the Campaign mode.  Escort the Magella tanks through
a forest at night.  I would suggest having teams of 3 mobile suits for 
Austin and Roher as the Red and Green teams so they will escort the tanks.
You do not want to choose Doms to escort the tanks since they will speed
along and leave the tanks behind and vulnerable.  Roher and Austin will
take good care of any stragglers you may miss.  Make sure to set them to
Thermal Sensors before the mission starts though.

Feel free yourself to use a Dom though.  Just sweep along the paths down
to the main clearing and destroy any targets that get in your path.  Be
careful of some of the RX-79(G) units here that carry Beam Rifles, but 
again they only have a range of 160m, so you should be able to destroy them
without too much worry with an AR or Bazooka from 250m and 200m respectively.
You also have access to Spraybeams if they get a little bit too close.  

After taking out all the units in the clearing, sweep the area where the
tanks will stop, then start sweeping the side paths on the way back north
to find any enemy units that have managed to live so far.  The mission will
end when all enemies are destroyed, or the Magellas reach the end of their
route.

The Magellas are not exactly defenseless by the way.  As long as an enemy
isin front of them, they can be rather effective in combat.  An RX-79(G)
that is making a frontal attack probably will not last too long ^_^;

-----
Program 22 'The Hunter II'
-----

Yes, another harder version of the same mission.  This time you have alot
of helicopters, GM S-Armors (carrying Beam Rifles, Hyper Bazookas, and the
absolutely pathetic Beam Spray Gun), and the fully upgrades RX-78-6 is 
standing in the clearing.  

Be sure to save one Spraybeam for the RX-78-6 and you should be alright.
Even though the GM S-Armors are really tough, the Magellas can still lay
waste to them if they stay in their sights ^_^.  Bazookas and Beam Rifles
still work fine against the GM S-Armor, just the AR is lacking if you don't
sneak up on them.

-----
Program 23 'Final Defense'
-----

Yes this is Campaign Mission 11 in Simulation form.  Wipe out the invading
enemies and defend some Magella tanks.  

Sandra is without a doubt the MVP of this mission.  Select her for your Blue
team with Beam Rifle.  I would suggest Roher and Fran with AR with 3 mobile
suits each for your red and green teams.  

When the mission starts, have Sandra retreat behind the rock to her right.
A series of enemies will come straight down that path in front of you, and
it sets up some prime Beam Rifle sniping since beams can pass through walls.
A team of helicopters will go down the left path, and another down the right
one.  Do not worry about these helicopters because Fran and Roher can take
care of them on their own.  Simply snipe the helicopters, GMs, and Guntanks
that start to get close to you.  After the group of mobile suits is destroyed,
head across the bridge in front of you, and turn right to go north.  You will
soon discover some more GMs and Guntanks, just circle around and shoot them
in the back.  Head back to the south to find two more GMs and another Guntank,
which will of course have their backs turned to you as they travel.  All that
is left now are two GM Sniper IIs that are hiding in the woods in the north
central and the south central.  You can either run around and look for them,
or wait to the north of the Magellas for one to show up, and wait again to 
the south for the final one to show up.  There are some obstacles in both
areas, so its easy to snipe them with a Beam Rifle.

-----
Program 24 'Final Defense II'
-----

There are two differences in this version.  The three teams of 2 helicopters
each has changed into three teams of GM S-Armors (one team of 1, two teams 
of
2).  The mobile suits also have better sensors than before, which means you
may actually have to use some Spraybeams when sneaking up on the northwest
and southwest teams.  Otherwise exact same thing as before.

-----
Program 25 'The Last Fang' 
Program 26 'The Last Fang II'
-----

Its Campaign Mission 13 again.  Defend allies, destroy lots and lots of GMs.

Strategy wise I like to use 3 Dom teams of three mobile suits each, have them
surround the ally units, and set them to not move.  Swaggard's team with the
Raketen Bazooka can fend off alot of units.  Fran's team with 90mm AR can 
make short work of GM, GM Command, and GM Sniper II teams.  Sandra can wreak
havoc with the Beam Rifle or Raketen Bazooka.  Anyway, surround the ally 
units,
and take the leader out to use Spraybeams while the other two teams, and the
other two suits in your team are left to defend.  When you want to change 
suits, go back and assume a defensive position, and switch to another leader.  

-----
Program 27 'Victory Fenrir'
-----

The first Federation Simulation mission.  I would say this is exciting, but
it is basically Midnight Fenrir all over again but with Federation suits, 
most of which will be really weak when you first enter here.

To complete the mission the first time I would suggest the RX-79(G) units
and the GM S-Armor. I would have them set to not move, and only use one unit
at a time.  Actually its rather fun to use the GM S-Armor to lure enemies 
back to where the RX-79(G)s are waiting so you can all gang up on them.  The
GM S-Armor is also effective with beam saber combat.  Dash forward while 
firing your MG or Beam Gun, this will make the enemy assume a being hit or 
blocking animation, and this is the perfect time to cut them down with a beam
saber slices.  You might be using this technique alot until you unlock more 
Federation suits.  

Anyway the RX-79(G) is quite capable of taking on enemy mobile suits and 
has a good ground speed.  They don't stand up to taking a Magella shot 
very well though ><

For the S rank you almost have to come back with the RX-78-6 Mudrock though.
The Mudrock is basically the equivalent of the Dom Tropen, but it has 
Cannons on its back capable if hitting enemies about 313m away.  Speed,
Beam Rifle, and really long range are helpful here.

-----
Program 28 'Zeon Advance'
-----

The second Federation mission.... and its Last Defense all over again, but
this time you have Magella tanks and Zakus to deal with instead of Guntanks
and GMs.  Rougly the same strategy works very well.  Have a Beam Rifle
carrying mobile suit for the blue team, and shoot the incoming units through
the rocks.  Actually Kai's Guncannon is particularly great right here.
Defend the bridges from any incoming waves (Austin's Ground GM team and Fran's
GM S-Armor work pretty well for defending being bazooka equipped shield
carrying suits), and/or send a quick suit to attacking the incoming teams
from behind.  

This is probably the easiest of the Federation sims.  

-----
Program 29 'Break Siege'
-----

The third Federation mission... and this time we have 'The Hunter.'  The
goal here is to escort the little Federation cannon fodder type hover
trucks to the southern edge of the screen.

Actually its not too shabby.  The Zeons here have pretty bad sensors
for the most part.  I would suggest Austin with all three of his Ground
GMs with Rocket Launcher, Armor A II, Night Scope II, Magazine, and some
Stun Grenades for either Green or Red route.  I would suggest Renchef's
RX-79(G) for the other escort team.  I like him with Armor A III and a
Beam Rifle personally.  For my Blue team I had Roher with Therm Boost II
and Night Scope II.  Be sure to set all teams to Thermal Sensors.

Otherwise the same strategy as before.  Green and Red teams are to escort
allies.  Blue team is to sweep the area and reduce the number of enemies
around.  You can get an S rank with this team, but it would be a little
bit easier to come back later and use Mudrock for your Blue Team.

-----
Program 30 'Counterattack'
-----

Okay, finally a somewhat different Federation mission.  It takes place on
the same map as 'Break Siege,' but the focus is on destroying some Zaku I,
Zaku II, and Dom Tropen teams.  

The reason this mission is tough is that the Dom Tropens like to hide in
amongst the trees, and can only be detected by Thermal Sensors.  The Dom
Tropens also tend to have pretty good weaponry, but don't worry, they do 
not have any Beam Rifles with them on this stage.  

Kai and Sayla turn out to be very useful on this stage.  Kai has a Beam
Rifle with a 250m range, Reloader II, and his Cannons help increase the
number of blue kills.  Sayla has Armor A III so she can take some abuse
if the Dom Tropens get too close to her, and Therm Boost III makes it much
easier to track down those tricky Doms.  

Set your units to not move.  Kai as the Blue Team can proceed forward, hide
behind the rock in front of him, and easily shoot down two Zakus after 
detecting them with Sonar.  Kai should change to Therm sensors before 
proceeding.  A Dom Tropen with a Raketen Bazooka is patrolling the area,
and will probably show up when you proceed.  After that there is a group of
3 Zakus on the other side of the bridge.  Use your Cannons to take them out
for blue kills.  Turn left at the next bridge, use Therm to detect any 
nearby Dom Tropens.  Actually pay close attention to the sound effects 
since you will probably hear the Doms before you detect them.  Shoot the 
three Zakus guarding the west central bridge with the Cannons and wait 
there a moment.  Switch to Sayla as your Red Team and travel along the Red
route.  When you have detected the three Zakus on the other side of the
bridge, switch back to Kai.  Kai should proceed along the northeast path
from the west central bridge, and shoot down the Zakus with his Cannons
from across the canyon.  Sayla can then proceed into the woods and look
for any Doms.  When that section is clear, have Kai continue along the path
and take a left on the bridge to where Sayla is.  Kai should then go west
and wait for the next three Zakus to try crossing the bridge at the top
northwest of the screen.  Sayla should then search the rest of the mid area
to find one last team of Zakus and any stray Doms left.  

Yeah I know, that was long winded, but its a tricky mission ^^;

-----
Program 31 'Burning Sands'
-----

This is near identical to 'The Last Fang.'  You must protect 6 GMs instead
of 6 Magella tanks, and all sorts of Zeon suits come after you.  

It is a mindless blasting mission and your chance for an S rank increases
if you come back with Agar's Mudrock, Amuro's RX-78-2, and Sayla's RX-78-2.

-----
Program 32 'Graipnir'
-----

The objective is to escort the hover trucks to the end of the map or destroy
all enemies.  You will fail the mission if any of your allies are destroyed.
Allies include any team member or any hover truck.  

This mission is a total beam shot free-for-all though.  Take advantage of 
the
buildings and shoot as many suits as possible from the other side.  

-----
Program 33 'Hail Zeon'
-----

You must get an S rank on all the Round 1, Round 2, and Sim 1-32 to unlock 
this mission.  Unlocking this mission will also allow you to use any mobile
suit on any Simulator mission.  

The purpose of this mission is too destroy as many suits as possible in 5
minutes.  I would suggest using only one suit, since the destruction of a
teammate will mean a loss for you.  

The only real strategic element to this stage is that above the eastern
path, there is a thin rock wall that makes for a great Beam Rifle sniping
spot.  

====================
VIII.  Frequently Asked Questions
====================
-----
Q.     Should I buy this game?

A.     Yes
-----
Q.     Is Zeonic Front better than Journey to Jaburo?

A.     Yes.  Journey to Jaburo has alot of nice bonuses for fans, but ZF
       is the better playing game and there is alot more variety in the 
       missions even though some are re-used.
-----
Q.     Should I buy Journey to Jaburo or Zeonic Front?

A.     Buy both, and 'Federation vs. Zeon' and 'Lost War Chronicles' when
       they become available (last I heard was one of them should arrive 
       in Oct. 2002).
-----
Q.     What is special about Char in this game?

A.     Primary Weapon attacks will almost always miss Char.  This includes 
       any of the main weapon types: Machine Guns, Rifles, Bazookas, Missile 
       Launchers, and Beam Weapons.  However, Secondary Weapons/Combat Gear
       such as Cannons, Grenades, and Heat Rods can still hit Char.  Other
       special characters seem to be able to hit Char with Primary Weapons 
       though (examples I have seen so far have been Amuro and Ramba Ral).
-----
Q.     Can I use Secret Characters in the regular missions?

A.     Secret Characters may only be used on simulation missions.
-----
Q.     How do you unlock everything in this game?

A.     There are two basic rules to unlocking everything in this game.  First, 
       finish Round 1 and Round 2.  Second, get S ranks on every mission in
       the game (Round 1, Round 2, and Simulation).  The exceptions to the
       unlocking rule are Sayla and some of the extra federation suits for
       the Midnight Fenrir pilots.  Anyway, for the most part it comes down
       to playing better and a little bit smarter.  I am sure you have heard
       Schmitzer say, "Analyze what went wrong," but analyze what went right
       as well, and look for any room for improvement.  There might be an 
       alternate path that will allow you to have more blue kills (such as
       the lower left room with the installations on Mission 3, take it from
       the bottom instead of the right that the default has).  Feel free to
       create your own strategies. ^_^  
-----
Q.     How do I get the Federation Missions?

A.     Complete Mission 10 Round 2 and all of the simulations available up
       to that point.  See above question, I was serious with that 
       statement.
-----
Q.     How do I go back to the Round 1 missions again?

A.     Choose to start a new game.  Everything you have unlocked will remain 
       available in the simulation mission and any Round 2 missions.  The
       Round 1 missions will be almost exactly the same as they were before
       though.  
-----
Q.     I heard it is possible to use any pilot on any simulation level, is 
       this true?

A.     When you unlock Sim 33 (Get S Ranks on all of the Round 1, Round 2, 
       and Simulation Missions 1-32), you can use any character on any 
       SIMULATION mission  
-----
Q.     What do I get for getting an S rank on Simulation Program 33?

A.     A feeling of accomplishment.
-----
Q.     Are any of the following in Zeonic Front?  Char's Z'Gock, any Z'Gock,
       Char's Gelgoog, any type of Gelgoog, Acguy, Gyan, Black Tri-Star Zaku
       Is, Ramba Ral's Zaku I, Gyan, RX-78-NT1, RX-78-1, RX-78-3, any Blue
       Destiny units, Efreet, Kaempher, Norris Packard's Gouf Custom, or any
       of the White Dingo team.

A.     No
-----

Q.     What about the 08th MS Team?  

A.     This one is somewhat iffy.  You can not control the team or any of 
       its members.  The Simulation Mission 'Iron Spear' gives you a single
       Zeon mobile suit to destroy some Guntank units in a town.  The 
       Guntanks are protected by a variety of GM units and some RX-79(G)
       units.  One of the RX-79(G) units has a GM Head though, like Karen
       Joshua's did in the 10th episode of the 08th MS Team.  
-----
Q.     Can you use Mash and Ortega?

A.     No.  The only one available is Gaia, but you can have a team of 3 
       Dom Tri-Star types.  
-----
Q.     Can you use M'quve?

A.     No.  
-----
Q.     Is the Gouf Custom's Gatling Shield in this game?

A.     Actually this is my favorite question.  The Gatling Shield is not 
       present in this game other than during the opening CG.  The Gatling
       Shield is not to be confused with the 'Gatlin Gun' for the Gouf 
       Custom in this game.  The weapon with the 'Gatlin Gun' title is 
       simply the arm mounted 3 barrelled 35mm Machine Gun seen on later
       model Gouf units.
-----
Q.     Is there a multiplayer mode?

A.     No
-----
Q.     The suits in Simulation 33 carry equipment that mine can't use, how
       do I gain access to it?

A.     You can not gain access to that equipment.  
-----  
Q.     Where else can the 'Blanc Rival' be seen?

A.     The Blanc Rival's first appearance was in 'Gundam The Ride'.
-----
Q.     Has the RX-78-6 Mudrock made any other appearances?

A.     The RX-78-6 was seen first as part of M-MSV which were some mobile
       suit variations created by Kunio Okawara, who originally designed
       most of the mobile suits seen in the original Mobile Suit Gundam.
       The RX-78-4 design was later updated as the RX-78-NT1 "Alex" seen
       in 'Mobile Suit Gundam 0080: War in the Pocket.'  The RX-78-6 
       design seen in M-MSV was updated for use in Zeonic Front and was 
       given the name 'Mudrock.'  RX-78-5 and 7 have not made any
       appearances yet that I know of.       
-----
Q.     Have Schmitzer, Agar, or any member of the Midnight Fenrir team
       made any other appearances?

A.     Nope, they were original characters for this game.  They might show
       up again later though since the White Dingo team and Blue Destiny
       group received manga adaptations and showed up briefly in Journey
       to Jaburo.
-----
Q.     How was Schmitzer injured in Operation British?

A.     The dialogue in the game and character profiles hint that while Agar
       was an artillery officer that he fired a missile straight at 
       Schmitzer's cockpit.  Schmitzer was probably quite lucky to 
       survive, but the injuries would prevent him from further combat
       piloting.  Schmitzer can still show the rest of the team a thing
       or two in simulations though. ^_^
-----
====================
IX.  SPECIAL THANKS
====================

Thanks to CJayC for creating the GameFAQs site and community.  The Bounty
program is also a nice addition I have to admit. ^_^;

Thanks to HaipaaKoNeko just cuz'. ^^

Thanks to Silvin for all the help with the creation of this FAQ.  She typed
parts of it, proof-read, offered all sorts of help, and I typed versions 1.0
and 1.1 on her computer. ^^  

Thanks to discordant/Neo/Otaku for listening to my insane ramblings on Gundam 
and anything else on my mind.  

Thanks to Hamstaa of the Zeonic Front Gamefaqs board for pointing out how 
to get Sayla in the first place.  

Thanks to GrandDragon777 of the Zeonic Front Gamefaqs board for pointing out 
Char's special abilities in this game.

Thanks to Theo4888 of the Zeonic Front Gamefaqs board for pointing out that 
Lt. Sandra had a Guntank MP available to her.

Thanks to David Cheng of the Zeonic Front Gamefaqs board for being a cool
and knowledgable individual, and correcting me with the info that after
unlocking Sim 33 you have access to all suits on all sims instead of after
getting an S rank on the program like I originally thought.  

Thanks to azraelswrd for also being cool and knowledgable.  Extra thanks 
for being nicer to the people on the board than I am and for first 
providing the extra equipment info for Swaggard's Dom.

Thanks to Horoki Kanno and Masaki Kitamura for designing the Midnight Fenrir 
gang.  

Thanks to Shigeru Horiguchi, Akihiro Morimata, Toshiro Watanabe, Akiyuki 
Okazaki, and Keiichiro Katagiri for the MS work on  the game, and whoever 
redesigned the RX-78-6 and gave it life finally. ^_^

Thanks to Kunio Okawara for designing all of these wonderful mecha in the 
first place.  

Thanks to Yoshiyuki Tomino for creating this wonderful story.  

Thanks to Bandai of America for releasing everything they have in America.  

===================
X.  Copyright
===================
Unpublished work Copyright 2001 gundamtotoro

This document is protected by US Copyright Law.  It is meant for private use 
only.  This FAQ may not be referenced or altered without permission from 
myself.  This FAQ may not be hosted outside of GameFAQs.  All copyrights and 
trademarks are acknowledged and respected that are not specifically 
mentioned herein.  

"Gundam", "Mobile Suit", and all related characters and names are property 
of Sotsu Agency, Sunrise, and Bandai Co. Ltd.    


