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    FAQ/Walkthrough by necropenguin

    Version: 1.0 | Updated: 11/14/05 | Search Guide | Bookmark Guide

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     / ___|_   _ _ __   __| | __ _ _ __ ___ /  /     |  __ |  __ |\  __ \
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                     |\ | |___ |  | |___ |__)    |___ |\ | |  \ | |\ | | __
                     | \| |___  \/  |___ |  \    |___ | \| |__/ | | \| |__)
                     ___ __  _  _  __   __   __   __
                      | |  | |\/| |  | |__) |__) |  | | | | 
                      | |__| |  | |__| |  \ |  \ |__| |_|_|
    
    
    Mobile Suit Gundam SEED: Never Ending Tomorrow
    System: Sony PlayStation 2
    Genre: Action
    
    Written By: Necropenguin
    Version: 1.0
    
    Started: March 31st, 2005
    Finished: November 14, 2005
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Versions History:
    
    Version 1.0:
    --Walkthrough is completed.
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    This document is copyrighted to Necropenguin@yahoo.com, that's me, and 
    this document may NOT be altered, reproduced, sold for profit, or 
    especially plagiarized in any way shape or form without my express 
    permission, which you won't get so don't ask. As of now GameFAQs is 
    authorized by my decree to display this document for public use. If I 
    find out that my hard work (well not really hard, but you sit here and 
    try doing this) is being ripped off I will be forced to take a rather 
    unhappy legal action, plus I'll just plain find you and hurt you.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    TABLE OF CONTENTS:
    ------------------
    
    1)  Introduction
    2)  Game Controls
    3)  Game Screen
    4)  Statistics List
          --Partner Stats
          --O.M.N.I. Unit Stats
          --ZAFT Unit Stats
          --Orb Union Unit Stats
    5)  Story Mode: Kira Yamato Version
          --Phase 01: False Peace
          --Phase 02: Silent Run
          --Phase 03: The Songstress of the Enemy
          --Phase 04: Stars Falling in Space
          --Phase 05: Burning Sandstorm
          --Phase 06: Beyond the Clouds of Sand
          --Phase 07: The Sea Dyed Red
          --Phase 08: The Land of Peace
          --Phase 09: Flashing Blades
          --Phase 10: The Descending Sword
          --Phase 11: Decisive Fire
          --Phase 12: Trembling World
          --Phase 13: Spiral of Encounters
          --Phase 14: The Final Light
          --Phase 15: To An Endless Future
    6)  Story Mode: Athrun Zala Version
          --Phase 01: False Peace
          --Phase 02: Silent Run
          --Phase 03: The Fading Light
          --Phase 04: Separate Ways
          --Phase 05: War For Two
          --Phase 06: Flashing Blades
          --Phase 07: Decisive Fire
          --Phase 08: Trembling World
          --Phase 09: The Opening Door
          --Phase 10: The Final Light
          --Phase 11: To An Endless Future
    7)  Mission Mode
          --Mu La Flaga - Battle of Endymion
          --Cagalli Yula Athha - GENESIS Attack
          --Andrew Waltfeld - Tiger Fangs, Soldier's Sword
          --Yzak Joule - Battlefield of Thunder
          --Dearka Elsman - Fateful Choice
          --Nicol Amalfi - Battle of Artemis
          --Miguel Aiman - Flight of the Magic Bullet
          --Rau Le Creuset - Lunar Encounter
          --Orga Sabnak - The Final Key
          --Clotho Buer - Wandering Souls
          --Shani Andras - Madness Unleashed
          --Lowe Guele - The Prize
          --Gai Murakumo - Battle of Ame-No-Mishashira
          --Rondo Ghina Sahaku - The World in Our Hands
          --Shiho Hahnenfuss - By Faith
          --Morgan Chevalier - Light of Boaz
          --Edward Harrison - Victoria Dyed in Blood
          --Jean Carrey - Panama Battle: The Aftermath
          --Jane Houston - Storms of Casablanca
          --Rena Imelia - The Swirling Sakura Petals
          --Mikhail Coast - Smart Operation
          --Barry Ho - For Whom the Master Fights
    8)  Survival Mode
          --ACE 100
          --Sudden Death
          --Time Trial
          --Haro Madness
    9)  Unlocking and the Item Shop
          --Unlocking Survival Mode
          --Unlocking Extra Mission Modes
          --Unlocking Units
          --Unlocking Pilots and Partners
          --Unlocking Extras
          --Unlocking Movies
    10) Thanks
    
    
    
    \                           /------------\                            /
    [===========================|Introduction|============================]
    /                           \------------/                            \
    
       The year is Cosmic Era 71; the war between the Naturals and 
    genetically modified Coordinators is in full swing. Due to the Earth 
    Alliance's nuking of a civilian PLANT the Zodiac Alliance of Freedom 
    Treaty (ZAFT) has declared war on the nations of the Earth Alliance and 
    deployed devices called N-Jammers around the Earth Sphere which disrupt 
    the use of any nuclear device. This renders the Earth Alliance helpless 
    and plunges the Earth into a power crisis when their nuclear power 
    plants fail. ZAFT then unveils their new weapons, battery-powered 
    piloted humanoid combat weapons known as mobile suits. The Earth 
    Alliance begins to scramble to produce their own model mobile suits, 
    and with the help of the neutral nation of Orb, they produce five 
    prototype mobile suits known as Gundams at the colony Heliopolis. But 
    ZAFT has learned of these new model mobile suits and has dispatched an 
    elite team to capture them. Kira Yamato, a student at a technical 
    college, is about to be swept into war when ZAFT attacks and he comes 
    face to face with his old friend Athrun Zala, now a soldier in ZAFT. 
    Kira becomes the pilot the GAT-X105 Strike Gundam to protect his 
    friends on Heliopolis, while Athrun steals the GAT-X303 Aegis Gundam 
    for ZAFT. With Kira and Athrun on separate sides of the conflict how 
    will their friendship survive when a war hangs in the balance?
    
       Now let me get this out in the open right now, the sooner I say it 
    the better. I do not like Mobile Suit Gundam SEED. I do not like it in 
    a box; I do not like it with a fox. I do not like it here or there, I 
    do not like it anywhere. In fact, cheesy rhyming aside, I would say 
    that Gundam SEED is the absolute worst official Gundam production ever 
    made, rivaling even G-Saviour for the crown of shame. The plot, the 
    uneven pacing, the characters, the excessive use of stock footage and 
    clip show episodes, the director's ineptitude... Take your pick. Yeah, 
    I just plain didn't like it. However, not everything about Gundam SEED 
    I found terrible. Gundam SEED ASTRAY delighted me to no end, and I can 
    not lavish enough praise upon the ASTRAY series for what it did right. 
    And then I heard that this game, Mobile Suit Gundam SEED: Never Ending 
    Tomorrow, was coming down the pike. Those who purchased or imported the 
    Japanese version praised it. I expected that maybe yet another bright 
    spot could appear in the dim blot that is the SEED franchise. Hearing 
    that the game would be using the fast-paced Mobile Suit Gundam: 
    Encounters in Space game engine to deliver its action and visceral 
    thrills drew me in further yet. I loved Encounters in Space so 
    naturally I expected great things. However, now playing the game, 
    perhaps I set my hopes too high. In contrast to the rule of not fixing 
    what isn't broken, the game engine has been diluted with less than 
    satisfactory consequences. Not to mention all of the music from the 
    Japanese version of the game was ripped out and replaced with 
    uninspired rehashing of tunes from past games like Encounters in Space 
    and Zeonic Front. This is a point that is especially infuriating to me 
    considering that one of the ONLY things Gundam SEED did right was have 
    a great sound track! Unfortunately, this game is a shadow of what 
    Encounters in Space was. It's not necessarily a bad game, it's just a 
    mediocre game, but I still enjoyed it enough to want to write for it.
    
    
    
    \                           /-------------\                           /
    [===========================|Game Controls|===========================]
    /                           \-------------/                           \
    
       Controlling your unit in Never Ending Tomorrow is done with your 
    standard PlayStation 2 Dualshock controller. If you happened to play 
    Never Ending Tomorrow's predecessor in spirit, Encounters in Space, 
    then the control scheme should already be somewhat familiar to you, but 
    it has been altered enough to where you'll have to relearn what you 
    already knew. The most glaring change between the two games is the 
    function of the R1 and R2 Buttons. In Encounters in Space they caused 
    your unit to pitch up and down, literally flipping it, but in Never 
    Ending Tomorrow they cause your entire unit to move up or down while 
    keeping it facing the same direction. Now, there is also a new aspect 
    in Never Ending Tomorrow: the planet Earth. There will be fights both 
    in space and on land, and even in the sky and underwater. Controls on 
    both are very similar, but different in their own regards, mostly due 
    to the effects of gravity and such. There are also differences that 
    will occur when you lock-on to another unit; you will no longer be able 
    to move the camera with the Right Analog Stick, and you will now strafe 
    around the target instead of turning right or left. You can also change 
    your controller configuration in the Options menu. The default controls 
    (listed below) are Configuration A. Configurations B and C are mostly 
    the same, but change the placement of the Lock-On and Special Attack 
    Buttons slightly.
    
    
    D-Pad Up: Move unit Forward
    D-Pad Right (without Lock-On): Turn unit Right
    D-Pad Right (when Locked-On): Strafe Right around the Target
    D-Pad Down: Move unit Backwards (NOTE: If your unit is carrying a 
    shield they will automatically defend themselves with it while moving 
    backwards.)
    D-Pad Left (without Lock-On): Turn unit Left
    D-Pad Left (when Locked-On): Strafe Left around the Target
    
    Triangle Button: Attack with Melee Weapon
    Circle Weapon: Use Special Attack
    Cross (X) Button: Activate Thrusters
    Square Button: Attack with Ranged Weapons
    Square Button (hold): Activate Multi-Lock (release Square to fire)
    
    R1 Button: Fly up
    R2 Button: Fly down
    
    L1 Button: Switch Lock-On target/ Re-Activate Lock-Ons if deactivated
    L2 Button: Deactivate Lock-Ons
    L2 Button (hold): Centers view on Defending Target
    
    Left Analog Stick: Move your unit in the direction the left analog 
    stick is moved in
    Right Analog Stick: Move the camera in the direction the right analog 
    stick is moved in (will be disabled when you are locked-onto something)
    R3 (depress Right Analog Stick): Use current Partner Boost
    
    Cross (X) + Cross (X): Perform evasive maneuvers (NOTE: Performing an 
    evasive maneuver will disengage any Lock-On an enemy unit may have on 
    your unit, but it will raise your Thrust Gauge by a substantial amount, 
    so use it sparingly.)
    
    
    
    \                           /-----------\                             /
    [===========================|Game Screen|=============================]
    /                           \-----------/                             \
    
       While playing Never Ending Tomorrow your television screen will be 
    totally inundated (and I mean completely swamped) with various gauges, 
    meters, counters, bars, doodads, and what-nots that will all serve one 
    general purpose: To get in your way! There are more things on your 
    Heads-Up Display then there really ought to be, so seeing your 
    opponents -or even yourself sometimes- can be a real pain in the butt 
    with all of these floating around the Battle Screen. Some of them are 
    important, some of them are not so important, but as long as they're up 
    there obscuring your field of vision you might as well know what it's 
    doing in the meantime. So to help you out here's an ASCII-fied 
    rendition of what you'll be gawking at during combat. The proportions 
    aren't the greatest, but it works for me!
    
        __________________________________________________________________
       |  ___   ________   __________________                 _________   |
       | |   |-|        | [HP|===============]               /         \_ |
       | |===/ |        | [PS|============  _]              /          / ||
       | |==|  | PILOT  | [SHOT  00|-----__|               /          |  ||
       | |==|  |        | |________/                      /           |  ||
       | |BS \-'_______/                                 /   PARTNER  |__||
       | '---'                                          /             /II\|
       |  ________________                             /              \__/|
       | |ARCHANGEL       \                          /\___________ ___/I \|
       | '-----.======    |    ___________________   \____________/ I \__/|
       |        `---------' //                     \\           /_\___/__||
       |  ________________                               =============    |
       | |GAT-X303        \ |                       |                     |
       | '-----.========= | |                       |                     |
       |        `---------' |                       |                     |
       |  ___________       |       [ <> ]          |                     |
       |/|           |      |                       |                     |
       |||   COM     |      |                       |                     |
       |||  WINDOW   |                                   ________________ |
       |||           |      \\ ___________________ //   /     ZGMF-1017  ||
       |||___________|                                 [__________  119m ||
       ||____________|                                            |______||
       |              _                                                   |
       |    ______    _                                          12 COMBO |
       |   /      \   _       ________________<>_________     /======____ |
       |  /        \  _ _    /                           \      >>>>      |
       | |          | _ _   (      ^                      )               |
       | |          | _ _    \_____<>____________________/                |
       | /\        //__  _________________________                        |
       ||  \______//|02||========  _______________|       _______________ |
       | \_MULTI_LOCK__/|THRUSTER_/                      | TIME 01:43:07 ||
       |__________________________________________________________________|
    
    
       That's pretty much it. The above looks a little neater when compared 
    to the real deal because it has been stretched vertically and because 
    the character profiles for the pilot and partner have not been done. So 
    just take my word for it; the screen, it is cluttered. So what does all 
    that stuff up there mean, though? Well, I'll explain it all to you. 
    Let's start in the upper-left corner and work our ways across and down.
    
    --The first thing you will see in the upper-left corner is the face of 
    your current mobile suit pilot. Since I don't have the mad skillz to 
    draw an entire run of the mill big-eyed anime pretty boy's head using 
    slashes and dots I think the word "PILOT" will suffice. Their face will 
    show different expressions depending on what's going on, but that's 
    about all the face will do. This really doesn't serve any purpose at 
    all, but I suppose that if you should forget which character you are 
    playing as it'd remind you.
    
       -- Connected to the left side of your character's picture is your 
    character's Berserk Gauge, which has the letters "BS" underneath it. As 
    your unit does particularly risky or skillful things in combat (such as 
    take damage, move in a very erratic pattern, multi-locking and firing 
    frequently, etc.) your Berserk Gauge will begin to fill from the bottom 
    to the top. Whenever something happens that causes the Berserk Gauge to 
    increase the gauge will briefly flash green. The Berserk Gauge fills 
    completely the game will pause briefly and a short movie cut-scene will 
    be imposed over the center of the screen indicating that your pilot is 
    now in "berserk" status. When your character's berserk status is active 
    they will receive a temporary power increase, which, depending on the 
    specific character, could be anything from unlimited Thruster Gauge, 
    unlimited ammunition for their primary ranged weapon, refilled 
    ammunition, better short-range combo chaining, etc. While your 
    character is in berserk status the Berserk Gauge will continuously 
    flash green as it drains back down to the bottom; once the Berserk 
    Gauge is empty berserk status will be deactivated and the Berserk Gauge 
    will start to re-fill as normal.
    
       -- On the right side of your pilot's face shot are the gauge's which 
    indicate the current status of the combat unit that you are currently 
    piloting. The first of those gauges, the HP Gauge, which is the green 
    bar on top of the others, is the most important. Your HP Gauge 
    represents your units Hit Points. As your unit takes damage, say from 
    an enemy attack, that damage will (usually) be deducted from the units 
    HP Gauge, which will deplete from right to left. If your HP Gauge is 
    totally depleted your unit will be destroyed in a fiery explosion and 
    it's game over for you.
    
       -- The next gauge in a general sense is called the Power Gauge, but 
    it will be further broken down into either the PS Gauge or the SP 
    Gauge. The Power Gauge is the purple bar located right underneath the 
    HP Gauge. The Power Gauge will be labeled the SP Gauge if your unit 
    does not have Phase Shift Armor, or it will be called the PS Gauge if 
    your unit does have Phase Shift (or Trans-Phase) Armor. The SP Gauge 
    acts as a sort of battery power indicator for your unit. Using any 
    ranged weapon that fires a beam as opposed to a solid live ammo 
    projectiles will deplete a very small portion of the SP Gauge every 
    time the weapon is fired. Using your unit's Special Attack technique 
    will deplete this bar by a very large amount. Once the SP Gauge is low 
    or empty you can no longer use Special Attacks, but you will still be 
    able to fire beam weapons.
    
          If you are using a unit that has Phase Shift Armor or Trans-Phase 
    Armor, such as one of the Gundams, then the SP Gauge will be labeled 
    the PS Gauge instead. The PS Gauge has a duel role to play, fulfilling 
    all of the above functions of the SP Gauge and a few others as well. 
    Your units Phase Shift Armor will absorb all physical enemy attacks 
    (such as bullets, missiles, etc.) made against your unit, but Phase 
    Shift Armor WILL NOT absorb damage from non-physical attacks (like beam 
    shots, beam saber slashes, etc.). If a physical attack damages your 
    unit, and it has Phase Shift Armor, then the PS Gauge will deplete 
    instead of your HP Gauge; non-physical damage will effect your HP Gauge 
    as usual. The PS Gauge will also slowly deplete over time naturally, 
    even if no actions are taken and no attacks are received, as the Phase 
    Shift Armor being active is draining energy from the battery. If your 
    PS Gauge is empty then your unit will usually Phase Shift down. The PS 
    Gauge will flash the words "PHASE SHIFT DOWN" and your mobile suit will 
    lose most of its coloration, Phase Shift Armor will be rendered useless 
    and any and all damage will be taken directly from your HP Gauge. Units 
    with Trans-Phase Armor will not lose their color when they Phase Shift 
    Down. Units equipped with nuclear reactors will also slowly have their 
    PS Gauge refilled.
    
       -- The third display is the Weapon Information area. It is located 
    directly underneath the Power Gauge. This area will display information 
    on which attack your unit is currently using. If your unit is using 
    their primary ranged weapon then the box will read "SHOT" and list the 
    number of shots that remain before you must reload the weapon. After a 
    ranged weapon runs out of ammunition it will begin to reload 
    automatically; a small red bar will begin to fill on the right side of 
    the weapon box and after a few seconds, when it is full, your units 
    main ranged weapon will have full ammo. If your unit switches to using 
    their close combat weapon the box will switch to a yellow box which 
    reads "ATTACK MODE" instead, and any attacks made while in Attack Mode 
    will be executed using the unit's melee or proximal ranged weapons.
    
       -- In the upper-right corner of the screen is the picture of your 
    Partner and their current Partner Boosts. Just like with your Pilot, 
    your selected Partner's head will be super-imposed onto your screen. 
    Around the left border of the Partner's area will be a few small 
    colored circles that indicate your Partner's remaining Partner Boosts. 
    The bottom most circle will be the Partner Boost that is currently 
    slated to be used next. After using a Partner Boost a small gauge will 
    appear below the Partner area. You can not use another Partner Boost 
    until this gauge is empty, and if the Partner Boost you just used has a 
    duration, such as an Attack Up boost, then those effects will last 
    until the bar is depleted. The green bar will deplete to the left and 
    when it is emptied the effects of any active Partner Boost will be 
    disabled and you can now use another if you wish.
    
       -- On the center of the left side of the screen are the HP Gauges of 
    your special targets. Any important targets in the mission will have 
    their HP listed here. On top will be the HP Gauge of your Defending 
    Target, if there is one. In this case the Defending Target is the 
    Archangel-class assault ship Archangel. If your Defending Target loses 
    all of their HP they will be destroyed and you will usually fail the 
    mission, so be sure to keep an eye on them. Next will be the Enemy 
    Target HP Gauge, which is right beneath the Defending Target HP Gauge. 
    The Enemy Target HP Gauge will list the current HP of the most 
    important enemy in the area, usually the boss or an otherwise important 
    enemy (in this case the GAT-X303 Aegis Gundam), though it will 
    sometimes just be a normal enemy. This enemy will also appear as a red 
    diamond in your Search Circle. Defeating this important enemy will 
    usually trigger an advancement in the stage, such as the next wave of 
    enemies or the completion of the mission.
    
       -- Lower on the central area of the left side of the screen is the 
    Communication Window. This Com Window will appear whenever somebody has 
    something to say, be they an enemy, an ally, or a bystander. Once they 
    are done speaking their mind the Com Window will close.
    
       -- In the center portion of the screen is a large square area; this 
    square is your unit's Target Reticle. The Target Reticle is the area 
    where you can potentially lock-on to enemy units. Usually any enemy 
    within range will be locked onto automatically unless Lock-Ons have 
    been de-activated, but if multiple enemies are in the Target Reticle 
    you can switch between them by pressing the L1 Button. If the Target 
    Reticle is green then Lock-Ons are active, but if the Target Reticle is 
    yellow then Lock-Ons are currently de-activated. The unit you are 
    locked onto will be placed in orange brackets in the reticle; other 
    units that can be locked onto will have a red circle around them, while 
    units that cannot be locked onto yet will be displayed in a yellow 
    circle.
    
       -- In the center of the right side of the screen is your Lock Info. 
    When you lock onto an enemy unit this box will appear. It displays the 
    model number or class of ship of the target (in this case a ZGMF-1017 
    GINN), as well as their remaining HP, and their distance from your unit 
    in meters.
    
       -- Below the Lock Info box will be the Combo Counter. When your unit 
    hits with a melee attack, or his hit by a melee attack, this box will 
    appear. You can perform a melee attack by pressing the Triangle Button 
    to enter "Attack Mode", and further extend the combo by pressing the 
    Triangle Button again to perform another melee attack, or use a ranged 
    melee attack by pressing the Square Button. Every time you successfully 
    hit an enemy unit with a melee attack the combo counter will increase. 
    There is also a small red bar below the numbers in the combo counter. 
    This red bar indicates how long you have after connecting with a melee 
    attack to make another successful melee attack and extend the combo 
    before the combo count resets to zero. Being hit by an opponent's melee 
    attack will also refill the red bar. Underneath the red bar will be 
    several small greater-than symbols (they look like this: ">"). These 
    tell you how many melee attacks your unit is capable of chaining 
    together into one combo attack before it starts its attack pattern 
    over. The more > symbols displayed the more uninterrupted melee attacks 
    your unit can perform in one combo string. Green > symbols are 
    indicators of close combat melee attacks that have already been 
    performed, while yellow > symbols indicate close combat ranged attacks 
    that have already been performed. Uncolored outlines of the > symbol 
    are potential attacks that have not been performed yet.
    
       -- In the lower-left corner of the screen will be your Radar. The 
    Radar displays positioning information on all of the units in the area. 
    Your unit is the purple arrow. Your unit will be facing in the 
    direction of the tip of the arrow. Defending Targets will also be 
    displayed on the Radar as green dots, and other allies as blue dots, 
    while important Enemy Targets will be displayed as a red dot and normal 
    enemies and neutral units will be displayed as white dots.
    
       -- Connected to the right side of the Radar is the Multi-Lock Queue. 
    When you hold down the Square Button you will activate your main ranged 
    weapons Multi-Lock mode. The camera will pull back so your field of 
    vision will be increased and your Target Reticle will also increase in 
    size. The number of enemy units you have multi-locked onto will be 
    displayed numerically, and one of each of the small bars above the 
    numbers will light up for each enemy you have queued. You can not lock 
    onto any more targets then you have bars. When you release the Square 
    Button every enemy you have queued that is still in range will be fired 
    at with your ranged weapon.
    
       -- In the center of the bottom of the screen is the Thruster Gauge. 
    Pressing the Cross (X) Button will activate your unit's thrusters, 
    giving you a boost of speed as long as the button is held down. But as 
    you use your unit's thrusters your Thruster Gauge will begin to fill 
    from left to right. When they are no longer in use the Thruster Gauge 
    will start to deplete. Performing an Evasive Maneuver will also use up 
    a large portion of the Thruster Gauge. You must manage your thrusters 
    wisely and use them sparingly, because if your Thruster Gauge fills up 
    your thrusters will overheat and you will not be able to use them again 
    for about five seconds until after they have cooled down.
    
       -- At the bottom of the screen, above the Thruster Gauge, is the 
    Search Circle. The Search Circle is a yellow circular secondary radar 
    to be used in conjunction with your primary Radar. The Search Circle 
    represents the area around your unit, and your unit is at its center. 
    Other units are represented by diamond-shaped symbols (they look like 
    this "<o>") of various colors. Normal enemy units are represented by 
    white diamonds, while special Enemy Targets are represented by red 
    diamonds. Allied units are represented by blue diamonds, while any 
    allied unit that is a Defending Target is represented by a green 
    diamond. The height of the targets will also be indicated; if a unit is 
    higher than you are they will have an arrow pointing up on top of the 
    diamond, and if the unit is lower than you it will have an arrow 
    pointing down on the bottom of the diamond.
    
       -- In the lower-right corner of the screen is the mission Timer. The 
    Timer will display how much time has elapsed since the beginning of the 
    mission, or if you have a time limit the Timer will usually count down 
    until the mission ends, flashing yellow when time is getting close to 
    running out.
    
       -- Not shown in my little example is the Shield Gauge. The Shield 
    Gauge is a sort of HP gauge for the shield of your unit (or an enemy 
    unit), if it is carrying one. The Shield Gauge is not usually visible, 
    but it will appear when your unit utilizes its shield. When you hold 
    the Left Analog Stick or the D-Pad in the down direction your unit will 
    shield itself as it backs up. A small yellow box will appear above the 
    shielding unit displaying the shield's remaining HP. As your shield is 
    struck by enemy attacks the Shield Gauge will deplete, and when it is 
    emptied the shield will be destroyed and explode in a small purple 
    flash and you will no longer be able to shield yourself. A similar 
    effect will also occur with units that possess Phase Shift Armor or 
    Trans-Phase Armor with the yellow box showing the remaining amount in 
    the Power Gauge until Phase Shift is rendered useless.
    
    
    
    \                          /---------------\                          /
    [==========================|Statistics List|==========================]
    /                          \---------------/                          \
    
    
    -----------------------------------------------------------------------
                                  Partner Stats
    -----------------------------------------------------------------------
    
       During gameplay in Never Ending Tomorrow you will be allowed to 
    select a Partner to support you during every mission. Usually this 
    Partner will sit in the upper-right corner of your screen and look at 
    you blankly. They'll occasionally chime in with a snide comment if you 
    do something stupid, but what they're really there for is to provide 
    you with Partner Boosts. These Partner Boosts could effect a multitude 
    of factors in the mission depending on what kind of Boost it is. There 
    are five general types of Partner Boosts:
    
    --Recovery: These Partner Boosts are green in color. They will 
    generally effect your HP Gauge, Power Gauge, or Berserk Gauge and serve 
    to replenish lost energy.
    
    --Buffs: These Partner Boosts are yellow in color. They will serve to 
    "buff" your unit, or in other words they will increase its attributes 
    such as its speed, defense, firepower, or short-range attacks.
    
    --Direct Damage: These Partner Boosts are colored red. They will deal 
    direct damage to the HP Gauge of a unit or units in the combat area.
    
    --Nerfs: These Partner Boosts are blue in color, the opposite of buffs 
    these Boosts will "nerf" your enemy's attributes, making them weaker, 
    slower, frailer, disable their short-range or ranged attacks, or 
    immobilize them.
    
    --Status: These Partner Boosts are colored purple, and they tend to 
    have some of the most powerful effects in the game, but usually have 
    very short durations. Effects that fall under this category are Boosts 
    that give your unit invincibility, repel or attract enemy units, and 
    then some.
    
    
       Partners will level up as they gain experience. The Partner you 
    finish the mission with will receive 100 experience at the successful 
    completion of the mission. If you fail the mission you will only get 10 
    experience, so try not to fail miserably. Partners can also receive 
    special bonuses depending on which Pilot they have been Partnered with. 
    They can receive a Partner Bonus, which can be either 50 or 100 
    additional experience points, if anything at all. A Partner Multiplier 
    is also possible. Usually the Partner Multiplier will be set at 1.0, 
    ensuring no extra bonus, but some Pilots can multiply the Partner's 
    experience by 1.1 or 1.2. Try to partner up Pilots and Partners who 
    work well together so that your Partners will level up quicker, but 
    note that not everybody will be able to receive bonuses. Some people 
    just don't work well with anyone.
    
       Here's a handy experience table showing what a Partner can do at 
    each Level, as well as how many experience points it will take to reach 
    that Level.
    
       +---------------------------------------------------------------+
       | Partner Level | EXP Required |           Abilities            |
       |---------------+--------------+--------------------------------|
       |               |              | Can equip Level 1 Boosts       |
       |   Level 01    |     N/A      | Can only equip three Boosts    |
       |               |              | Has three Level 1 Boosts       |
       |---------------+--------------+--------------------------------|
       |   Level 02    |     100      | Can now equip Level 2 Boosts   |
       |               |              | +1 Level 2 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 03    |     200      | +1 Level 2 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 04    |     250      | Can now equip Level 3 Boosts   |
       |               |              | +1 Level 3 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 05    |     300      | Can now equip four Boosts      |
       |               |              | +1 Level 1 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 06    |     350      | +1 Level 2 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 07    |     400      | +1 Level 3 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 08    |     450      | Can now equip Level 4 Boosts   |
       |               |              | +1 Level 4 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 09    |     500      | +1 Level 2 Boost               |
       |               |              | +1 Level 3 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 10    |     550      | Can now equip five Boosts      |
       |               |              | +1 Level 1 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 11    |     600      | +1 Level 4 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 12    |     650      | Can now equip Level 5 Boosts   |
       |               |              | +1 Level 5 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 13    |     700      | +1 Level 3 Boost               |
       |               |              | +1 Level 4 Boost               |
       |---------------+--------------+--------------------------------|
       |   Level 14    |     750      | +1 Level 2 Boost               |
       |               |              | +1 Level 5 Boost               |
       |---------------+--------------+--------------------------------|
       |               |              | +1 Level 3 Boost               |
       |   Level 15    |     800      | +1 Level 4 Boost               |
       |               |              | +1 Level 5 Boost               |
       +---------------^--------------^--------------------------------+
    
       The best place to level up your Partners is without a doubt Story 
    Mode: Athrun Zala Version Phase 02: Silent Run. Simply select Phase 02: 
    Silent Run from Athrun's Phase Selection menu, then select the Partner 
    you wish to level, select an appropriate Pilot to get them a good 
    bonus, and select to pilot either one of the two METEOR units. When the 
    mission starts just fly the METEOR right up to the Archangel and start 
    spamming the METEOR's Special Attack to blast the battleship with beams 
    and missiles. After three or four Special Attacks the Archangel will go 
    down; the mission will have taken a little over 15 seconds to complete. 
    Even if you haven't unlocked the METEOR yet the game already provides 
    you with a pretty good unit to clear the stage with in the GAT-X303 
    Aegis Gundam. In similar effect, just blast the Archangel with the 
    Aegis Gundam's Special Attack three times and finish it off with your 
    beam rifle. You won't finish the stage as quickly, probably around 30 
    seconds, but that's still making pretty good time. Just keep replaying 
    the stage over and over and after awhile you'll have several max level 
    Partners.
    
       So, without further ado, here are all those Partners I've been 
    talking about, and all of the Partner Boosts that they can learn.
    
    
    +-------------,-------------------+
    | Kira Yamato | Type: Even Steven  \
    +-------------^---------------------+--------------+------------------+
    |Level 1: Enemy's speed is decreased.              |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 2: Unlimited thrusters for your unit.       |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Inflicts damage on enemies within range. |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 4: All enemies are immobilized.             |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Your unit gains invincibility.           |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    
    
    +-------------,-----------------------+
    | Mu La Flaga | Type: Shot in the Arm  \
    +-------------^-------------------------+----------+------------------+
    |Level 1: Boosts your unit's speed.                |Effect Power:  Mid|
    |                                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Inflicts damage on a locked-on enemy.    |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your firepower.                   |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Unlimited thrusters for your unit.       |Effect Time:  High|
    +--------------------------------------------------+------------------+
    |Level 5: Boosts your firepower, Short-Range       |Effect Power:  Low|
    |          attack, and defensive power.            |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    
    
    +---------------,----------------+
    | Murrue Ramias | Type: Balanced  \
    +---------------^------------------+---------------+------------------+
    |Level 1: Restores your unit's HP Gauge.           |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 2: Inflicts damage on enemies within range. |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 3: Restores your unit's Power Gauge.        |Effect Power: High|
    +--------------------------------------------------+------------------+
    |Level 4: Inflicts damage on enemies within range. |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Restores your unit's HP Gauge.           |Effect Power: High|
    +--------------------------------------------------+------------------+
    
    
    +--------------,---------------------+
    | Flay Allster | Type: The Energizer  \
    +--------------^-----------------------+-----------+------------------+
    |Level 1: Boosts your Short-Range attack.          |Effect Power:  Low|
    |                                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Increases Berserk Gauge by a fixed amount|Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 3: Restores your unit's HP Gauge.           |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 4: Boosts your defensive power.             |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Restores your unit's HP and Power Gauge. |Effect Power: High|
    +--------------------------------------------------+------------------+
    
    
    +-------------,-------------------+
    | Athrun Zala | Type: Even Steven  \
    +-------------^---------------------+--------------+------------------+
    |Level 1: Boosts your firepower and Short Range    |Effect Power:  Low|
    |         attack.                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Expands your lock-on range.              |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Inflicts damage on enemies within range. |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Boosts your speed, defense, firepower,   |Effect Power:  Low|
    |         short range attack.                      |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 5: Inflicts damage on a locked-on enemy.    |Effect Power: High|
    +--------------------------------------------------+------------------+
    
    
    +-------------,----------------+
    | Lacus Clyne | Type: Sawbones  \
    +-------------^------------------+-----------------+------------------+
    |Level 1: Restores your unit's HP Gauge.           |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 2: Restores your unit's Power Gauge.        |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Restores your unit's HP Gauge.           |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Restores your unit's HP Gauge.           |Effect Power: High|
    +--------------------------------------------------+------------------+
    |Level 5: Restores your unit's HP and Power Gauges.|Effect Power: High|
    +--------------------------------------------------+------------------+
    
    
    +--------------------,----------------+
    | Cagalli Yula Athha | Type: The Temp  \
    +--------------------^------------------+----------+------------------+
    |Level 1: Boosts your speed and defensive power.   |Effect Power:  Mid|
    |                                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Boosts your firepower and Short Range    |Effect Power: High|
    |         attack.                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 3: All enemy weapons jammed.                |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 4: All enemy movements are frozen.          |Effect Time;   Low|
    +--------------------------------------------------+------------------+
    |Level 5: Your unit gains invincibility.           |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    
    
    +---------------,--------------------+
    | Miriallia Haw | Type: The Protector \
    +---------------^----------------------+-----------+------------------+
    |Level 1: Boosts your firepower.                   |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 2: Expands your lock-on range.              |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Restores your unit's Power Gauge.        |Effect Power: High|
    +--------------------------------------------------+------------------+
    |Level 4: Enemy's speed is decreased.              |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: All enemies are repelled from your unit. |Effect Time:  High|
    +--------------------------------------------------+------------------+
    
    
    +------------,--------------------+
    | Sai Argyle | Type: The Defender  \
    +------------^----------------------+--------------+------------------+
    |Level 1: Boosts your defensive power.             |Effect Power:  Low|
    |                                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Disables Short-Range attack for all      |Effect Time:   Mid|
    |         enemies.                                 |                  |
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your defensive power.             |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: All enemy weapons jammed.                |Effect Time:  High|
    +--------------------------------------------------+------------------+
    |Level 5: Boosts your defensive power.             |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    
    
    +-------------------,--------------------+
    | Natarle Badgiruel | Type: Old Reliable  \
    +-------------------^----------------------+-------+------------------+
    |Level 1: Inflicts damage on enemies within range. |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 2: Inflicts damage on a locked-on enemy.    |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Inflicts damage on enemies within range. |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Inflicts damage on a locked-on enemy.    |Effect Power: High|
    +--------------------------------------------------+------------------+
    |Level 5: Inflicts damage on enemies within range. |Effect Power: High|
    +--------------------------------------------------+------------------+
    
    
    +-------------,--------------+
    | Orga Sabnak | Type: Psycho  \
    +-------------^----------------+-------------------+------------------+
    |Level 1: Inflicts damage on enemies and allies    |Effect Power:  Low|
    |         within range.                            |                  |
    +--------------------------------------------------+------------------+
    |Level 2: Increases Berserk Gauge by a fixed amount|Effect Power: High|
    +--------------------------------------------------+------------------+
    |Level 3: Disables Short-Range attack for all      |Effect Time:   Mid|
    |         units, including yours.                  |                  |
    +--------------------------------------------------+------------------+
    |Level 4: Boosts firepower for all units,          |Effect Power: High|
    |         including yours.                         |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Inflicts damage on enemies and allies    |Effect Power: High|
    |         within range.                            |                  |
    +--------------------------------------------------+------------------+
    
    
    +-------------,--------------+
    | Clotho Buer | Type: Psycho  \
    +-------------^----------------+-------------------+------------------+
    |Level 1: Increases Berserk Gauge by a fixed amount|Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 2: Inflicts damage on enemies and allies    |Effect Power:  Mid|
    |         within range.                            |                  |
    +--------------------------------------------------+------------------+
    |Level 3: Speed of all units decreased, including  |Effect Power:  Mid|
    |         yours.                                   |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Inflicts damage on locked-on enemy and   |Effect Power: High|
    |         your unit.                               |                  |
    +--------------------------------------------------+------------------+
    |Level 5: All enemies and your unit are immobilized|Effect Time:  High|
    +--------------------------------------------------+------------------+
    
    
    +--------------,--------------+
    | Shani Andras | Type: Psycho  \
    +--------------^----------------+------------------+------------------+
    |Level 1: Increases Berserk Gauge and decreases    |Effect Power: High|
    |         Power Gauge.                             |                  |
    +--------------------------------------------------+------------------+
    |Level 2: Inflicts damage on locked-on enemy and   |Effect Power:  Mid|
    |         your unit.                               |                  |
    +--------------------------------------------------+------------------+
    |Level 3: All enemy and allied weapons jammed.     |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: All enemies are drawn to your unit.      |Effect Time:  High|
    +--------------------------------------------------+------------------+
    |Level 5: Enemy damage equals HP recovered by      |Effect Time:  High|
    |         your unit.                               |                  |
    +--------------------------------------------------+------------------+
    
    
    +----------------,------------------+
    | Rau Le Creuset | Type: The Helper  \
    +----------------^--------------------+------------+------------------+
    |Level 1: Unlimited thrusters for your unit.       |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Inflicts damage on enemies within range. |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your speed and Short-Range attack.|Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Inflicts damage on a locked-on enemy.    |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 5: All locked-on enemies are immobilized.   |Effect Time:  High|
    +--------------------------------------------------+------------------+
    
    
    +------------,----------------------+
    | Yzak Joule | Type: The Specialist  \
    +------------^------------------------+------------+------------------+
    |Level 1: Boosts your firepower and Short-Range    |Effect Power:  Low|
    |         attack.                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Inflicts damage on a locked-on enemy.    |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your Short-Range attack.          |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Increases Berserk Gauge by a fixed amount|Effect Power: High|
    +--------------------------------------------------+------------------+
    |Level 5: Inflicts damage on a locked-on enemy.    |Effect Power: High|
    +--------------------------------------------------+------------------+
    
    
    +---------------,-----------------+
    | Dearka Elsman | Type: Eagle Eye  \
    +---------------^-------------------+--------------+------------------+
    |Level 1: Inflicts damage on enemies within range. |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 2: Increases Berserk Gauge by a fixed amount|Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your firepower.                   |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Expands your lock-on range.              |Effect Time:  High|
    +--------------------------------------------------+------------------+
    |Level 5: Inflicts damage on enemies within range. |Effect Power: High|
    +--------------------------------------------------+------------------+
    
    
    +--------------,-----------------+
    | Nicol Amalfi | Type: The Nurse  \
    +--------------^-------------------+---------------+------------------+
    |Level 1: Restores your unit's HP Gauge.           |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 2: Boosts your defensive power.             |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 3: All enemies are immobilized.             |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 4: Boosts your defensive power.             |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Restores your unit's HP and Power Gauges.|Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    
    
    +--------------,-------------------+
    | Miguel Aiman | Type: The Wingman  \
    +--------------^---------------------+-------------+------------------+
    |Level 1: Inflicts damage on a locked-on enemy.    |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 2: Enemy's speed is decreased.              |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your Short-Range attack.          |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: All enemies are drawn to your unit.      |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Boosts your speed and firepower.         |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    
    
    +-----------------,---------------------+
    | Andrew Waltfeld | Type: The Commander  \
    +-----------------^-----------------------+--------+------------------+
    |Level 1: Boosts your speed and firepower.         |Effect Power:  Low|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 2: Inflicts damage on enemies within range. |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your firepower and defensive      |Effect Power:  Mid|
    |         power.                                   |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Inflicts damage on enemies within range. |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Your unit gains invincibility.           |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    
    
    +----------------,-------------------+
    | Martin DaCosta | Type: The Blocker  \
    +----------------^---------------------+-----------+------------------+
    |Level 1: Enemy's speed is decreased.              |Effect Power:  Mid|
    |                                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Disables Short-Range attack for all      |Effect Time:  High|
    |         enemies.                                 |                  |
    +--------------------------------------------------+------------------+
    |Level 3: All locked-on enemies are immobilized.   |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 4: All enemy weapons are jammed.            |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Enemy's speed is decreased.              |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    
    
    +-------,-----------------------+
    | Aisha | Type: Shot in the Arm  \
    +-------^-------------------------+----------------+------------------+
    |Level 1: Boosts your unit's speed.                |Effect Power:  Low|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 2: Boosts your Short-Range attack.          |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your firepower.                   |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Boosts your defensive power.             |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Boosts your speed, defense, firepower,   |Effect Power:  Mid|
    |         and Short-Range attack.                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    
    
    +------------------,-----------------------+
    | Shiho Hahnenfuss | Type: Shot in the Arm  \
    +------------------^-------------------------+-----+------------------+
    |Level 1: Boosts your speed and Short-Range attack.|Effect Power:  Low|
    |                                                  |Effect Time: Low15|
    +--------------------------------------------------+------------------+
    |Level 2: Locked-on enemy movements and actions    |Effect Time:   Low|
    |         are frozen.                              |                5 |
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your firepower and Short-Range    |Effect Power:  Low|
    |         attack.                                  |Effect Time: Mid30|
    +--------------------------------------------------+------------------+
    |Level 4: Boosts your firepower, Short-Range       |Effect Power:  Low|
    |         attack, and defensive power.             |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 5: Boosts your speed and defensive power.   |Effect Power:  Mid|
    |                                                  |Effect Time:  High|
    +--------------------------------------------------+------------------+
    
    
    +------------,------------------+
    | Lowe Guele |Type: The Bruiser  \
    +------------^--------------------+----------------+------------------+
    |Level 1: Restores your unit's HP Gauge.           |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 2: Boosts your Short-Range attack.          |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Increases Berserk Gauge and decreases    |Effect Power:  Mid|
    |         Power Gauge.                             |                  |
    +--------------------------------------------------+------------------+
    |Level 4: Restores your unit's HP Gauge.           |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Boosts your Short-Range attack.          |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    
    
    +------------------,------------------+
    | Kisato Yamabuki  |Type: The Bruiser  \
    +------------------^--------------------+----------+------------------+
    |Level 1: Restores your unit's Power Gauge.        |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 2: Boosts your Short-Range attack.          |Effect Power:  Low|
    |                                                  |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 3: Restores your unit's Power Gauge.        |Effect Power: High|
    +--------------------------------------------------+------------------+
    |Level 4: Boost your speed and Short-Range attack. |Effect Power:  Low|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Restores your unit's HP and Power Gauges.|Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    
    
    +--------------,------------------+
    | Gai Murakumo | Type: The Expert  \
    +--------------^--------------------+--------------+------------------+
    |Level 1: Inflicts damage on enemies within range. |Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 2: Restores your unit's HP and Power Gauges.|Effect Power:  Low|
    +--------------------------------------------------+------------------+
    |Level 3: Boosts your firepower and Short-Range    |Effect Power:  Low|
    |         attack.                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Boosts your speed and defensive power.   |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: All enemy movements and actions are      |Effect Time:   Mid|
    |         frozen.                                  |                  |
    +--------------------------------------------------+------------------+
    
    
    +-------------,---------------------+
    | Elijah Kiel | Type: Lock and Load  \
    +-------------^-----------------------+------------+------------------+
    |Level 1: Expands your lock-on range.              |Effect Time:   Low|
    +--------------------------------------------------+------------------+
    |Level 2: Boosts your firepower.                   |Effect Power:  Mid|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 3: Restores your unit's Power Gauge.        |Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    |Level 4: Boosts your firepower.                   |Effect Power: High|
    |                                                  |Effect Time:   Mid|
    +--------------------------------------------------+------------------+
    |Level 5: Restores your unit's HP and Power Gauges.|Effect Power:  Mid|
    +--------------------------------------------------+------------------+
    
    
    -----------------------------------------------------------------------
                               O.M.N.I Unit Stats
    -----------------------------------------------------------------------
    
       These are the stats for the Earth Alliance O.M.N.I. Enforcer units 
    that you are able to pilot in this game. The following are what stats I 
    have included:
    
    --TERRAIN: Fairly self-explanatory, this is what different terrain 
    types the unit is capable of operating in. In this game there are four 
    different types of environments; there's the ground, the air, the icy 
    blackness of space, and under water. Some units are capable of 
    operating in most or all of these environments, while some are 
    extremely limited. Where the unit can be used will be listed here.
    
    --LONG RANGE: The unit's primary ranged weapon. Weapons in this game 
    can either be beam-based or use live ammunition, and this will be 
    indicated in brackets along with the maximum ammunition count in 
    parentheses.
    
    --SHORT-RANGE: The unit's primary short-ranged weapon. Most unit's 
    carry specialized weaponry to fight in close to melee range combat, 
    while some just use less stylized punch and kick attacks. However, some 
    units cannot make close combat attacks at all, so they will have a 
    hyphen ("-") instead of a weapon to indicate they can not attack.
    
    --LR SPECIAL: This is the unit's Long Range Special Attack that the 
    unit will use if it is holding it's primary ranged weapon when a 
    Special Attack is performed.
    
    --SR SPECIAL: This is the unit's Short-Range Special Attack that it 
    will perform if it is in Attack Mode and using its short-range weapons 
    when a Special Attack is performed. Unit's that cannot make close 
    combat attacks usually can't make close combat special attacks either, 
    and so they will have a hyphen ("-") instead of a weapon to indicate 
    that they can not do so.
    
    --COMBO: These are the short-ranged weaponry, in addition to the 
    primary long-ranged weapon, that the unit can use if a ranged attack is 
    made during a melee combo. By pressing the Square Button after pressing 
    the Triangle Button (while in attack mode) you can make a ranged close 
    combat attacks with these weapons. Pressing Square at different parts 
    of the combo will have different effects. Some units have as many as 
    two of these weapons, while some units only have one, but some do not 
    have any at all and will have a hyphen ("-") in place of an attack.
    
    --NOTES: This will note any extra mechanisms that the unit has that are 
    of interest such as a shield or special armor. Shields are used by 
    holding the down direction on the D-Pad, and any damage dealt while 
    shielding will go to the shield. If the shield takes too much damage it 
    will be destroyed in a purple flash. The different types of armor, 
    Phase Shift Armor and Trans-Phase Armor will cause attacks made against 
    the unit by weapons that fire live ammo, to drain the Power Gauge 
    instead of the HP Gauge. Units that can operate in Sea environments and 
    not have their abilities restricted by it will also be here.
    
    
    GAT-X105 Strike Gundam:
    -----------------------
       This is one of the five GAT series, an Earth Alliance mobile suit 
    secretly developed at Heliopolis to counter ZAFT. It is equipped with a 
    new system called Phase Shift Armor. Designed as a multi-purpose combat 
    vehicle, it comes with optional Striker Packs. This is a basic model 
    and comes without a Striker Pack.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle     [BEAM (042)]
    SHORT-RANGE: Armor Schneider
    LR SPECIAL:  Beam Rifle: Sniper Shot
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung   [LIVE AMMO]
                 -
    NOTES:       Phase Shift Armor
    
    
    GAT-X105+AQM/E-X01 Aile Strike Gundam:
    --------------------------------------
       Aile Striker equipped. The Aile Striker is equipped wither a 
    powerful thruster and booster for high maneuverability in space. A 
    high-powered unit, it is capable of gliding for a short time on Earth. 
    It also functions as an additional power pack. Based upon the success 
    of this unit, the company was awarded the MS contract.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle     [BEAM (042)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung   [LIVE AMMO]
                 -
    NOTES:       Shield
                 Phase Shift Armor
    
    
    GAT-X105+AQM/E-X03 Launcher Strike Gundam:
    ------------------------------------------
       Launcher Striker equipped. Firepower is increased with the addition 
    of the Hyper Impulse Canon, Agni, and missiles. This pack is for ranged 
    combat and fortress assault.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Agni               [BEAM (016)]
    SHORT-RANGE: Armor Schneider
    LR SPECIAL:  Agni: Hold Shot
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung       [LIVE AMMO]
                 Combo Weapon Pod   [LIVE AMMO]
    NOTES:       Phase Shift Armor
    
    
    GAT-X105+AQM/E-X02 Sword Strike Gundam:
    ---------------------------------------
       Sword Striker equipped. The anti-ship blade "Schwert Gewehr" is used 
    for close-range combat.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Midas Messer   [BEAM (001)]
    SHORT-RANGE: Schwert Gewehr
    LR SPECIAL:  Sub-weapon Shot
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung   [LIVE AMMO]
                 Panzer Eisen   [LIVE AMMO]
    NOTES:       Shield
                 Phase Shift Armor
    
    
    TS-MA2mod.00 Moebius Zero:
    --------------------------
       A special unit MA developed for the few pilots who excel in spatial 
    mechanics. Its four wire-guided gunbarrels are capable of an all-range 
    attack.
    TERRAIN:     Space
    LONG RANGE:  Linear Gun         [LIVE AMMO (048)]
    MULTILOCK:   Gunbarrels         [LIVE AMMO]
    SHORT-RANGE: -
    LR SPECIAL:  Gunbarrel Attack   [LIVE AMMO]
    SR SPECIAL:  -
    COMBO:       -
                 -
    
    
    FX-550 Sky Grasper:
    -------------------
       A two-seater fighter aircraft. It provides support for the GAT-X105 
    Strike. It can also be equipped with many different Striker Packs. It 
    was developed on Earth, rather then Heliopolis, to take advantage of a 
    real atmosphere and because of competition between Morgenroete and PMP 
    Corporation. Two of these aircraft were transferred to the Archangel 
    when it linked up with the 8th Fleet. Mu La Flaga, Tolle Koenig, and 
    Cagalli Yula Athha have all flown it.
    TERRAIN:     Ground, Sky
    LONG RANGE:  Beam Cannon   [BEAM (048)]
    SHORT-RANGE: -
    LR SPECIAL:  Combination Shot
    SR SPECIAL:  -
    COMBO:       -
                 -
    
    
    FX-550+AQM/E-X01 Aile Grasper:
    ------------------------------
       A Sky Grasper equipped with an Aile Striker. The maneuverability and 
    speed are greatly improved.
    TERRAIN:     Ground, Sky
    LONG RANGE:  Beam Cannon   [BEAM (016)]
    SHORT-RANGE: -
    LR SPECIAL   Combination Shot
    SR SPECIAL:  -
    COMBO:       -
                 -
    
    
    FX-550+AQM/E-X03 Launcher Grasper:
    ----------------------------------
       A Sky Grasper equipped with a Launcher Striker. Firepower is greatly 
    increased. The 320mm Hyper Impulse Cannon can be used along with the 
    other weapons.
    TERRAIN:     Ground, Sky
    LONG RANGE:  Beam Cannon        [BEAM (016)]
    SHORT-RANGE: -
    LR SPECIAL:  High Output Agni   [BEAM]
    SR SPECIAL:  -
    COMBO:       -
                 -
    
    
    FX-550+AQM/E-X02 Sword Grasper:
    -------------------------------
       A Sky Grasper equipped with a Sword Striker. The Sword Striker is 
    not really suited for fighter aircraft. Instead this configuration is 
    used as a pack transporter for bringing the Strike's weapons to the 
    battlefield. Cagalli used it in this form and attacked with the 
    "Schwert Gewehr."
    TERRAIN:     Ground, Sky
    LONG RANGE:  Beam Cannon    [BEAM (016)]
    SHORT-RANGE: -
    LR SPECIAL:  Panzer Eisen   [LIVE AMMO]
    SR SPECIAL:  -
    COMBO:       -
                 -
    
    
    GAT-01 Strike Dagger:
    ---------------------
       A mass produced MS developed by the Earth Forces from data on the 
    GAT-X Series. Using the Strike's OS, it has been upgraded so that even 
    a Natural can operate it. This is only a basic wartime model. The 
    original mass produced Strike was the GAT-01A1 Dagger (105 Dagger).
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle               [BEAM (032)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Snipe Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung             [LIVE AMMO]
                 -
    NOTES:       Shield
    
    
    GAT-X131 Calamity Gundam:
    -------------------------
       The next generation GAT-X series developed by the Earth Forces for 
    use against ZAFT. Developed from the X100 Buster, it's excellent for 
    ranged battles. Adjusted for use by biological CPU's rather than 
    regular pilots, this machine is more than capable of holding its own 
    against Coordinator-piloted mobile suits. It is equipped with TP armor, 
    an improved variation of PS armor. Its biological CPU is Orga Sabnak.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Todesblock        [LIVE AMMO (042)]
    SHORT-RANGE: Shield Attack
    LR SPECIAL:  All Cannon Shot   [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Kaefer Zwei       [BEAM]
                 Scylla            [BEAM]
    NOTES:       Shield
                 Trans-Phase Armor
    
    
    GAT-X252 Forbidden Gundam:
    --------------------------
    The next generation GAT-X series developed from the X 200 Blitz for the 
    purpose of equipping it with a unique device. Specializing in beam 
    combat, it is equipped with the energy-deflecting "Geschmeidig Panzer" 
    for counteracting beam weapons. Deflection shots are also possible. 
    When coupled with TP armor, this unit's defensive capabilities are 
    unrivaled. The large lifter on the back can cover the head, enabling it 
    to fly in the atmosphere. Its biological CPU is Shani Andras.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Hresvelgr         [BEAM (025)]
    SHORT-RANGE: Nidhoggr
    LR SPECIAL:  All Cannon Shot   [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung      [LIVE AMMO]
                 Rail Gun          [LIVE AMMO]
    NOTES:       Geschmeidig Panzer (will deflect beams while blocking)
                 Trans-Phase Armor
    
    
    GAT-X370 Raider Gundam:
    -----------------------
    The next generation GAT-X series developed by the Earth Forces for use 
    against ZAFT. Its biological CPU is Clotho Buer. Developed from the 
    X300 line, this unit transforms into a bird-type MA mode. Of the 3 new 
    GAT-X machines, the Raider was the most difficult to develop. Official 
    rollout was April 20th, but in the rush to meet the military's deadline 
    it was found to be seriously underpowered. Efforts were made to bring 
    the machine up to the level of its partners, and in the end it was 
    deemed suitable for the invasion of Orb. Data from this machine was 
    used to develop the GAT X333 Raider (Official Specs).
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Linear Gun              [LIVE AMMO (064)]
    SHORT-RANGE: Mjolnir
    LR SPECIAL:  Combination Shot        [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Zorn                    [BEAM]
                 Defense Shield Cannon   [LIVE AMMO]
    NOTES:       Trans-Phase Armor
    
    
    TS-MA2 Moebius:
    ---------------
       The Earth Forces' mass produced MA. The unique Gunbarrel is removed 
    from the Moebius, leaving a basic machine that regular pilots can 
    operate. There are many variations of this unit, with the mission 
    defining the equipment to be attached.
    TERRAIN:     Space
    LONG RANGE:  Linear Gun        [LIVE AMMO (048)]
    SHORT-RANGE: -
    LR SPECIAL:  All Cannon Shot   [LIVE AMMO]
    SR SPECIAL:  -
    COMBO:       -
                 -
    
    
    CAT1-X1/3 Hyperion Gundam:
    --------------------------
       The Hyperion was developed by the Eurasian Federation in a show of 
    independence from the Atlantic Federation. The civilian contractor 
    successfully developed three machines. The three units were stationed 
    at Artemis with special forces soldier Canard Pars being assigned the 
    Hyperion Unit One. Similar to "The Umbrella of Artemis," these units 
    used a lightwave shield system called "Armure Lumiere" to protect their 
    machines. However, use of the shield was limited, since its great 
    energy demands could drain the batteries in a matter if minutes.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Sub-Machine Gun   [BEAM (060)]
    SHORT-RANGE: Beam Dagger
    LR SPECIAL:  Assault Shot           [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung           [LIVE AMMO]
                 -
    NOTES:       Armure Lumiere lightwave shield
    
    
    GAT-01D Long Dagger Jean Carrey Custom:
    ---------------------------------------
       A successor to the Strike Dagger, this unit was produced in huge 
    numbers, resulting in many spare parts. The frame is from the GAT-X 102 
    Duel series. Similar to ZAFT's "Assault Shroud," these units are 
    equipped with "Fortresta Mode," giving these machines improved armor, 
    firepower, and thrust. The OS required to operate this system is 
    complicated, making it impossible for Naturals to operate the machine. 
    Only those Coordinators cooperating with the Alliance, like Jean 
    Carrey, fly these machines. Suspicious of his loyalties, the Alliance 
    painted Carrey's machine white to identify him on the battlefield. His 
    personal Long Dagger is white as well.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (032)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 Missile Pod               [LIVE AMMO]
    
    
    GAT-X133 Sword Calamity:
    ------------------------
       This machine was part of the same design process that created the X-
    131 Calamity. Changes include removing the artillery weapons and 
    equipping it for close combat. Three of these machines were produced in 
    conjunction with the Calamity. Two of them were deployed during the 
    operation to recapture Victoria Base. It fought under the command of 
    Orb's Astray Gold Frame during this battle. Subsequently, one of the 
    Sword Calamity aircraft and its pilot, Four Socius, were transferred to 
    Orb and the Sahaku Family. These three machines have the same power as 
    the Calamity, though they look slightly different due to variations in 
    the manufacturing process.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Midas Messer   [BEAM (001)]
    SHORT-RANGE: Schwert Gewehr
    LR SPECIAL:  Scylla         [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Midas Messer   [BEAM]
                 Scylla         [BEAM]
    NOTES:       Shield
                 Trans-Phase Armor
    
    
    GAT-01A1 105 Dagger:
    --------------------
       Successor to the Strike Dagger, this is the official mass produced 
    version of the GAT-X 105 Strike. It's fitted with the same back mount, 
    allowing a variety of Striker Packs to be used. Officially called the 
    dagger, it's more commonly referred to as the "105 Dagger" to 
    differentiate it from the other daggers. It's only called the Dagger on 
    paper.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (032)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    NOTES:       Shield
                 Trans-Phase Armor
    
    
    GAT-01A1+AQM/E-X04 Gunbarrel Dagger:
    ------------------------------------
       This is a 105 Dagger that comes equipped with a Gunbarrel. When 
    Morgan Chevalier was transferred to the Atlantic Federation, it became 
    apparent he had the rare ability to operate a Gunbarrel. The Gunbarrel 
    intended for Mu was instead installed on Morgan's 105 Dagger (Mu never 
    did pick up a Gunbarrel, since he left the Alliance after the 
    destruction of JOSH-A.).
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle         [BEAM (032)]
    MULTILOCK:   Gunbarrels         [BEAM]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Gunbarrel Attack   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung       [LIVE AMMO]
                 -
    NOTES:       Shield
                 Trans-Phase Armor
    
    
    GAT-01D1 Duel Dagger:
    ---------------------
       Based on the GAT-01 D Long Dagger series, this is a Natural-use 
    machine. More powerful than the Strike Dagger, many of these units were 
    produced. It comes equipped with the "Fortresta Mode." These machines 
    were assigned to ace pilots during battles on Earth.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle        [BEAM (032)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  All Cannon Shot   [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung      [LIVE AMMO]
                 Missile Pod       [LIVE AMMO]
    
    
    GAT/A-01E2 Buster Dagger:
    -------------------------
       An artillery unit based on the frame of the 105 Dagger series. 
    Copying the concept of the X-103 Buster, the plan was to take a 105 
    Dagger and place a Striker Pack on it. While it was being designed they 
    realized it couldn't be handled with just the pack, so they had to 
    change the main body. Because it shares many parts with the 105 Dagger, 
    it is possible to produce the same line.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Gun Launcher Rifle   [BEAM / LIVE AMMO (030)]
    SHORT-RANGE: Punch
    LR SPECIAL:  Hold Shot            [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Missile Pod          [LIVE AMMO]
                 -
    
    
    GAT-X255 Forbidden Blue:
    ------------------------
       A variant of the GAT X252 Forbidden. The Alliance's first underwater 
    suit, it has the special armor "Geschmeidig Panzer," which was modified 
    to resist pressure. A special pressure hull was never installed and the 
    units relied on the armor staying powered for their safety. 
    Theoretically, an unlimited submersible depth was possible, but if the 
    power supply was cut off, the machine would instantly implode under the 
    extreme pressure. Because of its unreliability, the test pilots gave it 
    the disturbing nickname, "Forbidden Coffin." The four that were 
    produced became the precursors to the underwater GAT-706S Deep 
    Forbidden.
    TERRAIN:     Sea
    LONG RANGE:  Phonon Maser Cannon    [BEAM (025)]
    SHORT-RANGE: Trident
    LR SPECIAL:  Combination Shot       [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Torpedo Canister Pod   [LIVE AMMO]
                 Igelstellung           [LIVE AMMO]
    NOTES:       Close Combat Shields
                 Trans-Phase Armor
                 Performance unaffected by water
    
    
    GAT-706S Deep Forbidden:
    ------------------------
       Official version of the Forbidden Blue. A new mass produced design, 
    different from the Strike Dagger and 105 Dagger. Unlike the Forbidden 
    Blue, the cockpit was reinforced with a Titanium pressure hull. Even if 
    the power is lost, the machine can withstand a great amount of water 
    pressure.
    TERRAIN:     Sea
    LONG RANGE:  Phonon Maser Cannon    [BEAM (025)]
    SHORT-RANGE: Trident
    LR SPECIAL:  Combination Shot       [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Torpedo Canister Pod   [LIVE AMMO]
                 -
    NOTES:       Close Combat Shields
                 Performance unaffected by water
    
    
    GAT-333 Raider (Full Spec Version):
    -----------------------------------
       The prototype for the GAT-X 370 Raider. This machine was developed 
    for ranged attacks. Data from the X370's combat records were used to 
    develop this machine. A wing equipped with propellant tanks gave it 
    atmospheric flight capabilities and extended range. Atmospheric 
    insertion is possible by placing the unit in a reentry shell and 
    dropping it from orbit. After the capsule disintegrates, the descent 
    speed ignites the wings' ramjets and it uses this additional thruster 
    power to decelerate and descend to the battlefield.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Linear Gun         [LIVE AMMO (160)]
    SHORT-RANGE: Punch
    LR SPECIAL:  Combination Shot   [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Machine Gun        [LIVE AMMO]
                 -
    NOTES:       Trans-Phase Armor
    
    
    TS-MA2 Moebius (Nuclear Equipment):
    -----------------------------------
       This is a nuclear missile-equipped Moebius. Once the Earth Forces 
    had acquired the N-Jammer Canceler data, Blue Cosmos realized this was 
    their chance to destroy the Coordinators. Using Moebius units armed 
    with nuclear missiles, the "Peacemaker Force" was deployed. It wreaked 
    havoc when it attacked Boaz.
    TERRAIN:     Space
    LONG RANGE:  Vulcan   [LIVE AMMO (500)]
    SHORT-RANGE: -
    LR SPECIAL:  Nuclear Missile
    SR SPECIAL:  -
    COMBO:       -
                 -
    
    
    -----------------------------------------------------------------------
                                 ZAFT Unit Stats
    -----------------------------------------------------------------------
    
       These are the stats for the Zodiac Alliance of Freedom Treaty units 
    that you are able to pilot in this game. The following are what stats I 
    have included:
    
    --TERRAIN: Fairly self-explanatory, this is what different terrain 
    types the unit is capable of operating in. In this game there are four 
    different types of environments; there's the ground, the air, the icy 
    blackness of space, and under water. Some units are capable of 
    operating in most or all of these environments, while some are 
    extremely limited. Where the unit can be used will be listed here.
    
    --LONG RANGE: The unit's primary ranged weapon. Weapons in this game 
    can either be beam-based or use live ammunition, and this will be 
    indicated in brackets along with the maximum ammunition count in 
    parentheses.
    
    --SHORT-RANGE: The unit's primary short-ranged weapon. Most units carry 
    specialized weaponry to fight in close to melee range combat, while 
    some just use less stylized punch and kick attacks. However, some units 
    cannot make close combat attacks at all, so they will have a hyphen ("-
    ") instead of a weapon to indicate they can not attack.
    
    --LR SPECIAL: This is the unit's Long Range Special Attack that the 
    unit will use if it is holding it's primary ranged weapon when a 
    Special Attack is performed.
    
    --SR SPECIAL: This is the unit's Short-Range Special Attack that it 
    will perform if it is in Attack Mode and using its short-range weapons 
    when a Special Attack is performed. Unit's that cannot make close 
    combat attacks usually can't make close combat special attacks either, 
    and so they will have a hyphen ("-") instead of a weapon to indicate 
    that they can not do so.
    
    --COMBO: These are the short-ranged weaponry, in addition to the 
    primary long-ranged weapon, that the unit can use if a ranged attack is 
    made during a melee combo. By pressing the Square Button after pressing 
    the Triangle Button (while in attack mode) you can make a ranged close 
    combat attacks with these weapons. Pressing Square at different parts 
    of the combo will have different effects. Some units have as many as 
    two of these weapons, while some units only have one, but some do not 
    have any at all and will have a hyphen ("-") in place of an attack.
    
    --NOTES: This will note any extra mechanisms that the unit has that are 
    of interest such as a shield, special armor, or nuclear power. Shields 
    are used by holding the down direction on the D-Pad, and any damage 
    dealt while shielding will go to the shield. If the shield takes too 
    much damage it will be destroyed in a purple flash. Phase Shift Armor 
    will cause attacks made against the unit by weapons that fire live 
    ammo, to drain the Power Gauge instead of the HP Gauge. Units that have 
    a nuclear reactor will slowly have their Power Gauge refill. Units that 
    can operate in Sea environments and not have their abilities restricted 
    by it will also be here.
    
    
    ZGMF-X10A Freedom Gundam:
    -------------------------
       Using the four Gundams captured from the Alliance as a reference, 
    ZAFT used their technology to develop this machine. Equipped with the 
    N-Jammer Canceler it's powered by a nuclear reactor which provides an 
    immense amount of power. In theory, it will never run out of power in 
    battle. Once the wing-like Binders are opened it can perform high 
    maneuvering aerial tactics. (HiMAT Mode.) It is highly maneuverable, 
    even under gravity. Lacus Clyne gave it to Kira Yamato.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle        [BEAM (064)]
    MULTILOCK:   HiMAT Attack
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  All Cannon Shot   [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       CIWS              [LIVE AMMO]
                 Rail Gun          [BEAM / LIVE AMMO]
    NOTES:       Shield
                 Phase Shift Armor
                 Nuclear Reactor
    
    
    ZGMF-X09A Justice Gundam:
    -------------------------
       ZAFT developed this machine using the captured GAT-X series as a 
    reference. This machine is the Freedom's twin. It becomes Athrun's 
    personal machine after it falls into the hands of the Lacus Group. 
    Equipped with the N-Jammer Canceler, it is powered by a nuclear reactor 
    which provides an immense amount of power. In theory, it will never run 
    out of power. Attached to the rear is the expanding lifter equipment, 
    Fatum-00. It can be detached and used as a sub-flight lifter system. 
    Its fire power and maneuverability are greatly increased when combined 
    with the METEOR mobile weapons platform.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle        [BEAM (064)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Fatum-00 Attack   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       CIWS              [LIVE AMMO]
                 Fortis Cannon     [BEAM]
    NOTES:       Shield
                 Phase Shift Armor
                 Nuclear Reactor
    
    
    METEOR (Freedom Gundam):
    ------------------------
       The warship Eternal was designed to support the Freedom and the 
    Justice. The METEORs on the ship's bow usually act as turrets, but if 
    necessary they can be combined with the mobile suits to greatly 
    increase their firepower and maneuverability, resulting in a weapon 
    platform with the mobility of a mobile suit and the firepower of a 
    battleship.
    TERRAIN:     Space
    LONG RANGE:  High-Energy Beam Cannon   [BEAM (096)]
    MULTILOCK:   Missile Pods              [LIVE AMMO]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  All Cannon Shot           [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       -
                 -
    
    
    METEOR (Justice Gundam):
    ------------------------
       The warship Eternal was designed to support the Freedom and the 
    Justice. The METEORs on the ship's bow usually act as turrets, but if 
    necessary they can be combined with the mobile suits to greatly 
    increase their firepower and maneuverability, resulting in a weapon 
    platform with the mobility of a mobile suit and the firepower of a 
    battleship.
    TERRAIN:     Space
    LONG RANGE:  High-Energy Beam Cannon   [BEAM (096)]
    MULTILOCK:   Missile Pods              [LIVE AMMO]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  All Cannon Shot           [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       -
                 -
    
    
    GAT-X303 Aegis Gundam:
    ----------------------
       One of the GAT-X Series machines from the Earth Forces' Gundam 
    project. ZAFT captures it at Heliopolis and assigns Athrun Zala to be 
    its regular pilot. Different from the other Gundams, it was built using 
    the transforming X300 frame. It can transform into a clawed MA form or 
    stay in long range patrol mode. The extremely powerful multi-phase 
    energy canon Scylla is located on the torso in MA form. The Aegis and 
    the Strike were destroyed as they battled with each other in Orb 
    Territory.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle     [BEAM (042)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Scylla         [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung   [LIVE AMMO]
                 -
    NOTES:       Shield
                 Phase Shift Armor
    
    
    GAT-X207 Blitz Gundam:
    ----------------------
       One of the GAT-X Series machines from the Earth Forces' Gundam 
    project. ZAFT captures it at Heliopolis and assigns Nicol Amalfi to be 
    its regular pilot. From the X200 series, these machines are equipped 
    with unique weapons. The Blitz is equipped with the "Mirage Colloid," a 
    polarized gas that when activated, makes the machine disappear for a 
    period of 80 minutes. Due to interference from the gas particles, the 
    PS Armor can't be activated when using the Mirage Colloid. It is almost 
    completely destroyed in battle. Members of Orb's Sahaku Family retrieve 
    the right arms and attach it to the Astray Gold Frame.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle   [BEAM (042)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Mirage Colloid
    SR SPECIAL:  Trikeros Combination
    COMBO:       Trikeros     [LIVE AMMO]
                 -
    NOTES:       Trikeros Shield
                 Phase Shift Armor
    
    
    GAT-X103 Buster Gundam:
    -----------------------
       One of the GAT-X Series machines from the Earth Forces. This machine 
    was developed for medium and long range battles. Like the Duel and the 
    Strike, it uses the frame from the X100 series. Intended for long range 
    support, fortress assaults, and anti-ship assault, it is not equipped 
    with close range weapons. Its main weapons are the 350 mm Gun Launcher 
    and the 94 mm beam rifle. When these two weapons are combined, either a 
    hyper impulse sniper rifle or an anti-armor shot gun can be created. It 
    was captured by ZAFT and Dearka Elsman, who was assigned to be its 
    pilot.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Gun Launcher/Rifle   [BEAM / LIVE AMMO (036)]
    SHORT-RANGE: Punch 
    LR SPECIAL:  Hold Shot            [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Missile Pod          [LIVE AMMO]
                 -
    NOTES:       Phase Shift Armor
    
    
    GAT-X102 Duel Gundam:
    ---------------------
       The first of the GAT-X Series machines to be developed by the Earth 
    Forces. Serving as the development base for the others, it uses the 
    X100 frame because of its versatility. A general purpose machine, it 
    performs well in battle as a result of its PS armor. ZAFT captures it 
    at Heliopolis and assigns Yzak Joule to be its pilot.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (042)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 Grenade Launcher          [LIVE AMMO]
    NOTES:       Shield
                 Phase Shift Armor
    
    
    GAT-X102 Duel Gundam (Assault Shroud):
    --------------------------------------
       While undergoing repairs the Duel was equipped with the "Assault 
    Shroud," an augmented weapon and armor unit. Originally developed for 
    the GINN, it does not have PS armor capability, which is technology 
    specific to the Alliance. Although it provides a layer of armor, its 
    chief function is to increase its firepower and mobility. However, the 
    extra weight renders it clumsy in Earth's gravity.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle         [BEAM (042)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  All Cannon Shot    [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Missile Pod        [LIVE AMMO]
                 Grenade Launcher   [LIVE AMMO]
    NOTES:       Shield
                 Phase Shift Armor
    
    
    ZGMF-1017 GINN:
    ---------------
       ZAFT's primary fighting MS, this was the first mass produced MS ever 
    developed. ZAFT developed the highly successful MS to counter the Earth 
    Force's numerical superiority, and quickly gained the upper hand. Its 
    versatility quickly became its best feature. Its many variations 
    include a two-seater long range reconnaissance type, a submarine type 
    called the WASP, and the desert fighting OCHER.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Heavy Assault Machine Gun                [LIVE AMMO (200)]
    SHORT-RANGE: Heavy Sword
    LR SPECIAL:  Heavy Assault Machine Gun: Assault Shot  [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 -
    
    
    ZGMF-1017 GINN (Recoilless Cannon):
    -----------------------------------
       The multi-use GINN can be equipped for many situations. The M68 
    Cattus 500mm recoilless cannon is one of the more common variations. 
    Enemy machines fear its devastating punch.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Recoilless Cannon                 [LIVE AMMO (018)]
    SHORT-RANGE: Heavy Sword
    LR SPECIAL:  Recoilless Cannon: Assault Shot   [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 -
    
    
    ZGMF-1017 GINN (Heavy Ion Cannon):
    ----------------------------------
       The multi-use GINN can be equipped for many situations. The M69 
    Barrus Heavy Ion Cannon is one of the more powerful weapons. Miguel 
    Aiman caused serious damage to the interior walls of Heliopolis when he 
    fired it. The main drawback is loss of mobility from the cannon's size 
    and weight.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Heavy Ion Cannon                 [BEAM (020)]
    SHORT-RANGE: Heavy Sword
    LR SPECIAL:  Heavy Ion Cannon: Assault Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 -
    
    
    ZGMF-1017 GINN (Guided Missile Launcher):
    -----------------------------------------
       The multi-use GINN can be equipped for many situations. The M66 
    Pardus are short range guided missile launchers used for storming 
    fortresses. They're referred to as "D equipment."
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Missile Launcher                      [LIVE AMMO (032)]
    SHORT-RANGE: Heavy Sword
    LR SPECIAL:  Missile Launcher: Assault Shot        [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 Short-Range Guided Missile Launcher   [LIVE AMMO]
    
    
    ZGMF-LRR704B GINN Long Range Reconnaissance Type:
    -------------------------------------------------
       For search and patrol missions, this unit carries an extra seat for 
    the technician who monitors the scanning equipment. It comes equipped 
    with an extra tank for extended range capability. This was the unit 
    that searched for Lacus's Silverwind when it disappeared in the Debris 
    Belt.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Sniper Rifle   [BEAM (012)]
    SHORT-RANGE: Punch
    LR SPECIAL:  Sniper Shot    [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 -
    
    
    ZGMF-1017 GINN Miguel Aiman Custom:
    -----------------------------------
       Miguel, an ace pilot from the Le Creuset Team, has a customized 
    GINN. With orange coloring and skeleton markings, it's quite 
    distinctive. Basically a standard GINN, every part has been fine-tuned 
    resulting in higher performance. On the other hand, this results in 
    many breakdowns and repairs.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Heavy Assault Machine Gun                [LIVE AMMO (200)]
    SHORT-RANGE: Heavy Sword
    LR SPECIAL:  Heavy Assault Machine Gun: Assault Shot  [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 -
    
    
    ZGMF-515 CGUE:
    --------------
       This unit ZAFT developed to succeed the GINN. Its maneuverability 
    and firepower are greatly improved over the GINN's. For propaganda 
    purposes its rollout was timed to coincide with the rollouts of the 
    DINN, BuCUE, ZuOOT, GOOhN, and the commencement of Operation Uroboros. 
    The first units were deployed to serve as officers' machines. This was 
    one of Rau Le Creuset's favorite machines for a long time.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Heavy Assault Machine Gun                [LIVE AMMO (240)]
    SHORT-RANGE: Heavy Sword
    LR SPECIAL:  Heavy Assault Machine Gun: Assault Shot  [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Vulcan                                   [LIVE AMMO]
                 -
    NOTES:       Gatling Shield
    
    
    AMF-101 DINN:
    -------------
       A special aircraft from the CGUE series, modified for atmospheric 
    flight combat. The wings on its back enable it to fly long distances in 
    the Earth's gravity. For propaganda purposes its rollout was timed to 
    coincide with the rollouts of the CGUE, BuCUE, ZuOOT, GOOhN, and the 
    commencement of Operation Uroboros.
    TERRAIN:     Ground, Sky, Sea
    LONG RANGE:  Heavy Assault Machine Gun                [LIVE AMMO (220)]
    SHORT-RANGE: Punch
    LR SPECIAL:  Heavy Assault Machine Gun: Assault Shot  [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Shot Gun                                 [LIVE AMMO]
                 Launcher                                 [LIVE AMMO]
    
    
    TMF/A-802 BuCUE:
    ----------------
       This four-legged ground combat mobile suit's rollout was timed to 
    coincide with Operation Uroboros. Its quadrupedal designs make the 
    BuCUE very stable in difficult terrain. Its caterpillar treads give it 
    extreme mobility in many types of terrain, especially the desert. It 
    comes equipped with a dual railgun or a 400mm missile pod on the back. 
    A Dual Beam Saber was added to the head after the technology was 
    acquired from the Gundams.
    TERRAIN:     Ground
    LONG RANGE:  Rail Gun    [LIVE AMMO (032)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Hold Shot   [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Beam Saber
                 -
    
    
    TMF/A-802 BuCUE (Missile Pod):
    ------------------------------
       This unit has a 400 mm missile pod on the back instead of the Dual 
    Railgun.
    TERRAIN:     Ground
    LONG RANGE:  Missile Pod   [LIVE AMMO (072)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Hold Shot     [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Beam Saber
                 -
    
    
    TMF/A-803 LaGOWE:
    -----------------
       The successor to the BuCUE, the first units were deployed after the 
    fall of the Kaohsiung space port. Larger and more powerful than the 
    BuCUE, this unit comes with two seats for a pilot and gunner. Firepower 
    and mobility are greatly increased, and the head-mounted beam saber is 
    standard equipment. Equipped with caterpillar treads, it is highly 
    maneuverable in irregular terrain. Still quite rare, only exceptional 
    commanders like Andrew Waltfeld have used them in combat. It was 
    seriously damaged in battle with the Strike.
    TERRAIN:     Ground
    LONG RANGE:  Beam Cannon   [BEAM (044)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Hold Shot     [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Beam Saber
                 -
    
    
    TFA-2 ZuOOT:
    ------------
       Another mobile suit, the rollout of which was timed to coincide with 
    Operation Uroboros. An artillery mobile suit, this machine is usually 
    used for bombardment and long range fire support. It can also transform 
    into tank mode for greater stability when firing its cannons. Extremely 
    specialized, this unit wasn't popular on the battlefield. The series 
    was cancelled after the first and only generation.
    TERRAIN:     Ground
    LONG RANGE:  Heavy Assault Machine Gun   [LIVE AMMO (050)]
    SHORT-RANGE: Punch
    LR SPECIAL:  All Cannon Shot             [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 Arm Cannon                  [LIVE AMMO]
    
    
    UMF-4A GOOhN:
    -------------
       ZAFT's underwater mobile suit. Operation Uroboros' main goals were 
    to capture the spaceports and mass drivers along the equator. This 
    mobile suit was developed to help them achieve naval supremacy. During 
    long range patrol mode the hands and feet retract. Its armament 
    includes two shoulder mounted Phonon maser cannons, the underwater 
    sonic version of a laser.
    TERRAIN:     Sea
    LONG RANGE:  Torpedo Tube       [LIVE AMMO (032)]
    SHORT-RANGE: Punch
    LR SPECIAL:  Combination Shot   [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Rifle Darts        [LIVE AMMO]
                 Phonon Maser Gun   [BEAM]
    NOTES:       Performance unaffected by water
    
    
    UMF-5 ZnO:
    ----------
       The successor to the GOOhN. Along with the LaGOWE and the GuAIZ, 
    this mobile suit was introduced after the fall of Kaohsiung. Larger 
    than the GOOhN, this unit comes equipped with claws to enhance its 
    close-combat ability.
    TERRAIN:     Sea
    LONG RANGE:  Torpedo Tube       [LIVE AMMO (032)]
    SHORT-RANGE: Claw
    LR SPECIAL:  Combination Shot   [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Torpedo Tube       [LIVE AMMO]
                 Phonon Maser Gun   [BEAM]
    NOTES:       Performance unaffected by water
    
    
    ZGMF-600 GuAIZ Commander Type:
    ------------------------------
       Assigned as an officer's use GuAIZ. The specs are the same as the 
    regular GuAIZ, except this unit is painted white and silver. Rau Le 
    Creuset flew it once but never really put it through its paces.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (038)]
    SHORT-RANGE: Beam Claw
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       CWIS                      [LIVE AMMO]
                 -
    NOTES:       Shield
    
    
    ZGMF-600 GuAIZ:
    ---------------
       The successor to the CGUE. Along with the LaGOWE and the ZnO this 
    mobile suit was introduced after the fall of Kaohsiung. Serving as a 
    test bed for the Justice and the Freedom, a lot of this unit's 
    technology was later incorporated into the newer machines. An 
    exceptional mobile suit for its time, it employed a shield plus dual 
    beam claw system and the Extensional Arrestor beam cable weapon.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (038)]
    SHORT-RANGE: Beam Claw
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       CWIS                      [LIVE AMMO]
                 -
    NOTES:       Shield
    
    
    ZGMF-X13A Providence Gundam:
    ----------------------------
       The machine that Rau Le Creuset flew during the second battle of 
    Jachin Due. It is equipped with the "DRAGOON System" a wireless all 
    range guided weapon system. Heavily armed, it also comes equipped with 
    a high energy beam rifle and a shield mounted with a Beam Saber. It is 
    seriously damaged in a battle with the Freedom. Providence means "Will 
    of God" and "Divine Revelation."
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Large Type Beam Rifle   [BEAM (064)]
    MULTILOCK:   DRAGOON System          [BEAM]
    SHORT-RANGE: Large Type Beam Saber
    LR SPECIAL:  DRAGOON System          [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       CIWS                    [LIVE AMMO]
                 -
    NOTES:       Shield
                 Phase Shift Armor
                 Nuclear Reactor
    
    
    YFX-200 CGUE DEEP Arms:
    -----------------------
       A CGUE equipped with beam weapon technology stolen from the Earth 
    Forces. This unit tends to overheat and is referred to as the 
    Directional Energy Emission Experimental Arms Suit, or "DEEP."
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Heavy Assault Machine Gun   [LIVE AMMO (220)]
    SHORT-RANGE: Heavy Laser Sword
    LR SPECIAL:  Combination Shot            [BEAM / LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Thermal Energy Cannons      [BEAM]
                 -
    
    
    ZGMF-1017M GINN High Maneuver Type:
    -----------------------------------
       A variant of the ZGMF-1017 GINN. As the war started to drag on, the 
    classic GINN soon found itself being outclassed by its opponents. This 
    unit was developed as an intermediary until the next generation could 
    be rolled out. ZAFT used technology which had already been proven on 
    the battlefield and assigned the completed 1017Ms to superior pilots. 
    With the controls of a GINN and interchangeable repair parts, this was 
    welcomed by soldiers on the front line and was still popular even after 
    the GuAIZ was in production.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Heavy Assault Machine Gun                [LIVE AMMO (220)]
    SHORT-RANGE: Heavy Sword
    LR SPECIAL:  Heavy Assault Machine Gun: Assault Shot  [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Heavy Sword
                 -
    
    
    YMF-X000A Dreadnought Gundam:
    -----------------------------
       A Gundam created by ZAFT, based on the machines stolen from the 
    Alliance. It is a prototype ZAFT Gundam. Like the Freedom, this machine 
    has a nuclear reactor enabling it to use the enormous DRAGOON system 
    installed on its back. After its testing was complete, it was stolen 
    from the PLANTs before it could be disposed of.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle       [BEAM (064)]
    MULTILOCK:   DRAGOON System   [BEAM]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  DRAGOON System   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       CIWS             [LIVE AMMO]
                 -
    NOTES:       Shield
                 Phase Shift Armor
                 Nuclear Reactor
    
    
    ZGMF-1017 GINN Gai Murakumo Custom:
    -----------------------------------
       The machine that Gai Murakumo used before he acquired the Blue 
    Frame, it was seriously damaged in battle with Miguel Aiman. For this 
    assignment, the machine was equipped with a long-range propellant tank 
    and the weight was dramatically reduced.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Recoilless Rifle                 [LIVE AMMO (018)]
    SHORT-RANGE: Armor Schnieders
    LR SPECIAL:  Recoilless Rifle: Assault Shot   [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 -
    
    
    YMF-01B Prototype GINN:
    -----------------------
       The prototype machine for the GINN. Less efficient than a regular 
    GINN, its performance and mobility are the same, enabling it to be used 
    as an excellent practice machine.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Heavy Assault Machine Gun                [LIVE AMMO (200)]
    SHORT-RANGE: Heavy Sword
    LR SPECIAL:  Heavy Assault Machine Gun: Assault Shot  [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Shoulder Charge
                 -
    
    
    -----------------------------------------------------------------------
                              Orb Union Unit Stats
    -----------------------------------------------------------------------
    
       These are the statistics for the Orb Union units that you are able 
    to pilot in this game. The following are what stats I have included:
    
    --TERRAIN: Fairly self-explanatory, this is what different terrain 
    types the unit is capable of operating in. In this game there are four 
    different types of environments; there's the ground, the air, the icy 
    blackness of space, and under water. Some units are capable of 
    operating in most or all of these environments, while some are 
    extremely limited. Where the unit can be used will be listed here.
    
    --LONG RANGE: The unit's primary ranged weapon. Weapons in this game 
    can either be beam-based or use live ammunition, and this will be 
    indicated in brackets along with the maximum ammunition count in 
    parentheses.
    
    --SHORT-RANGE: The unit's primary short-ranged weapon. Most unit's 
    carry specialized weaponry to fight in close to melee range combat, 
    while some just use less stylized punch and kick attacks. However, some 
    units cannot make close combat attacks at all, so they will have a 
    hyphen ("-") instead of a weapon to indicate they can not attack.
    
    --LR SPECIAL: This is the unit's Long Range Special Attack that the 
    unit will use if it is holding it's primary ranged weapon when a 
    Special Attack is performed.
    
    --SR SPECIAL: This is the unit's Short-Range Special Attack that it 
    will perform if it is in Attack Mode and using its short-range weapons 
    when a Special Attack is performed. Unit's that cannot make close 
    combat attacks usually can't make close combat special attacks either, 
    and so they will have a hyphen ("-") instead of a weapon to indicate 
    that they can not do so.
    
    --COMBO: These are the short-ranged weaponry, in addition to the 
    primary long-ranged weapon, that the unit can use if a ranged attack is 
    made during a melee combo. By pressing the Square Button after pressing 
    the Triangle Button (while in attack mode) you can make a ranged close 
    combat attacks with these weapons. Pressing Square at different parts 
    of the combo will have different effects. Some units have as many as 
    two of these weapons, while some units only have one, but some do not 
    have any at all and will have a hyphen ("-") in place of an attack.
    
    --NOTES: This will note any extra mechanisms that the unit has that are 
    of interest such as a shield or special armor. Shields are used by 
    holding the down direction on the D-Pad, and any damage dealt while 
    shielding will go to the shield. If the shield takes too much damage it 
    will be destroyed in a purple flash. Phase Shift Armor will cause 
    attacks made against the unit by weapons that fire live ammo, to drain 
    the Power Gauge instead of the HP Gauge.
    
    
    MBF-02 Strike Rouge:
    --------------------
       Cagalli's custom machine, assembled from the spare parts of the 
    destroyed Strike. The specs are similar to the Strike's, but due to the 
    addition of power extenders, the PS Armor is more efficient, turning 
    the machine a reddish color when activated. Initially they had planned 
    to include IWSP equipment, but it proved incompatible, so they switched 
    to the Aile Striker.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (042)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    NOTES:       Shield
                 Phase Shift Armor
    
    
    MBF-M1 M1 Astray:
    -----------------
       Mass-produced machines developed by Orb from data collected from the 
    three Astrays. These are simple units designed for mass production. All 
    units come equipped with a flight pack to enable combat missions on 
    Earth. Kira Yamato adapted the Strike's OS for the Astrays making it 
    possible for them to be flown by Naturals.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (040)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    NOTES:       Shield
    
    
    MBF-P02 Gundam Astray Red Frame:
    --------------------------------
       While developing the Gundam at Heliopolis, Orb stole some of the 
    experimental data and used it to develop their own mobile suits. The 
    Red is a test bed machine for Naturals. Its OS enables it to be flown 
    by Naturals though it is an incomplete machine. After the fall of 
    Heliopolis, junker Lowe Guele finds and repairs it.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (040)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    NOTES:       Shield
    
    
    MBF-P03 Gundam Astray Blue Frame:
    ---------------------------------
       The Astray that the mercenary Gai pilots. Lowe Guele gave it to him 
    after the collapse of Heliopolis. Designed to carry a great variety of 
    optional weapons, its computer is filled with an enormous amount of 
    data on this equipment, data which Gai made use of.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (040)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    NOTES:       Shield
    
    
    MBF-P01 Gundam Astray Gold Frame:
    ---------------------------------
       The machine that Rondo Ghina Sahaku took from Heliopolis before its 
    collapse. The unit's right arm was lost during the escape. The Gold 
    Frame was fitted with both Orb and Alliance hand plugs allowing it to 
    use weapons from both of those nations.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (040)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    NOTES:       Shield
    
    
    MBF-02+P202QX Strike Rouge IWSP:
    --------------------------------
       IWSP stands for Integrated Weapon system Striker Pack. A powerful 
    alternative to the Striker Packs, it was developed by the PMP company. 
    The IWSP's main drawbacks are its high cost, complicated structure, and 
    great power usage. A small high-output power pack wasn't developed in 
    time for the original Strike to be equipped with the IWSP. The leading 
    maker of power packs, Orb developed a smaller power system enabling the 
    IWSP to be employed. It was manufactured in Orb to PMP's design and 
    became part of the Strike Rouge. On any other machine than the Rouge, 
    the IWSP can only act as a simulator. Orb, not the Alliance, uses the 
    IWSP model number P202QX.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle           [BEAM (042)]
    SHORT-RANGE: Anti-Ship Sword
    LR SPECIAL:  All Cannon Shot      [BEAM /  LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Single Mounted Gun   [LIVE AMMO]
                 Rail Gun             [LIVE AMMO]
    NOTES:       Gatling Shield
                 Phase Shift Armor
    
    
    MBF-M1A M1A Astray:
    -------------------
       A variant of the MBF-M1 Astray developed for the defense of the Orb 
    space station, "Ame-No-Mishashira." This unit comes with propellant and 
    coolant storage tanks necessary for its more powerful thruster. It has 
    a larger antenna for better communications, and AMBAC efficiency is 
    improved as a result of the improved leg design. Some of these mass-
    produced machines were loaded aboard the warship, Kusanagi.
    TERRAIN:     Space
    LONG RANGE:  Beam Rifle                [BEAM (040)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    NOTES:       Shield
    
    
    MBF-P02 Gundam Astray Red Frame (Gerbera Straight):
    ---------------------------------------------------
       Lowe Guele equipped the Red Frame he found with the Gerbera 
    Straight, an enormous katana. Extremely sharp, the weapon is covered 
    with an anti-beam coating allowing it to parry energy beams. A unique 
    weapon, special skills are required to wield it.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (040)]
    SHORT-RANGE: Gerbera Straight
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    
    
    MBF-P03 Gundam Astray Blue Frame 2nd L:
    ---------------------------------------
       Seriously damaged in a battle with the Alliance's combat 
    Coordinator, Eleven Socius, the Blue Frame was repaired using a weapons 
    backpack constructed by Lowe. As well, the additional TP armor on the 
    chest, shoulder and leg components were designed by Gai. The Tactical 
    Arms backpack could be used as Gatling gun or transformed into an 
    enormous sword.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Igelstellung         [LIVE AMMO (550)]
    SHORT-RANGE: Tactical Arms
    LR SPECIAL:  Hybrid Gatling Gun   [LIVE AMMO]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung         [LIVE AMMO]
                 -
    
    
    MBF-P01-Re<AMATU> Gundam Astray Gold Frame AMATU:
    -------------------------------------------------
       After the Battle of Victoria, the Gold Frame was repaired at the 
    space station, "Ame-No-Mishashira." It is equipped with a clawed weapon 
    called "Maga-No-Ikutachi," a device that drains an enemy's battery and 
    recharges the Gold Frame's. Still in its testing phase, if completed 
    this nuclear powered machine could permanently shut down an opponent's 
    power system.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle     [BEAM (045)]
    SHORT-RANGE: Beam Saber
    LR SPECIAL:  Mirage Colloid
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung   [LIVE AMMO]
                 Trikeros       [LIVE AMMO]
    NOTES:       Trikeros Shield
    
    
    MBF-P02 Gundam Astray Red Frame (Flight Unit):
    ----------------------------------------------
       Junker Lowe Guele acquired an M1 Astray flight pack in Orb and 
    adapted it for use on the Red Frame, enabling it to fly in the Earth's 
    gravity. The left and right wings are detachable fuel tanks.
    TERRAIN:     Ground, Sky, Space, Sea
    LONG RANGE:  Beam Rifle                [BEAM (040)]
    SHORT-RANGE: Gerbera Straight
    LR SPECIAL:  Beam Rifle: Sniper Shot   [BEAM]
    SR SPECIAL:  Combination Attack
    COMBO:       Igelstellung              [LIVE AMMO]
                 -
    
    
    
    \                  /-------------------------------\                  /
    [==================|Story Mode: Kira Yamato Version|==================]
    /                  \-------------------------------/                  \
    
    
                             ---------------------
                             Phase 01: False Peace
                             ---------------------
    
       On January 24th, Cosmic Era 71, Kira Yamato, a student at a 
    technical college in the neutral resource satellite of Heliopolis, is 
    caught up in the tumult of the ongoing war between the Earth Alliance 
    and the Zodiac Alliance of Freedom Treaty. When a ZAFT specialist force 
    infiltrates Heliopolis to steal the Earth Alliance's new prototype 
    mobile suits Kira is confronted by an old friend, Athrun Zala, who is 
    now fighting for ZAFT. To save himself and his friends Kira jumps into 
    the experimental GAT-X105 Strike Gundam along with a woman he just met, 
    Murrue Ramias. Murrue Ramias will be your Partner for this mission, and 
    her three Partner Boosts will heal small portions of your HP Gauge.
    
       When you start the mission there will already be one ZGMF-1017 GINN 
    in the area, but it won't really engage you in combat for now. Athrun 
    Zala will also be here in the GAT-X303 Aegis Gundam, but having just 
    stolen his new toy Athrun will boost away and leave the combat zone 
    with it posthaste. Now if this is your first time playing you're 
    probably wondering exactly what the hell is up with the controls. Yeah, 
    I know the controls will be INCREDIBLY clumsy at first. Relax, this 
    isn't how the entire game is normally, it's a part of the storyline. 
    You see the Operating System of the Strike Gundam hasn't been 
    completely written yet, therefore the controls to make the Strike 
    Gundam move are very sluggish. Walking and generally any movement on 
    the ground will be very slow until Kira is finished his miracle 
    rewriting of Strike Gundam's entire OS, which will take about 34 
    seconds. After the OS rewrite is done the Strike Gundam will be able to 
    move normally and that GINN standing around will realize you're a 
    threat and attack you. However, the Strike Gundam's flight capabilities 
    are pretty much unaffected by the incomplete OS, so from the moment the 
    mission starts you can just hit R1 and Cross (X), take to the skies, 
    and get a jump start on attacking that GINN! Attack in melee combat 
    with the Strike Gundam's "Armor Schneider" combat knives, as its ranged 
    weapons, a pair of "Igelstellung" head vulcans, are very weak. The GINN 
    also cannot do much to you, as its machinegun will be negated by the 
    Strike Gundam's Phase Shift Armor. After you destroy the first GINN a 
    second GINN will enter the area. Destroy that GINN and Miguel Aiman 
    will enter the area in a GINN. His GINN has more HP then the previous 
    two, but it is still not very threatening. Just continue to melee 
    attack it and it will go down. After Miguel's GINN has been defeated he 
    will flee and Rau Le Creuset will enter the area in his ZGMF-515 CGUE. 
    Rau is an even tougher opponent than Miguel was, as his CGUE is more 
    powerful, faster, and has more HP than his GINN. The machineguns of 
    Rau's CGUE will still not be able to directly damage your HP Gauge, but 
    his melee attacks will. If you run low on HP just use your Partner 
    Boost and you will get a little HP back. Continue to attack Rau's CGUE 
    in close combat and once it has had all of its HP Gauge depleted this 
    part of the mission will end.
    
       You will again relaunch in the GAT-X105+AQM/E-X02 Sword Strike 
    Gundam. Your HP Gauge, Power Gauge, and any used Partner Boosts will 
    all be completely refilled, so you're fresh as a daisy. Your Partner is 
    still Murrue Ramias. There will already be two GINNs in the area when 
    you start, one with a "Canus" Guided Missile Launcher and the other 
    with a "Cattus" Recoilless Cannon. Destroy them both and Miguel Aiman 
    will enter the combat area in a GINN armed with a "Barrus" Heavy Ion 
    Cannon. He's a little tougher than the last two GINNs, and his "Barus" 
    Heavy Ion Cannon is capable of ignoring your Phase Shift Armor and 
    dealing direct damage to your HP, so he is more of a threat as well. 
    But that aside, he is still quite easy. Just keep attacking him in 
    melee and eventually his GINN will be destroyed. After Miguel's GINN is 
    destroyed Athrun Zala will enter the area in the stolen Aegis Gundam. 
    Now the Aegis Gundam is much tougher than any of the previous enemies 
    were. Use the Sword Strike Gundams ranged attack, its "Midas Messer" 
    beam boomerang, to stun the Aegis Gundam. And then dash in close and 
    melee the Aegis Gundam with your "Schwert Gewehr" anti-ship sword. If 
    you run low on HP use Murrue's Partner Boosts to heal yourself. Keep 
    slashing away at the Aegis Gundam and once its HP Gauge has been 
    completely depleted the mission will end.
    
    
                              --------------------
                              Phase 02: Silent Run
                              --------------------
    
       After escaping the destruction of Heliopolis, the battleship 
    Archangel sets a course to the nearest friendly outpost, the Eurasian 
    Federation's satellite base Artemis, with the remaining ZAFT forces in 
    hot pursuit. Not about to let the Archangel escape so easily, the Le 
    Creuset Team dispatches all of its stolen G-Weapons to intercept them. 
    You, as Kira Yamato, will be set to launch in the GAT-X105+AQM/E-X01 
    Aile Strike Gundam. However from the Briefing menu you could choose to 
    use the GAT-X105 Strike Gundam, GAT-X105+AQM/X-E02 Sword Strike Gundam, 
    or the GAT-X105+AQM/E-103 Launcher Strike Gundam instead. Your default 
    Partner will be Miriallia Haw, but you can opt to change to Mu La 
    Flaga, Murrue Ramias, Flay Allster, Sai Argyle, or Natarle Badgiruel. 
    Choose whomever you think you would get the best use out of. Mu La 
    Flaga will also be supporting you in his TS-MA2mod.00 Moebius Zero 
    mobile armor.
    
       When you begin the mission you will be looking at the Archangel and 
    three of the stolen GAT-X model mobile suits will be bearing down on 
    you. You must defend the Archangel during the entirety of the mission. 
    If the Archangel should lose all of its HP the mission will be failed, 
    so be sure to guard it. Of the three GAT-X suits coming your way the 
    two you should place the highest priority on should be Nicol Amalfi in 
    the GAT-X207 Blitz Gundam and Dearka Elsman in the GAT-X103 Buster 
    Gundam as they will ignore you and target the Archangel. The Blitz 
    Gundam is the easiest one to defeat, but the Buster Gundam can do more 
    damage quicker. Just find them and defeat them as quickly as possible. 
    The third unit in the area is Yzak Joule in the GAT-X102 Duel Gundam. 
    Since the Duel Gundam will be coming after you instead of the Archangel 
    you should wait until you have defeated the Buster and the Blitz 
    Gundams until tackling Yzak's Duel Gundam. After the Duel Gundam, 
    Buster Gundam, and the Blitz Gundam have all been defeated the next 
    fight will be triggered.
    
       Athrun Zala will enter the area in his GAT-X303 Aegis Gundam. Just 
    attack Athrun in melee combat and use any Partner Boosts you may have 
    left to tip the odds further into your favor. Athrun will pretty much 
    ignore the Archangel and concentrate on you, so you really don't have 
    to worry about the defending target anymore. Just defeat Athrun Zala's 
    Aegis Gundam and the mission will end successfully.
    
    
                     -------------------------------------
                     Phase 03: The Songstress of the Enemy
                     -------------------------------------
    
        Escaping from Artemis after the Le Creuset Team's attack, the 
    Archangel sets out on a course to rendezvous with the Earth Alliance's 
    8th Fleet. However, since they were unable to resupply at Artemis the 
    Archangel is running dangerously low on supplies, especially water. 
    While passing through the debris belt of the destroyed PLANT Junius 
    Seven, which was destroyed by an Earth Alliance nuclear attack during 
    the Bloody Valentine tragedy, the Archangel sends out a team to see if 
    they can find any usable supplies. Kira Yamato will be set to launch in 
    the GAT-X105+AQM/E-X01 Aile Strike Gundam by default, but you can 
    choose to use the GAT-X105 Strike Gundam, GAT-X105+AQM/X-E02 Sword 
    Strike Gundam, or GAT-X105+AQM/E-103 Launcher Strike Gundam instead. 
    Your default Partner will be Miriallia Haw, but you can opt to change 
    to Mu La Flaga, Murrue Ramias, Flay Allster, Sai Argyle, or Natarle 
    Badgiruel. Choose whomever you think you would get the best use out of.
    
       You must defend the three tiny MAW-01 Mistral worker pods in this 
    part of the mission. If any of the Mistrals are destroyed you will fail 
    the mission. There will already be one single ZGMF-LRR704B GINN Long 
    Range Reconnaissance Type in the area, near the heavily damaged ZAFT 
    civilian space shuttle Silverwind. The GINN Long Range Reconnaissance 
    Type will attack the Mistrals once they draw near, completely ignoring 
    you. Hurry and attack the GINN Reconnaissance Type before it can deal 
    too much damage to the Mistrals, because they can't take much damage. 
    Once the GINN Long Range Reconnaissance Type has taken over 50% damage 
    it will try to flee the mission area. You MUST destroy the GINN Long 
    Range Reconnaissance Type before it leaves the mission area or you will 
    fail the mission. Destroy the GINN Long Range Reconnaissance Type 
    before it escapes and you will move on to the next part of the mission.
    
       You will re-launch in whichever variation of the Strike Gundam you 
    choose to launch with in the first part of this mission. You will also 
    retain your previous Partner and your Partner Boosts, HP Gauge, and 
    Power Gauge will be completely refilled. Mu La Flaga will also be 
    supporting you in his TS-MA2mod.00 Moebius Zero mobile armor. You must 
    protect the Archangel battleship from being destroyed, and if its HP 
    Gauge is depleted you will fail the mission. So don't let that happen, 
    okay! There will initially be three ZGMF-1017 GINNs in the area, so 
    destroy them and another three GINNs will enter the area. Destroy those 
    three GINNs and Athrun Zala will enter the area in his GAT-X303 Aegis 
    Gundam. Two GINNs will also enter the area, and if destroyed they will 
    be replaced infinitely. The Aegis Gundam will attack you while the 
    squads of GINNs will attack the Archangel. You can knock off some GINNs 
    for extra points, but be careful not to get carried away and let the 
    Archangel be destroyed. To finish the mission you must reduce Athrun 
    Zala's Aegis Gundam to 50% of its HP Gauge. Natarle Badgiruel will 
    announce that the Archangel is holding Lacus Clyne hostage and the ZAFT 
    forces will retreat.
    
    
                        --------------------------------
                        Phase 04: Stars Falling in Space
                        --------------------------------
    
       After leaving the debris belt the Archangel continues on its course. 
    They finally are able to meet up with the Earth Alliance's 8th Fleet, 
    but the Le Creuset Team decides they will attack the escort fleet 
    before the Archangel is able to rendezvous with them. Kira Yamato will 
    be all set to launch in the GAT-X105+AQM/E-X01 Aile Strike Gundam by 
    default. However, you can instead opt to change your unit to the 
    standard GAT-X105 Strike Gundam, GAT-X105+AQM/X-E02 Sword Strike 
    Gundam, or the GAT-X105+AQM/E-103 Launcher Strike Gundam during the 
    Briefing. Your default Partner will be Miriallia Haw, but you can also 
    opt to change to Mu La Flaga, Murrue Ramias, Flay Allster, Sai Argyle, 
    or Natarle Badgiruel while you are on the Briefing screen. Choose 
    whomever you think you would get the best use out of. Mu La Flaga will 
    be supporting you in his TS-MA2mod.00 Moebius Zero mobile armor.
    
      You must once again protect the Archangel from being destroyed. Like 
    always it is your designated Defending Target, and should its HP Gauge 
    run dry you will fail the mission. Your biggest problems will again be 
    the three stolen GAT-X series Gundams, Yzak Joule in the GAT-X102 Duel 
    Gundam, Dearka Elsman in the GAT-X103 Buster Gundam, and Nicol Amalfi 
    in the GAT-X207 Blitz Gundam. Just like the last time you had to fight 
    off these three at once you need to take down the Buster Gundam and 
    Blitz Gundam first. The Buster Gundam and Blitz Gundam will go directly 
    after the Archangel, while Yzak in the Duel Gundam will go after you to 
    distract you. Yzak is MUCH more ferocious this time around, and he will 
    attack you much more often, but you must do your best to ignore the 
    Duel Gundam and take down the Buster and Blitz first. The Buster Gundam 
    should be your first priority as it can deal more damage quicker. After 
    you have defeated the Buster Gundam move on to the Blitz Gundam. After 
    you have whipped the Blitz Gundam you can finally concentrate on 
    defeating the Duel Gundam. Reduce the Duel Gundam's HP Gauge to nothing 
    and it too will flee. After all three of the Gundams have been defeated 
    you will clear this part of the mission.
    
       You will re-launch in whichever version of the Strike Gundam you 
    started the mission in. You will also retain your Partner from the last 
    part of the mission, and your HP Gauge, Power Gauge, your Defending 
    Target's HP Gauge, and Partner Boosts will all be refilled. Mu La Flaga 
    will also still be supporting you in his Moebius Zero. You must still 
    defend the Archangel, and if you allow it to be destroyed you will 
    still fail. You will start by fighting off a few waves of GINNs, but 
    after you have destroyed a total of eight GINNs the next part of the 
    fight will be triggered. Yzak Joule will arrive in his newly upgraded 
    GAT-X102 Duel Gundam Assault Shroud accompanied by Dearka Elsman in the 
    GAT-X103 Buster Gundam. Like always go after the Buster Gundam first 
    and foremost, as it will concentrate on attacking the Archangel. Yzak 
    will concentrate on attacking you in the Duel Gundam Assault Shroud to 
    distract you, so try to ignore him and defeat Dearka first. After the 
    Buster Gundam has been defeated shift your attention onto the Duel 
    Gundam Assault Shroud. After the Duel Gundam Assault Shroud has lost 
    all of its HP Gauge the mission will end successfully.
    
    
                          ---------------------------
                          Phase 05: Burning Sandstorm
                          ---------------------------
    
       After the annihilation of the Earth Alliance's 8th Fleet by the Le 
    Creuset Teams stolen G-Weapons the Archangel barely makes it escape 
    through Earth's atmosphere. The Archangel has landed on Earth, in 
    Libya, far inside of ZAFT-controlled African territory. However, the 
    Archangel is being watched by ZAFT forces, and they prepare to attack. 
    Kira Yamato will be set to launch in the GAT-X105+AQM/X-E03 Launcher 
    Strike Gundam. Although you can choose to switch your unit to the 
    normal GAT-X105 Strike Gundam, or the GAT-X105+AQM/X-E01 Aile Strike 
    Gundam, or the GAT-X105+AQM/E-102 Sword Strike Gundam, I suggest 
    staying with the Launcher Strike Gundam for this mission. Your default 
    Partner, as always, will be Miriallia Haw, but you could also choose 
    from the usual stock of Mu La Flaga, Murrue Ramias, Flay Allster, Sai 
    Argyle, or Natarle Badgiruel. You will also be supported by some jeeps 
    that belong to the Desert Dawn resistance group, but don't expect them 
    to do anything worthwhile.
    
       You must, as usual, defend the Archangel from enemy attacks, and if 
    it is destroyed you will fail the mission. But enemy attacks aren't all 
    that will attack the Archangel, as Andrew Waltfeld's Petrie-class land 
    battleship will also be blasting away at the Archangel out of range, 
    and will eventually destroy it if you do not finish this mission 
    quickly enough. The blasts from the land battleship will appear as 
    large yellow dots on your radar, and you can lock onto them (they will 
    simply be labeled as "ENEMY") and blast the shots out of the air, but 
    this is not easy to do. Now the Launcher Strike Gundam has a very 
    powerful ranged attack with its "Agni" hyper impulse cannon, but it 
    fires quite slowly, and it performs quite poorly in melee combat. Now, 
    as a note, just like in Phase 01 your unit will be moving very poorly 
    on the ground. This is another side effect of the Strike Gundam's 
    Operating System being incomplete, so it can not walk very well in 
    loose sand, which ironically deserts tend to be full of. Just give the 
    game 20 seconds for Kira to finish his second miracle OS re-write and 
    the Launcher Strike Gundam will be back to moving normally. Now also 
    just like in Phase 01 you can boost off the ground with the R1 and 
    Cross (X) buttons and be completely unaffected by the OS problems. Your 
    first noticeable enemies will be three ZAFT Agile attack helicopters on 
    the east side of the Archangel, and another three Agile helicopters to 
    the north, so blow those six suckers out of the sky. After a few 
    seconds a couple of ZAFT quadrupedal TMF/A-802 BuCUE mobile suits armed 
    with either rail cannons or missile pods will enter the area from the 
    north, and they will attack you as well. The BuCUEs are quite agile in 
    the desert sands, but the Launcher Strike Gundam will usually blow them 
    away in a single blast anyway from its mighty "Agni" cannon. Not to 
    mention that the BuCUE's rail cannons or missiles will not hurt your HP 
    Gauge; they'll only damage your PS Gauge due to the Strike Gundam's 
    Phase Shift Armor. The only way the BuCUEs can hurt you is by melee 
    combat, which you should not let them get in range to do. Just stay up 
    and away from the BuCUEs and you can toast them easily. Staying 
    airborne will make the BuCUEs lives even more difficult, as they can't 
    really get to you up there. Just blast away at them and rack up as many 
    kills as possible. After you have destroyed a total of six BuCUEs 
    Cagalli Yula Athha will radio you and inform you that the Desert Dawn 
    resistance group has set a trap for the ZAFT forces. The trap is a 
    small area located inside of an orange indicator sphere slightly to the 
    north-east of the Archangel. It's kind of hard to see, but simply 
    entering this area will end this part of the mission, however I don't 
    recommend this as you lose out on some extra points. If you destroy 
    five more BuCUEs (for a total of eleven) this part of the mission will 
    also end anyway, but at least this way you get more points.
    
       During the next part of the mission you will relaunch in whichever 
    variation of the Strike Gundam you started the mission with. You will 
    keep the Partner you had during the last mission segment, and your HP 
    Gauge, Power Gauge, and Partner Boosts will also be replenished. The 
    Desert Dawn militia will also be supporting you in their jeeps again, 
    but after a few seconds several of them will die automatically as the 
    plot dictates. You will again be fighting BuCUEs armed with rail 
    cannons and missile pods. Just wreck the BuCUEs like usual, one shot is 
    still enough to destroy the BuCUEs if you're suing the Launcher Strike 
    Gundam. After you have destroyed a total of eight BuCUEs here the final 
    battle will be activated. ZAFT ace pilot Andrew "the Desert Tiger" 
    Waltfeld will enter the mission area in a borrowed BuCUE armed with a 
    missile pod. Andrew Waltfeld will also be initially supported by two 
    additional BuCUEs and if they are destroyed they will be replaced by 
    yet more BuCUEs, however after you have destroyed six more BuCUEs they 
    will stop coming. You should destroy the multitude of supporting BuCUEs 
    first and then engage Andy's BuCUE. Andy's BuCUE is much tougher than 
    those other BuCUEs you've fought thus far. He also had more of a 
    penchant for trying to engage you in close combat. Like usual just stay 
    in the air and blast at Andy's BuCUE with the Strike Gundam's ranged 
    weaponry. After Andy Waltfeld's BuCUE has lost all of its HP Gauge he 
    will retreat and the mission will end successfully. If you defeated all 
    of the enemy units this mission should have been an easy S-Rank.
    
    
                      -----------------------------------
                      Phase 06: Beyond the Clouds of Sand
                      -----------------------------------
     
       The Archangel continues making its way through Africa trying to 
    escape ZAFT territory. Noticing that the Archangel is on the move 
    Andrew Waltfeld orders his troops to prepare for another sortie before 
    the Archangel can escape the Talbadiya factory district of Northern 
    Africa. Kira Yamato will be set to launch from the Archangel in the 
    GAT-X105+AQM/E-X01 Aile Strike Gundam by default, however you could 
    switch to using either the GAT-X105 Strike Gundam, GAT-X105+AQM/X-E02 
    Sword Strike Gundam, or the GAT-X105+AQM/E-103 Launcher Strike Gundam 
    from the Briefing menu. Your default Partner will be Miriallia Haw, but 
    you can always switch to Mu La Flaga, Murrue Ramias, Sai Argyle, 
    Natarle Badgiruel, Flay Allster, and (for the first time) Cagalli Yula 
    Athha. Mu La Flaga will also be supporting you in a FX-550 Sky Grasper 
    fighter plane.
    
       You must defend the Archangel during this first part of the mission; 
    if it is destroyed you fail the mission. There will also be two groups 
    of three Desert Dawn militia jeeps driving through the sands but like 
    usual they aren't of much help. There will already be two groups of 
    three ZAFT Agile attack helicopters in the skies, so destroy them all 
    with your multi-lock quickly. A few ZAFT mobile suits will also quickly 
    enter from the north consisting of two TMF/A-802 BuCUEs and a TFA-2 
    ZuOOT, and if any of them are destroyed they will be replaced. Destroy 
    a total of fifteen enemy mobile suits and you will move on to the next 
    part of the mission.
    
       You will enter the next area where you will find Yzak Joule in the 
    GAT-X102 Duel Gundam Assault Shroud and Dearka Elsman in the GAT-X103 
    Buster Gundam waiting, along with the Petrie-class land battleship 
    Henry Carter and a second un-named Lesseps-class land battleship. Mu La 
    Flaga will still be helping in the Sky Grasper, as are those worthless 
    resistance jeeps, but none of your Partner Boosts, HP Gauges, Power 
    Gauges and then-some have been refilled. The Archangel, which is stuck 
    on a piece of debris, still must be protected, and the Henry Carter 
    will be taking pot shots at it. You can choose to ignore the Henry 
    Carter for now though -as its destruction does not matter to the 
    mission- to deal with the Duel Gundam Assault Shroud and the Buster 
    Gundam. After either of the Gundam's HP Gauges have been fully depleted 
    they will flee the area, leaving the other one to deal with. Take down 
    the Duel Gundam in close combat, as it is not very oriented to melee 
    combat. As for the Duel Gundam Assault Shroud you should probably try 
    to keep you distance and blast away at it, as Yzak will try his 
    darndest to get into melee range with you. After both the Duel Gundam 
    Assault Shroud and Buster Gundam have fled the mission area the final 
    battle will happen.
    
       Andrew Waltfeld will launch in his TMF/A-803 LaGOWE to attack you. 
    The Henry Carter and the nameless Lesseps-class will also still be in 
    the area, if you hadn't destroyed them yet yourself. Destroy the un-
    named Lesseps first because once the Archangel gets itself loose from 
    the wreckage it will turn and fire on the Lesseps, destroying it before 
    you can. Stupid kill-stealing battleship... The Henry Carter will just 
    keep cruising along, so try to destroy it as well before it can escape 
    the combat area. Now all that is left is Andy and Aisha in the LaGOWE. 
    The LaGOWE's back cannon will directly effect you HP Gauge, and it is 
    much more effective in melee combat due to the beam sabers protruding 
    form the sides of its head. It's still pretty easy to stay airborne or 
    dash around away from the LaGOWE, but not as easy as with the BuCUEs. 
    Once the HP Gauge of Andrew Waltfeld's LaGOWE has been reduced to zero 
    the LaGOWE will be destroyed and the mission will end in success.
    
    
                           --------------------------
                           Phase 07: The Sea Dyed Red
                           --------------------------
    
       After escaping African territory the Archangel begins to make its 
    way over the Red Sea. However, a ZAFT submarine force under the command 
    of Marco Morassim has picked up the position of the Archangel and moves 
    in to ambush the ship and destroy it over the ocean. Kira Yamato will 
    launch for this mission in the plain ol' GAT-X105 Strike Gundam armed 
    with the bazooka. You do not have the option to change your unit in 
    this mission. Your default Partner will be Miriallia Haw, but you can 
    switch to Mu La Flaga, Murrue Ramias, Flay Allster, Cagalli Yula Athha, 
    Sai Argyle, or Natarle Badgiruel. Mu La Flaga will also be supporting 
    you for the first part of the mission in a FX-550 Sky Grasper fighter 
    craft.
    
       During the first part of the mission you will be hovering over the 
    ocean while the Archangel slowly cruises overhead. You must defend the 
    Archangel from enemy attacks; should the Archangel lose all of it HP 
    you will fail the mission naturally. The primary enemy mobile suits you 
    will fight at this moment will be AMF-101 DINNs, and UMF-04A GOOhNs. 
    The Strike Gundam's bazooka, though somewhat powerful, is pathetically 
    slow to fire. You can destroy a DINN in two shots, but a GOOhN will 
    usually be sunk in one shot. The DINNs are easy to destroy; the main 
    problem comes from the GOOhNs, which will be underwater. You usually 
    can not hit a GOOhN that is submerged, you must wait until it starts 
    boosting up out of the water to fire missiles at either you or the 
    Archangel before you can hit and destroy it. After you and Mu have 
    either destroyed a total of eleven enemy mobile suits, or if you 
    survive without letting the Archangel be destroyed for two minutes you 
    will go to the mission's second half.
    
       This is where the mission gets pretty tough. Kira will say he's 
    heading under water in the Strike Gundam to stave off the attacks of 
    ZAFT's aquatic mobile suits. A space-oriented mobile suit like the 
    Strike Gundam is totally out of its element under the sea. All of its 
    movements will be slowed considerably, allowing the GOOhNs to literally 
    swim circles around you. Plus these GOOhNs are tougher, often requiring 
    three bazooka blasts to be destroyed. Their missile attacks will only 
    knick you Phase Shift Armor, but they can still be quite annoying. 
    There will also be a ZAFT Vosgulov-class submarine cruising around the 
    perimeter of the area, but its destruction, though worth extra points, 
    does not matter to the mission. Destroy the enemy GOOhN mobile suits 
    and after you have destroyed your fourth GOOhN in this area the final 
    battle will commence. A new UMF-05 ZnO will enter the area supported by 
    two more GOOhNs. The ZnO is a very tough customer, and he will 
    constantly try to harass you in close combat. Although the ZnO's 
    primary ranged weapons are physical torpedoes the ZnO also has phonon 
    masers, essentially beam weaponry that it can use when fighting in 
    close combat. Because of this most of the damage done by the ZnO will 
    go straight to your HP Gauge, unlike the GOOhNs who will stay back and 
    attack with their physical-damage ranged torpedoes. Destroy the two 
    GOOhNs first so they won't bother you while you are dueling the ZnO. 
    Once you're done clearing out the other enemies attack the ZnO. Once 
    the ZnO and the two GOOhNs that accompany it have been destroyed the 
    mission will end.
    
    
                          ---------------------------
                          Phase 08: The Land of Peace
                          ---------------------------
    
       After escaping the ZAFT ambush on the Red Sea the Archangel sets a 
    course towards the neutral nation of Orb. On its way to so-called "Land 
    of Peace" the Archangel comes under attack once again by ZAFT forces, 
    all of the stolen X-series G-Weapons under the command of Athrun Zala. 
    Kira Yamato will be all set to launch in the GAT-X105+AQM/E-X01 Aile 
    Strike Gundam by default, however you may instead choose to deploy in 
    either the standard GAT-X105 Strike Gundam, the GAT-X105+AQM/X-E02 
    Sword Strike Gundam, or the GAT-X105+AQM/E-103 Launcher Strike Gundam 
    instead. Your default Partner will be Miriallia Haw, but you can switch 
    to Mu La Flaga, Murrue Ramias, Sai Argyle, Natarle Badgiruel, Flay 
    Allster, or Cagalli Yula Athha instead. Mu La Flaga will also be 
    supporting you in a FX-550 Sky Grasper atmospheric support fighter.
    
       You must once again defend the Archangel from the attacks of the 
    stolen G-Weapons, but this time all four are attacking at once. If the 
    Archangel is destroyed you will automatically fail the mission, so 
    let's try not to let that happen. All four of the stolen Gundams will 
    be hovering behind the Archangel, each one of them floating above the 
    sea on Guul atmospheric flight support craft. Like usual the two 
    highest priority targets will be Nicol Amalfi's GAT-X207 Blitz Gundam 
    and Dearka Elsman in the GAT-X103 Buster Gundam, as they will attack 
    the Archangel and ignore you. The Buster Gundam is capable of dealing 
    more damage at a quicker pace than the Blitz Gundam so the Buster 
    Gundam should be the enemy to wipe out first. The four Gundams can do 
    evasive maneuvers out the wazzoo thanks to their Guul support 
    platforms, so it can be a real pain to keep a lock on them. Just keep 
    hammering away at them in close combat, they'll rarely ever even 
    counter attack you, instead just choosing to roll away and try to start 
    shooting the Archangel again. The GAT-X102 Duel Gundam Assault Shroud 
    and the GAT-X303 Aegis Gundam are the static opposite; they will just 
    hang back and fire their beam rifles at you, mostly missing. You just 
    concentrate on defeating the Buster Gundam and the Blitz Gundam first 
    and once both of them have lost all of their HP Gauge they will flee 
    the mission area. Now you can go after the Aegis Gundam and the Duel 
    Gundam. It doesn't really matter which you choose to attack next 
    because the end of the mission is time-based. The mission will often 
    end before you can finish even one of them off so do what ever you feel 
    like. If you deplete all of the Duel Gundam Assault Shroud's or Aegis 
    Gundam's HP Gauge they will flee the combat zone, like usual. After a 
    little over 2 minutes and 30 seconds go by the mission will end 
    successfully.
    
    
                           -------------------------
                           Phase 09: Flashing Blades
                           -------------------------
    
       The Archangel departs from Orb after being repaired and re-supplied, 
    and begins to start on its journey to JOSH-A, Alaska. But soon after 
    leaving Orb's territorial waters the Archangel comes under attack from 
    ZAFT forces which were laying in ambush. Kira Yamato will be set to 
    launch in the GAT-X105+AQM/E-X01 Aile Strike Gundam by default, however 
    you can also choose to use the standard GAT-X105 Strike Gundam, the 
    GAT-X105+AQM/X-E02 Sword Strike Gundam, or the GAT-X105+AQM/E-103 
    Launcher Strike Gundam. Your default Partner will be Miriallia Haw, but 
    you can switch to Mu La Flaga, Murrue Ramias, Sai Argyle, Natarle 
    Badgiruel, or Flay Allster. Mu La Flaga and Tolle Koenig will both also 
    be supporting you, both of them in a FX-550 Sky Grasper fighter plane.
    
       You will approach a small island where Athrun Zala in the GAT-X303 
    Aegis Gundam and Nicol Amalfi in the GAT-X207 Blitz Gundam will already 
    be waiting for you. You do not have to attack the Blitz Gundam at all, 
    you could wail on it for a little while to get your combo count up 
    before moving on to Athrun, but Nicol's defeat is not important to the 
    mission. If you should reduce the Blitz Gundam's HP Gauge to 50% Nicol 
    Amalfi will turn tail and automatically flee the area. Athrun Zala will 
    not wimp out so easily, however. Attack the Aegis Gundam and when it 
    loses all of its HP Gauge you will be taken to the next part of the 
    mission.
    
       Now it's raining! You will relaunch in whatever variation of the 
    Strike Gundam that you took from the beginning of the mission, but your 
    HP Gauge, Power Gauge, and any used Partner Boosts WILL NOT be 
    replenished. Talk about unfair! You'll be back on yet another small 
    island and Dearka Elsman and Yzak Joule will be here in their GAT-X103 
    Buster Gundam and GAT-X102 Duel Gundam Assault Shroud, and their 
    lookin' for revenge. Tolle Koenig and Mu La Flaga will still be sill be 
    supporting you in their Sky Graspers. Go after the Buster Gundam first 
    and just beat the heck out of it in melee combat, as he still can't put 
    up much of a fight in close range. After the Buster Gundam has lost all 
    of his HP Gauge it will flee so you can now concentrate on the Duel 
    Gundam Assault Shroud. After both the Duel Gundam Assault Shroud and 
    Buster Gundam have lost all of their HP the final fight will be 
    triggered. Athrun Zala will enter the mission area in his GAT-X303 
    Aegis Gundam, and he's real angry. Athrun will, at some point after his 
    appearance, automatically destroy Tolle's Sky Grasper, killing him. Use 
    any Partner Boosts you have left and just attack the Aegis Gundam. The 
    Aegis Gundam is great at melee, so you may want to consider staying at 
    range. Once the Aegis Gundam has lost all of its HP Gauge the mission 
    will end in success.
    
    
                         ------------------------------
                         Phase 10: The Descending Sword
                         ------------------------------
    
       After the Strike Gundam is destroyed by Athrun Zala's Aegis Gundam 
    Kira Yamato is miraculously saved from death. Kira is also magically 
    transported all the way to the PLANTs where he is cared for by Lacus 
    Clyne. Lacus Clyne then helps Kira Yamato steal a new ridiculously 
    powerful mobile suit. Meanwhile the Archangel has arrived in JOSH-A, 
    Alaska, but not long after their arrival the base comes under attack 
    from a massive ZAFT attack force. Kira Yamato will launch in his newly 
    stolen ZGMF-X10A Freedom Gundam. Your default Partner for now is Lacus 
    Clyne, who will offer up some weak HP Gauge healing Partner Boosts.
    
       Kira will leave the PLANTs in the Freedom Gundam, but will be 
    ambushed by ZAFT mobile suit forces. There are two ways to complete 
    this part of the mission; the first way is to cop out like a sissy and 
    run away, and the other is to continue destroying enemy mobile suits 
    until the game forces you to move on. I like option number two the 
    best! But as for option one I might as well explain it, straight ahead 
    of you when you begin the mission will be an orange target circle; it's 
    right in front of Earth, you can't miss it. Also flying through this 
    circle will be a small ZAFT space shuttle headed for the PLANTs, it 
    will pass through the circle at exactly 20 seconds from the start of 
    the mission. If you fly through the circle before twenty seconds have 
    gone by nothing will happen, but if you pass the Freedom Gundam through 
    the circle after 20 seconds (after the space shuttle has passed through 
    it) you will automatically proceed to the next part of the mission. The 
    enemies in this area will all be ZGMF-1017 GINNs that come four at a 
    time. Compared to the Freedom Gundam the GINNs are complete wimps. You 
    can easily destroy one GINN in two shots from your beam rifle. If you 
    destroy a total of fifteen GINNs you will proceed to the next part of 
    the mission. So you can either fly through the circle after 20 seconds 
    (if you're a wimp) or destroy 15 GINNs (if you're hardcore); either way 
    will get you to the next part of the mission.
    
       Kira, in the Freedom Gundam, will now have descended to Earth and 
    flew all the way to freakin' Alaska where he arrives at JOSH-A just in 
    time. However, ZAFT has already launched "Operation Spit Break", and 
    they are attacking the Earth Alliance. You must protect the Archangel 
    from being destroyed; if the Archangel is destroyed you will fail the 
    mission. Now that you are on Earth your Partner will also have 
    automatically changed to Murrue Ramias. Initial enemies will be AMF-101 
    DINNs, ZGMF-1017 GINNs riding on Guul atmospheric flight support craft, 
    as well as UMF-4A GOOhNs that will be under the water. After 17 seconds 
    have gone by from the start of this part of the mission Yzak Joule will 
    also arrive on the scene in his GAT-X102 Duel Gundam Assault Shroud 
    riding a Guul support craft. The standard enemies -that is to say the 
    GINNs, DINNs, and GOOhNs- will attack the Archangel, while Yzak's Duel 
    Gundam Assault Shroud will spend all of its time chasing you around. 
    Destroy the normal enemy units first, and they will be slowly replaced 
    after their destruction, but after you have destroyed a total of twelve 
    normal enemy units here they will stop coming. Now you should take care 
    of the Duel Gundam Assault Shroud. Since Yzak's Duel Gundam Assault 
    Shroud is on a Guul it will not engage you in melee combat; all it will 
    do is hover around while it shoots at you and perform frequent evasive 
    maneuvers to try and shake you off. It should be incredibly easy to 
    take him down. Just slash away and once the Duel Gundam Assault Shroud 
    has lost all of its HP Gauge the mission will end successfully.
    
    
                            -----------------------
                            Phase 11: Decisive Fire
                            -----------------------
    
       After escaping the destruction of JOSH-A, Alaska by the Earth 
    Alliance's Cyclops System trap the Archangel returns to Orb. The crew 
    begins to think about defecting because of the Earth Alliance's 
    sinister tactics. However, the Earth Alliance now demands use of Orb's 
    mass driver so they can begin to send their forces into space. When 
    Uzumi Nara Athha, the leader of Orb, refuses to allow the Earth 
    Alliance access to the mass driver the Earth Alliance declares Orb to 
    be allied with ZAFT and attacks. The Archangel decides to launch and 
    help the Orb forces fight off the Earth Alliance. Kira Yamato will 
    launch in the ZGMF-X10A Freedom Gundam by default. Your default Partner 
    will be Miriallia Haw, but you have the option to switch to Mu La 
    Flaga, Murrue Ramias, Sai Argyle, or Cagalli Yula Athha in her stead. 
    You will also be receiving support from Mu La Flaga who will be 
    piloting the repaired GAT-X105+AQM/E-X01 Aile Strike Gundam.
    
       When you start the mission the Earth Alliance attack on Orb will 
    already have begun. There will already be three GAT-01 Strike Daggers 
    in the area. Mu La Flaga will hurry on over to engage them so you 
    should as well before he steals all your kills. After either you or Mu 
    La Flaga have destroyed a Strike Dagger it will be replaced with 
    another Strike Dagger. After a total of six Strike Daggers have been 
    destroyed the next fight will be triggered.
    
       The Earth Alliance's druggie trio, a team of "biological CPU's", 
    will enter the mission area in their three new next-generation Gundams. 
    Orga Sabnak will be in his GAT-X131 Calamity Gundam, which specializes 
    in long-range attacks, but does poorly in close range due to its lack 
    of melee weapons. Clotho Buer in the GAT-X370 Raider Gundam, which is 
    very fast thanks to its mobile armor form, and does okay at long range 
    and quite well at close combat with its "Mjolnir" Hammer spherical 
    breaker. And finally Shani Andras in the GAT-X252 Forbidden Gundam, 
    which does well at both melee combat and range combat, but can often 
    deflect beam attacks made against him thanks to its "Geschmeidig 
    Panzer" system. Mu La Flaga will still be helping out, but the druggie 
    trio will mostly focus on you. The first of the next-gen Gundams you 
    should worry about is the Calamity Gundam; attack it in close combat 
    since it lacks a melee weapon, and don't let up until it is defeated. 
    Once the Calamity Gundam has lost all of its HP Gauge Shani Andras will 
    flee the mission area. Now it doesn't really matter which of the 
    remaining two you attack next. You'll want to engage the Forbidden 
    Gundam in melee combat as well because of its tendency to deflect the 
    Freedom Gundam's beams away. The Raider Gundam on the other hand only 
    has machine guns as long range weapons and its "Mjolnir" hammer is an 
    excellent close combat weapon, so you will probably want to finish the 
    Raider Gundam at range. Once all three of the druggie trio Gundams have 
    been defeated you will go to the next part of the mission.
    
       The Earth Alliance will have begun its second wave of assaults on 
    Orb. You must protect the Archangel during this part of the mission, 
    because if it is destroyed you will fail the mission. Athrun Zala will 
    now be supporting you in the ZGMF-X09A Justice Gundam, so you're help 
    is a little better. Unfortunately what does not help is the fact that 
    your HP Gauge, Power Gauge, and any spent Partner Boosts will not be 
    refilled. The enemies here are once again the infamous druggie trio and 
    their Gundams, the Calamity Gundam, Forbidden Gundam, and the Raider 
    Gundam. The most important target is the Calamity Gundam, as it will be 
    bombarding the Archangel while the other two Gundams attack you, so you 
    should engage the Calamity Gundam in melee combat and take it down 
    first, and once it is out of HP it will retreat. With the Calamity 
    Gundam out of the way you may now deal with the Raider Gundam and 
    Forbidden Gundam without having to worry about the Archangel being 
    destroyed. After all three of the druggie trio's Gundams have been 
    defeated the mission will end.
    
    
                          -------------------------
                          Phase 12: Trembling World
                          -------------------------
    
       The Archangel and the Kusanagi have escaped to space via the use of 
    Orb's mass driver before it was destroyed. Back at the PLANTs Lacus 
    Clyne steals the battleship Eternal, but it comes under attack by a 
    large ZAFT mobile suit force from Boaz. Kira Yamato will launch by 
    default in the ZGMF-X10A Freedom Gundam. Your default Partner will be 
    Lacus Clyne, but you can switch to Mu La Flaga, Murrue Ramias, 
    Miriallia Haw, Sai Argyle, or Cagalli Yula Athha.
    
       For this first part of the mission you must rescue the battleship 
    Eternal from a ZAFT attack force looking to re-capture it. The Eternal 
    will be your Defending Target, and if it is destroyed you will fail the 
    mission. Several ZGMF-1017 GINNs will be attacking the Eternal, so 
    destroy them as quickly as possible. After you have destroyed a total 
    of 21 enemy mobile sits without the Eternal being reduced to space 
    debris this part of the mission will end.
    
       You will re-launch in the Freedom Gundam and you will retain your 
    previous Partner, and your HP Gauge, Power Gauge, and Partner Boosts 
    will all be refilled as well. After a few seconds the Archangel will 
    enter the battlefield in the south-east and begin slowly moving across 
    the mission area towards the west side. You must protect the Archangel 
    during this part of the mission. If the Archangel is destroyed you will 
    fail the mission. Luckily the enemies won't really pay too much 
    attention to the Archangel since it is so far away. You will initially 
    be confronted by two GAT-01 Strike Daggers, so destroy them and they 
    will soon be replaced by two more Strike Daggers. If you hurry up you 
    can destroy up to 10 Strike Daggers before the druggie trio appears. 
    After 51 seconds have gone by Clotho Buer in the GAT-X370 Raider 
    Gundam, Orga Sabnak in the GAT-X131 Calamity Gundam, and Shani Andras 
    in the GAT-X252 Forbidden Gundam will arrive in the area. Luckily for 
    you Athrun Zala will also arrive to support you in his ZGMF-X09A 
    Justice Gundam. The three druggie Gundams won't pay much attention to 
    the Archangel unless you are close to it, in which case the Calamity 
    Gundam will ignore you and bombard the ship. Try to take the Calamity 
    Gundam down first, in melee combat, of course. Once any of the three 
    druggie Gundams have lost all of their HP Gauge it will flee the area. 
    Once the Calamity Gundam is out of the way the Archangel won't have 
    much else to worry about so go after the other two. The mission will 
    end either after all three of the Earth Alliance Gundams have been 
    defeated, or the Archangel leaves the western edge of the mission area, 
    which will take a little over three minutes.
    
    
                         ------------------------------
                         Phase 13: Spiral of Encounters
                         ------------------------------
    
       The Three Ships Alliance of the Archangel, Kusanagi, and the Eternal 
    hide in the L4 colony cluster. However, both ZAFT and Earth Alliance 
    forces are closing in to attempt to find and destroy the traitorous 
    elements. Kira Yamato will launch in the ZGMF-X10A Freedom Gundam by 
    default. Your default Partner will again be Lacus Clyne, but you can 
    choose to switch to Mu La Flaga, Murrue Ramias, Cagalli Yula Athha, 
    Miriallia Haw, or Sai Argyle on the Briefing screen. Athrun Zala will 
    also be supporting you in the ZGMF-X09A Justice Gundam.
    
       When you begin the mission two of the druggie trio will already be 
    in the area, Orga Sabnak in the GAT-X131 Calamity Gundam and Clotho 
    Buer in the GAT-X370 Raider Gundam. The Archangel, the Kusanagi, and 
    the Eternal will also enter the area from the south but will stop near 
    the edge of the mission area, but they cannot be harmed so you need not 
    worry about them. The Raider Gundam will probably give you the most 
    trouble, as it will constantly fly up to you and attempt to attack you 
    in close combat. Just stay back and blast the Raider Gundam and once it 
    has lost all of its HP Gauge it will flee the area. After the Raider 
    Gundam is gone go for the Calamity Gundam. The Calamity Gundam will 
    deflect the vast majority of beams fired at it thanks to its 
    "Geschmeidig Panzer" system, so close combat will probably be more 
    efficient. After both the Calamity Gundam and Raider Gundam have been 
    defeated the next fight will be triggered.
    
       Yzak Joule will enter the mission area in his GAT-X102 Duel Gundam 
    Assault Shroud accompanied by two ZGMF-1017 GINNs. Three ZAFT Nazca-
    class battleships will also enter the mission area from the north. Take 
    care of the GINNs first; after six GINNs have been destroyed they will 
    stop coming. Now take care of Yzak Joule and the Duel Gundam Assault 
    Shroud. Once the Duel Gundam Assault Shroud has lost all of its HP 
    Gauge Yzak will flee the mission area. Now you can destroy the three 
    Nazca-class battleships. Once the three Nazca are destroyed the 
    Archangel and Eternal will start moving through the mission area at a 
    high speed and you will come under attack from more GINNs and another 
    Nazca-class battleship will enter the area. The mission will end once 
    the Archangel, Eternal, and Kusanagi escape the mission area.
    
    
                          -------------------------
                          Phase 14: The Final Light
                          -------------------------
    
       After the Earth Alliance conquered Boaz by using their nuclear 
    arsenal the Three Ships Alliance vowed that they could not let this 
    sort of tragedy happen again. The Earth Alliance prepares to attack 
    ZAFT's final fortress, Jachin Due, which is the last defensive point 
    ZAFT has before the PLANTs. Kira Yamato will launch in the METEOR 
    Freedom Gundam for this mission. Your default Partner will be Lacus 
    Clyne, but you can switch to Mu La Flaga, Murrue Ramias, Cagalli Yula 
    Athha, Miriallia Haw, or Sai Argyle from the Briefing menu if you wish 
    to do so. You will also be allied with Athrun Zala in the METEOR 
    Justice Gundam.
    
       During this first part of the mission you must defend the PLANTs 
    from the Earth Alliance's nuclear attack. If even one single nuclear 
    missile escapes the mission area a PLANT will go boom and you fail the 
    mission. To make shooting down the nuclear missiles as easy as possible 
    be sure to abuse the multi-lock attack of the METEOR unit. There will 
    be a total of about forty nuclear missiles during the mission that are 
    launched in clusters of about fourteen at a time. The clusters of 
    nuclear missiles will all be highlighted by orange target circles so 
    they are a smidgen easier to see. They come from the north and move 
    south at a decently slow pace. Be damn sure to watch your Radar to make 
    sure that no nuclear missiles have gotten past you. If any nuclear 
    missiles do slip past turn your METEOR the hell around and chase after 
    it and use your multi-lock attack to shoot it down before it escapes 
    the mission area. After the nukes are taken care of you just need to 
    destroy the few TS-MA2 Moebius mobile armors equipped with nuclear 
    missiles. After you have destroyed all of the nuclear missiles and ten 
    Moebius mobile armors the next fight will be triggered.
    
       All three members of the druggie trio will enter the area, Shani 
    Andras in his GAT-X252 Forbidden Gundam, Orga Sabnak in the GAT-X131 
    Calamity Gundam, and Clotho Buer in the GAT-X370 Raider Gundam. These 
    three should be no problem to beat now that you and Athrun are both in 
    your frighteningly over-powered METEOR units. The METEOR unit's melee 
    attack, although awfully slow and awkward, works very well against 
    these three psychos. Just get in their face and slash away at them. 
    Once you have defeated all three of the Earth Alliance Gundam pilots 
    you will go to the next part of the mission.
    
       You will relaunch, still in the METEOR Freedom Gundam and Athrun 
    Zala will still be supporting you in the METEOR Justice Gundam. You 
    will retain the same Partner and your HP Gauge, Power Gauge, and 
    Partner Boosts will all be refilled. You will be attacked by both ZAFT 
    and Earth Alliance forces here. The enemies in the beginning will be a 
    mix of GAT-01 Strike Daggers as well as ZGMF-1017 GINNs and ZGMF-600 
    GuAIZ. After a total of seventeen enemy mobile suits have been 
    destroyed by you and Athrun, Orga Sabnak piloting the GAT-X131 Calamity 
    Gundam will enter the mission area. To complete the mission all you 
    must do is destroy the Calamity Gundam, but why hurry? The Strike 
    Daggers, GuAIZ, and GINNs will continue coming infinitely for the 
    remainder of the mission so you can rack up an enormous score here. 
    Once the Calamity Gundam has been defeated the mission will end 
    successfully.
    
    
                        ------------------------------
                        Phase 15: To An Endless Future
                        ------------------------------
    
       During the heated final battle at Jachin Due Kira Yamato senses that 
    something is wrong back at the battleship Archangel. Kira will head 
    back to the Archangel in the METEOR Freedom Gundam. Your default 
    Partner will be Lacus Clyne, but you can switch to Murrue Ramias, 
    Cagalli Yula Athha, Miriallia Haw, or Sai Argyle. You will also be 
    supported by Cagalli Yula Athha in the MBF-02 Strike Rouge.
    
       During this first part of the mission you must defeat Rau Le Creuset 
    in his ZGMF-X13A Providence Gundam. He isn't much of a threat while you 
    are in your METEOR, the only really damaging attack Rau has is the 
    Providence Gundam's Special Attack which will release the Providence 
    Gundam's multitude of DRAGOONS for a barrage of powerful beams. Just 
    attack the Providence Gundam with the METEOR Freedom Gundam's melee 
    attack and use the METEOR Freedom Gundam's melee Special Attacks to 
    make short work of the Providence Gundam. After the Providence Gundam 
    has been reduced to 30% of its HP Gauge the fight will end and you will 
    go to the next part of the mission.
    
       You will now just be in the regular ZGMF-X10A Freedom Gundam, as the 
    METEOR unit has been destroyed. Your HP Gauge, Power Gauge, and Partner 
    Boosts will be refilled, and you will retain your previous Partner. You 
    will again be dueling Rau Le Creuset in his Providence Gundam, this 
    time in front of ZAFT's GENESIS super-weapon. This fight won't be very 
    easy. You should stay near the Providence Gundam at all times which 
    will hopefully cause the Providence Gundam to favor melee combat and 
    prevent it from using its DRAGOONS Special Attack, which will do a LOT 
    of damage if it hits. Use your own Special Attacks on the Providence 
    Gundam to rack up a bit of damage and use your Partner Boosts as well. 
    Use your evasive maneuvers frequently and attack the Providence Gundam 
    with your beam sabers. Once Rau Le Creuset's Providence Gundam has lost 
    all of its HP Gauge the mission will end in success. Congratulations, 
    you cleared Kira's story mode.
    
    
    
    \                  /-------------------------------\                  /
    [==================|Story Mode: Athrun Zala Version|==================]
    /                  \-------------------------------/                  \
    
    
                            ---------------------
                            Phase 01: False Peace
                            ---------------------
    
       On January 24th, CE 71 ZAFT forces learn through a spy that the 
    Earth Alliance is secretly developing their own mobile suit weapons in 
    the neutral resource satellite Heliopolis. Athrun Zala is assigned to 
    the elite Le Creuset Team and receives orders to infiltrate Heliopolis 
    and capture the experimental weapons. Athrun and the rest of the Le 
    Creuset Team infiltrate Heliopolis and, after a running gun battle, 
    succeed in stealing all but one of the Earth Alliance's prototype 
    mobile suits. The other mobile suit is taken by someone who surprises 
    Athrun; an old friend named Kira Yamato. You will play as Athrun Zala; 
    after all, it is his Story Mode. You will pilot the stolen GAT-X303 
    Aegis Gundam. Your default Partner for now will be Nicol Amalfi, who 
    has three low-powered HP healing boosts for his Partner Boosts.
    
       When you enter combat the only enemy in this area is Kira Yamato in 
    the GAT-X105 Strike Gundam. You will also have Miguel Aiman supporting 
    you in a ZGMF-1017 GINN. The Strike Gundam will move pretty clumsily, 
    so feel free to melee the ever-living heck out of it. It should be no 
    problem to defeat it. This part of the mission will end once the Strike 
    Gundam's HP gauge has been totally depleted.
    
       You will once again launch in the Aegis Gundam and your HP Gauge and 
    Power Gauge will be refilled, but your previous Partner will be 
    replaced by Rau Le Creuset who will offer up three Boosts which will 
    give you unlimited Thruster Gauge for a short period of time. Once 
    again the only opponent is Kira Yamato in the Strike Gundam, but this 
    time its configured as the GAT-X105+AQM/E-X02 Sword Strike Gundam which 
    is quite a bit more dangerous than the plain Strike Gundam. In the 
    beginning of the mission Miguel Aiman will be supporting you in a GINN 
    with a Heavy Ion Cannon, but he will soon be killed after about 32 
    seconds have gone by as per story requirements, even if he wasn't hit. 
    Kira will spend all of his time attacking Miguel's GINN until it is 
    destroyed, so feel free to attack the Sword Strike Gundam without mercy 
    in melee combat. The Sword Strike Gundam's ranged weapon is its "Midas 
    Messer" beam boomerang. If you see the Sword Strike throw the beam 
    boomerang perform an evasive maneuver immediately, because if it hits 
    your unit you will be stunned, leaving you wide open for the word 
    Strike Gundam to attack. This mission will end in success once the 
    Sword Strike Gundam's HP Gauge is totally depleted.
    
    
                              --------------------
                              Phase 02: Silent Run
                              --------------------
    
       After the Legged Ship carrying the final G-Weapon flees the remnants 
    of Heliopolis, the Le Creuset Team takes up pursuit. Sensing that the 
    Legged Ships destination is the Eurasian Federation military satellite 
    Artemis, Commander Rau Le Creuset sends Athrun and the rest of the team 
    to intercept and attack it. You will be piloting the GAT-X303 Aegis 
    Gundam for this mission. Your default Partner will be Rau Le Creuset, 
    but you can switch to Yzak Joule, Dearka Elsman, or Nicol Amalfi if you 
    want. Dearka Elsman and Yzak Joule will also be supporting you in the 
    GAT-X103 Buster Gundam and GAT-X102 Duel Gundam respectively.
    
       Now, this is without a doubt the easiest mission in the game. The 
    Archangel will be slowly flying through the mission area, but Kira 
    Yamato in the GAT-X105+AQM/E-X01 Aile Strike Gundam is protecting it. 
    Mu La Flaga in the TS-MA2mod.00 Moebius Zero mobile armor will also be 
    in the area, but he will be sneaking around the left side out of range 
    to attack the Nazca-class battleship Vesalius behind you. After Mu has 
    completed his sneak attack, which takes about 30 seconds, he will turn 
    around and come back to attack you. If you attack Mu La Flaga's Moebius 
    Zero and it loses all of its HP Gauge, Mu La Flaga will flee the area. 
    To complete this mission you can either defeat Kira Yamato's Aile 
    Strike Gundam, or deal significant damage to the battleship Archangel. 
    I suggest taking down the Archangel since it's soooo easy and won't put 
    up a fight, unlike Kira in the Aile Strike Gundam. Fly right up to the 
    Archangel and use the Aegis Gundam's Special Attack to transform into 
    its mobile armor mode and fire its "Scylla" energy canon into the 
    Archangel at point blank range. Use the Aegis Gundam's Special Attack 
    three times, and then just start to blast the Archangel with the Aegis 
    Gundam's beam rifle to finish it off. It'll be finished in no time; 
    sometimes it can be done in less than 30 seconds. You could also spend 
    a little extra time to multi-lock and destroy the Archangel's various 
    turrets and gun emplacements for extra points. If you destroy all of 
    the Archangel's guns before you finish it you will earn an easy S Rank 
    when you complete the mission.
    
    
                           --------------------------
                           Phase 03: The Fading Light
                           --------------------------
    
       While on a mission to attempt to find the missing Lacus Clyne the Le 
    Creuset Team comes across a small Earth Alliance fleet on an unusual 
    course. Suspecting that the fleet is running supplies for the Legged 
    Ship Rau Le Creuset sends Athrun Zala out to attack. Athrun Zala will 
    be piloting the GAT-X303 Aegis Gundam for this mission. Your default 
    Partner will be Rau Le Creuset; you do not have the option to change 
    Partners for this mission. You will also be supported by a ZAFT grunt 
    in a ZGMF-1017 GINN.
    
       You must protect the Nazca-class battleship Vesalius for the 
    duration of this mission. If the Vesalius is destroyed you will fail 
    the mission. When you begin the mission two Earth Alliance 130 meter-
    class battleships will enter the area from the north-east and will 
    launch their squads of TS-MA2 Moebius mobile armors. All of the Moebius 
    will pretty much go straight for the Vesalius, so hang close to your 
    battleship and destroy the Moebius as they come. After a total of six 
    Moebius have been destroyed they will stop coming, so now you are free 
    to go sink the Earth Alliance battleships. Fly on over to the enemy 
    battleships and use your multi-lock attack to pick off individual 
    turrets and gun batteries for extra points. Once both of the Earth 
    Alliance 130 meter-class battleships and all six Moebius are destroyed 
    the next round will be triggered.
    
       Kira Yamato will enter the mission area in the GAT-X105+AQM/E-X01 
    Aile Strike Gundam, along with Mu La Flaga in the TS-MA2mod.00 Moebius 
    Zero. They will also be accompanied by another generic Moebius mobile 
    armor. If you destroy the regular Moebius it will be replaced, but they 
    will cease coming after you have destroyed five of them. If you attack 
    Mu's Moebius Zero until its HP Gauge runs out then Mu La Flaga will 
    retreat from the battlefield. Kira Yamato is the main threat here, and 
    he will attack you relentlessly. Use your Partner Boosts for a bit of 
    an edge and engage the Aile Strike Gundam. The Aile Strike Gundam is 
    quick and adept at both melee and ranged combat, so you really don't 
    have an advantage or weakness to exploit either way. After Kira 
    Yamato's Aile Strike Gundam is out of HP the mission will end.
    
    
                            -----------------------
                            Phase 04: Separate Ways
                            -----------------------
    
       The Legged Ship has rendezvoused with the Earth Alliance's 8th Fleet 
    and prepares to descend to Earth. Believing that the Legged Ship is no 
    longer heading to the moon Rau Le Creuset orders that the Le Creuset 
    Team attack the 8th Fleet and destroy the vessel before it can escape. 
    Athrun Zala will launch in the GAT-X303 Aegis Gundam. Your default 
    Partner will be Rau Le Creuset, but you can opt to change to Yzak 
    Joule, Dearka Elsman, or Nicol Amalfi during the mission Briefing. You 
    will also be supported by Yzak Joule in the GAT-X102 Duel Gundam 
    Assault Shroud, Dearka Elsman in the GAT-X102 Buster Gundam, and Nicol 
    Amalfi in the GAT-X207 Blitz Gundam during the mission.
    
       When you begin the mission there will already be six Earth Alliance 
    130 meter-class battleships scattered in a loose circle around the 
    mission area; the Buster Gundam, Blitz Gundam, and Duel Gundam Assault 
    Shroud will all hurry off to attack the battleships. During the course 
    of the mission you must protect the Nazca-class battleship Vesalius; 
    should it be destroyed you will fail. Don't worry, though, there really 
    will not be anything in this mission that will go after the Vesalius so 
    it should be okay. The Vesalius won't even initially be in the area 
    during the start of the mission; it will enter the area after 1 minute 
    and 35 seconds has gone by along with the Laurasia-class frigate Gamow. 
    Also the Earth Alliance Agamemnon-class battleship Menelaos will enter 
    the mission area after 35 seconds has gone by and it will slowly cruise 
    to the left-center of the mission area. Destroy the Menelaos before the 
    Gamow arrives, otherwise you'll miss out on the points because the two 
    ships will destroy each other at about 1 minute and 45 seconds when the 
    Menelaos uses itself to shield the Archangel from attack. Once the 
    initial six 130 meter-class battleships have all been destroyed the 
    next fight will be triggered.
    
       Kira Yamato will enter the fray in his GAT-X105+AQM/E-X01 Aile 
    Strike Gundam along with Mu La Flaga in the TS-MA2mod.00 Moebius Zero 
    mobile armor. Yzak Joule will stick around to help you in his Duel 
    Gundam Assault Shroud, but the other two Gundams have returned to the 
    Vesalius. If you attack Mu La Flaga's Moebius Zero until it runs out of 
    HP then Mu will retreat back to the Archangel. Attack Kira in the Aile 
    Strike Gundam and once it has been reduced to having only about 15% of 
    its total HP Gauge remaining the Aile Strike Gundam will retreat and a 
    55 second countdown will begin. You must make it back to the Vesalius 
    before the 55 seconds are up, otherwise the Aegis Gundam will burn to a 
    crisp in the atmosphere and you will fail the mission. Just fly up to 
    the Vesalius, which will be highlighted by an orange target circle as 
    well as be a green blip on both your Radar and Search Circle, so you 
    shouldn't have any trouble finding it. All you must do to complete the 
    mission is enter the orange circle area around the Vesalius before you 
    run out of time. Do so and the mission will end.
    
    
                            ---------------------
                            Phase 05: War For Two
                            ---------------------
    
       Athrun Zala has descended to Earth in preparations for ZAFTs 
    upcoming "Operation Spit Break". With the other three pilots of the 
    stolen X-Series mobile suits under his command, Athrun is now in charge 
    of the Zala Team and he renews his pursuit of the Legged Ship. Athrun 
    Zala will launch in the GAT-X303 Aegis Gundam. Your default Partner 
    will be Yzak Joule, but you can switch to Dearka Elsman or Nicol Amalfi 
    during the Briefing. During the mission you will be supported by Yzak 
    Joule in his GAT-X102 Duel Gundam Assault Shroud, Dearka Elsman in the 
    GAT-X103 Buster Gundam, and Nicol Amalfi in the GAT-X207 Blitz Gundam, 
    all of which will be riding Guul atmospheric flight support craft.
    
       The Archangel will be slowly cruising towards Orb territory, and it 
    is being guarded by Kira Yamato in the GAT-X105+AQM/E-X01 Aile Strike 
    Gundam and Mu La Flaga in an FX-550 Sky Grasper support fighter. You 
    cannot complete this mission by just taking down the Archangel like you 
    could in Athrun's Phase 02. You should use your multi-lock attack to 
    destroy all of the gun turrets and cannons on the Archangel for extra 
    points, but once there is nothing left on the Archangel to lock onto 
    leave it alone and go attack Kira or Mu. The Archangel will splash down 
    in the sea after about 1 minute and 25 seconds have gone by, and it 
    will come to a halt just outside the mission area. If you attack Mu La 
    Flaga's Sky Grasper until it runs out of HP then Mu La Flaga will 
    retreat from the mission area. To complete the mission you must defeat 
    Kira Yamato in the Aile Strike Gundam. Once the Aile Strike Gundam has 
    run out of HP the mission will end.
    
    
                           -------------------------
                           Phase 06: Flashing Blades
                           -------------------------
    
       Having tracked the Legged Ship to the neutral nation of Orb the Zala 
    Team has suspended pursuit. Waiting outside of Orb territory the Zala 
    Team detects an Orb battle fleet. When one solitary ship breaks away 
    from the group the Zala Team suspects it to be the Legged Ship and 
    spring their trap. Athrun Zala will launch in the GAT-X303 Aegis 
    Gundam. Your default Partner will be Yzak Joule, but you can switch to 
    Dearka Elsman if you want to. You will also be supported by Nicol 
    Amalfi in the GAT-X207 Blitz Gundam during the first part of this 
    mission.
    
       You will be up against Kira Yamato in the GAT-X105+AQM/E-X02 Sword 
    Strike Gundam, as well as Mu La Flaga and Tolle Koenig, both of whom 
    are in FX-550 Sky Graspers. You don't need to defeat the two Sky 
    Graspers, but if you attack them until they run out of HP they will 
    flee the mission area. The real menace here is the Sword Strike Gundam. 
    The Sword Strike is great at melee combat, and its "Midas Messer" beam 
    boomerang can be used to stun you so it can get in close and combo you. 
    You should probably stay away from the Sword Strike Gundam and blast it 
    with the Aegis Gundam's beam rifle, and if you see it throw its beam 
    boomerang perform an emergency evasive maneuver and roll out of the way 
    so you won't be hit and stunned. You'll want to take as little damage 
    as possible during this first part of the mission, so I will repeat 
    myself, I STRONGLY suggest just hanging back and blasting the Sword 
    Strike Gundam with your beam rifle. Once the Sword Strike Gundam's HP 
    Gauge has been totally depleted the first half of the mission will end.
    
       You will relaunch for the second part of the mission in the Aegis 
    Gundam again, but your HP Gauge, Power Gauge, and Partner Boosts remain 
    exactly how they were when you defeated the Sword Strike Gundam, so you 
    are not in tip-top shape. Not to mention that idiot Nicol went and got 
    himself killed, so your support is gone. Kira Yamato has exchanged the 
    Sword Striker pack so now he is in the GAT-X105+AQM/E-X01 Aile Strike 
    Gundam with a full HP Gauge and Power Gauge. It's totally unfair! Mu La 
    Flaga will also be supporting Kira in a Sky Grasper, and after 15 
    seconds have gone by Tolle Koenig will also enter the mission area in 
    another Sky Grasper. Tolle's Sky Grasper is very weak, though. You can 
    actually destroy it in a single shot from your beam rifle, so be sure 
    to pick it off and kill Tolle for the points. Mu's Sky Grasper is much 
    tougher so it'll take a lot more hits to bring down, but if his Sky 
    Grasper runs out of HP then he will retreat from the mission area. Now 
    the only problem you have left is that idiot Kira. Use whatever Partner 
    Boosts you may have left to help you out a little bit, and just beat on 
    him. Since he is using the Aile Strike Gundam he is pretty well 
    balanced in both melee and ranged combat, so you don't have an edge 
    either way. Just try to take Kira out in melee combat and if you are 
    low on HP hang back and take pot shots at him with your beam rifle. 
    Once Kira's Aile Strike Gundam has lost all of it HP the mission will 
    end.
    
    
                            -----------------------
                            Phase 07: Decisive Fire
                            -----------------------
    
       After the destruction of the Aegis Gundam in the battle against the 
    Strike Gundam Athrun returns to the PLANTs. However, when ZAFTs 
    experimental Freedom Gundam is stolen Athrun is given a new Gundam and 
    sent to recover it. Athrun returns to Earth where he finds the Freedom 
    Gundam fighting the Earth Alliance forces at Orb. Athrun Zala will be 
    piloting the ZGMF-X09A Justice Gundam. Your default Partner will be 
    Cagalli Yula Athha, but you are allowed to switch during the Briefing 
    and can choose to take either Kira Yamato or Dearka Elsman in Cagalli 
    Yula Athha's stead. You will also be supported by Kira Yamato in the 
    ZGMF-X10A Freedom Gundam.
    
       You must protect the Archangel from being destroyed throughout the 
    course of the mission. Should the Archangel be destroyed you will fail 
    the mission, so be sure to keep an eye on it. When the mission begins 
    there will already be a few Earth Alliance GAT-01 Strike Dagger mobile 
    suits in the area. Destroy them quickly before the Freedom Gundam 
    steals your kills. After a total of twelve Strike Daggers have been 
    destroyed the final fight will be triggered.
    
       The Earth Alliance's druggie trio will enter the mission area. They 
    are Orga Sabnak in the GAT-X131 Calamity Gundam, Clotho Buer in the 
    GAT-X370 Raider Gundam, and Shani Andras in the GAT-X252 Forbidden 
    Gundam. Get used to seeing a lot of these three dudes. Your first 
    target should be the Calamity Gundam, as it does not have any melee 
    weapons, so just engage it in melee combat and don't let up until the 
    Calamity Gundam is finished. The other two, the Forbidden Gundam and 
    Raider Gundam, are a little more balanced than the Calamity, so don't 
    expect them to go down as easily. The Forbidden Gundam is equipped with 
    a "Geschmeidig Panzer" system, which will usually deflect beam attacks 
    made against the Forbidden so ranged attacks wont always work against 
    it. It is probably best to engage the Forbidden Gundam in close combat, 
    although it will put up a fight with its "Nidhoggr" heavy scythe. The 
    Raider Gundam on the other hand, has an awesome melee weapon called the 
    "Mjolnir" hammer, but its ranged attacks are just machine guns, which 
    will be nullified by the Justice Gundam's Phase Shift Armor, so you 
    should probably fight the Raider Gundam at range. After all three of 
    the druggie trio pilots have been defeated and fled the mission area 
    the mission will end in success.
    
    
                           -------------------------
                           Phase 08: Trembling World
                           -------------------------
    
       After Athrun returns from the PLANTs after failing to reason with 
    his father he is branded a traitor. He escapes with the help of Lacus 
    Clyne, and joins up with the Three Ships Alliance. When the Earth 
    Alliance forces new Archangel-class battleship Dominion attacks the 
    Three Ships Alliance Athrun goes out to sortie. Athrun will launch in 
    the ZGMF-X09A Justice Gundam. Your default Partner will be Cagalli Yula 
    Athha, but you can switch to Kira Yamato, Lacus Clyne, or Dearka Elsman 
    during the mission Briefing. You will also be supported by Kira Yamato 
    in the ZGMF-X10A Freedom Gundam.
    
       You must protect the Izumo-class battleship Kusanagi during the 
    course of this mission, and should it be destroyed you will fail the 
    mission. The initial enemies will be two GAT-01 Strike Daggers, 
    accompanied by Shani Andras trying to be sneaky in his GAT-X252 
    Forbidden Gundam. The Forbidden Gundam will often go hide in the rear 
    of the battlefield and take potshots at the Kusanagi, so you'll 
    probably want to go smash it around. Kira can handle the Strike 
    Daggers, but if you want to destroy them you can, although you'll be 
    leaving the Forbidden Gundam alone if you do so. If any of the Strike 
    Daggers are destroyed they will be replaced, but after five Strike 
    Daggers have been destroyed Clotho Buer and Orga Sabnak will arrive in 
    the GAT-X3170 Raider Gundam and GAT-X131 Calamity Gundam.
    
       The Calamity Gundam and Raider Gundam will mostly come after you. 
    The Forbidden Gundam, however, will usually focus on attacking the 
    Kusanagi. If Kira in the Freedom Gundam can keep the Forbidden Gundam 
    occupied then you can take it easy and fight off the Calamity and 
    Raider, but if Kira wont pull his damn weight you'll have to take the 
    Forbidden Gundam down yourself. Just fight these guys like usual. Take 
    the Calamity Gundam out in melee combat since it can't melee back so 
    well. Take the Raider Gundam at range since it is more proficient at 
    melee combat and only has weak machine guns as its primary ranged 
    weapons. And as for the Forbidden Gundam, since its "Geschmeidig 
    Panzer" system will usually deflect any beams fired at it, should also 
    be fought in close combat. Once all three of the druggie trio Gundams 
    have been defeated the mission will end in success.
    
    
                           --------------------------
                           Phase 09: The Opening Door
                           --------------------------
    
       The Three Ships Alliance of the Archangel, Kusanagi, and the Eternal 
    hide in the L4 colony cluster. However, both ZAFT and Earth Alliance 
    forces are closing in to attempt to find and destroy the traitorous 
    elements. Athrun Zala will launch in the ZGMF-X09A Justice Gundam. Your 
    default Partner will be Cagalli Yula Athha but you can switch to Kira 
    Yamato, Lacus Clyne, or Dearka Elsman during the Briefing. You will 
    also be supported by Kira Yamato in the ZGMF-X10A Freedom Gundam.
    
       When the mission starts you will already be confronted by Shani 
    Andras in the GAT-X252 Forbidden Gundam and Orga Sabnak in the GAT-X131 
    Calamity Gundam. The Eternal, Kusanagi, and the Archangel battleships 
    will all line up in the southern portion of the mission area and will 
    stay there for now. Just treat the druggie trio like usual, go after 
    the Calamity Gundam in melee combat since it has no melee weapon and 
    you'll probably have to defeat the Forbidden Gundam in melee combat as 
    well because its "Geschmeidig Panzer" system will usually deflect any 
    beams fired at it. Once both the Forbidden Gundam and Calamity Gundam 
    have been defeated the next fight will be triggered, or if you can not 
    defeat them both before 2 minutes and 30 seconds have elapsed the next 
    fight will be triggered automatically and the Forbidden and Calamity 
    Gundams will flee the area.
    
       Yzak Joule will enter the area in the GAT-X102 Duel Gundam Assault 
    Shroud, and he's angry. The Archangel, Kusanagi, and Eternal will also 
    now start flying swiftly across the mission area to make their escape, 
    but three ZAFT Nazca-class battleships will enter from the north side 
    of the battlefield. There will also be a few ZGMF-1017 GINNs, but once 
    you have destroyed a total of six GINNs they will no longer come. Go 
    destroy the three Nazca-class battleships first, then destroy the 
    GINNs, and finally go after Yzak's Duel Gundam Assault Shroud. Once the 
    Duel Gundam Assault Shroud has lost all of its HP Gauge the mission 
    will end successfully.
    
    
                           -------------------------
                           Phase 10: The Final Light
                           -------------------------
    
       After the Earth Alliance forces use nuclear weapons to obliterate 
    ZAFT's military satellite Boaz they declare their next targets will be 
    the PLANTs themselves. Horrified, the Three Ships Alliance launches to 
    intercept and stop the attack. Athrun Zala will launch in the METEOR 
    Justice Gundam. His default Partner will be Cagalli Yula Athha, but you 
    may switch to Kira Yamato, Lacus Clyne, or Dearka Elsman instead. You 
    will be supported by Kira Yamato in the METEOR Freedom Gundam during 
    the mission.
    
       During this first part of the mission you must defend the PLANTs 
    from the Earth Alliance's nuclear attack. If even one single nuclear 
    missile escapes the mission area a PLANT will be destroyed, hundreds of 
    thousands will die, and it'll all be your fault. In short, if you miss 
    a missile you'll fail the mission. To make shooting down the nuclear 
    missiles as easy as possible be sure to abuse the missile-spamming 
    multi-lock attack of the METEOR unit. There will be a total of about 
    forty nuclear missiles during the mission that are launched in clusters 
    of about fourteen at a time. The clusters of nuclear missiles will all 
    be highlighted by orange target circles so they are a little easier to 
    see. They will be launched from the north and move south at a decently 
    slow pace. Be damn sure to watch your Radar to make sure that no 
    nuclear missiles get past you. If any nuclear missiles do slip by turn 
    your METEOR the hell around and chase after them and use the METEORs 
    multi-lock attack to shoot it down before it escapes the mission area. 
    After the nukes are taken care of you need just destroy the few TS-MA2 
    Moebius mobile armors equipped with nuclear missiles. After you have 
    destroyed all of the nuclear missiles and ten Moebius mobile armors the 
    next fight will be triggered.
    
       All three members of the druggie trio will enter the area, Shani 
    Andras in his GAT-X252 Forbidden Gundam, Orga Sabnak in the GAT-X131 
    Calamity Gundam, and Clotho Buer in the GAT-X370 Raider Gundam. These 
    three should be no problem to beat now that you and Kira are both in 
    the cheesy over-powered METEOR units. The METEOR unit's melee attack, 
    although awfully slow and awkward, works very well against these three 
    psychos. Just get in their face and slash away at them. Once you have 
    defeated all three of the Earth Alliance's Gundam pilots you will go to 
    the next part of the mission.
    
       You will relaunch, still in the METEOR Justice Gundam and Kira 
    Yamato will still be supporting you in the METEOR Freedom Gundam. You 
    will retain the same Partner and your HP Gauge, Power Gauge, and 
    Partner Boosts will all be refilled. You will be attacked by both ZAFT 
    and Earth Alliance forces here. The enemies in the beginning will be a 
    mix of GAT-01 Strike Daggers as well as ZGMF-1017 GINNs and ZGMF-600 
    GuAIZ. After a total of seventeen enemy mobile suits have been 
    destroyed by you and Kira Clotho Buer piloting the GAT-X370 Raider 
    Gundam will enter the mission area. To complete the mission all you 
    must do is destroy the Raider Gundam, but why hurry? The Strike 
    Daggers, GuAIZ, and GINNs will continue coming infinitely for the 
    remainder of the mission so you can rack up an enormous score here. 
    Once the Raider Gundam has been defeated the mission will end 
    successfully.
    
    
                         ------------------------------
                         Phase 11: To An Endless Future
                         ------------------------------
    
       ZAFT has fired GENESIS and is making preparations to fire it again, 
    and this time the target is Earth. In order to stop the madness Athrun 
    decides to self-destruct his nuclear-powered Justice Gundam inside of 
    GENESIS. This mission is pretty darned easy, especially considering 
    it's the very last one for Athrun Zala. You will have disengaged your 
    mobile suit from the METEOR unit, so you will be piloting just the 
    ZGMF-X09A Justice Gundam this go around. Your default Partner will be 
    Cagalli Yula Athha, but you can switch to Lacus Clyne, Dearka Elsman, 
    or Kira Yamato. You will also be supported by Cagalli Yula Athha in the 
    MBF-02 Strike Rouge.
    
       You must protect the Eternal battleship for the duration of this 
    mission. Be sure to watch the Eternal's Health Gauge over on the left 
    side of the screen, as there will be plenty of enemies taking pot shots 
    at the ship. Enemies in this mission will consist of infinite amounts 
    of ZGMF-1017 GINNs, ZGMF-600 GuAIZs, and GAT-01 Strike Daggers. Those 
    enemies will keep coming until the mission ends, so there won't be any 
    let up at all. Now, when I said "until the mission ends" the catch is 
    that the mission will last as long as you want it to. After 1 minute 
    and 30 seconds have gone by a large yellow target zone will appear in 
    front of the Eternal and the crew will tell you to head towards 
    GENESIS; simply flying into that yellow circle will end the mission. 
    Now if you want to get a really high score just keep destroying the 
    infinite waves of enemy units; just be sure to haul your ass through 
    that yellow target circle before the Eternal is destroyed. Doing so 
    will end the mission, bringing Athrun Zala's story, and the war, to an 
    end.
    
    
    
    \                           /------------\                            /
    [===========================|Mission Mode|============================]
    /                           \------------/                            \
    
       Never Ending Tomorrow's Mission Mode is similar to the Ace Pilot 
    missions from Encounters in Space, except instead of playing several 
    missions for a few characters you get to play one mission for several 
    characters. (Quantity over quality...) You get to play a single 
    character specific mission for each notable ace pilot in Mission Mode, 
    each mission detailing a moment of importance from each of their 
    respective piloting careers. 
    
    -----------------------------------------------------------------------
                        Mu La Flaga - Battle of Endymion
    -----------------------------------------------------------------------
    
       During the early stages of the war ZAFT began operations to overtake 
    the Earth Alliance's lunar bases. With the Earth Alliance based on the 
    light side of the moon, and ZAFT based on the dark side of the moon, 
    bitter fighting broke out dividing the moon between the two forces. The 
    dividing landmark between the two opposing sides was the Grimaldi 
    Crater, and this front of the war would become known as the Grimaldi 
    Front. On June 2nd, CE 71, when ZAFT attacks an Earth Alliance outpost 
    in the Endymion Crater, the Moebius Zero Squadron is called into 
    action. You will play the role of Mu La Flaga and will be assigned a 
    TS-MA2mod.00 Moebius Zero mobile armor to pilot. Another Moebius Zero 
    will be supporting you during the mission. Your default Partner will be 
    an OMNI Operator with three low powered healing boosts set as his 
    Partner Boosts.
    
       Now the Moebius Zero is not capable of melee combat so you need to 
    just keep your distance from the enemies in the mission. The enemies 
    will consist of three ZGMF-1017 GINNs at a time. The Moebius Zero's 
    multi-lock attack is very powerful. Mu La Flaga is capable of utilizing 
    all four of the Moebius Zero's Gunbarrels, so he can usually take out a 
    GINN with but one multi-lock attack, and if that doesn't do it the 
    opponent will definitely be finished off with a quick blast from the 
    linear gun. Just keep using your multi-lock attacks on the GINNs, and 
    if one of them happens to get too close to you and attempts a melee 
    attack use your evasive maneuvers and boost away quickly. After you and 
    your support have destroyed a total of twenty GINNs the final fight 
    will be triggered.
    
       Rau Le Creuset will enter the area in his ZGMF-1017M GINN High 
    Maneuver Type and the mission timer will now have a 1 minute and 30 
    second time limit until the mission ends. Rau's GINN High Maneuver Type 
    is much tougher, faster, and stronger than your standard GINN, but your 
    tactics should remain the same. Multi-lock Rau to blast him with your 
    Gunbarrels and evade and fly away if he gets within melee range of your 
    unit. Always try to keep a good bit of distance between yourself and 
    Rau. The mission will end either when the time limit runs out or you 
    have defeated Rau Le Creuset. Rau will make his escape and the Earth 
    Alliance will detonate the Cyclops System hidden beneath the Endymion 
    crater.
    
    
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                      Cagalli Yula Athha - GENESIS Attack
    -----------------------------------------------------------------------
    
       During the final Battle of Jachin Due on September 27th, CE 71, ZAFT 
    prepares to fire their super-weapon, GENESIS, at the Earth. To stop its 
    impending fire Athrun Zala decides to enter GENESIS and self-destruct 
    his ZGMF-X09A Justice Gundam. Cagalli Yula Athha decides to give chase 
    into the heart of GENESIS to stop Athrun. You will play the part of 
    Cagalli piloting the MBF-02 Strike Rouge. Your default Partner will be 
    Athrun Zala who, assuming he is still low in levels, will provide you 
    with a Partner Boost that ups both you Shot Power and close combat 
    Attack Power.
    
       You will be constantly moving forward in this mission in a fashion 
    reminiscent of the Route Tube from Encounters in Space. Zooming through 
    GENESIS's crazy neon tunnels, it looks more like you're flying through 
    a pinball machine then a deadly nuclear super-weapon. There will be a 
    few ZAFT mobile suits interfering with you -an even mix of ZGMF-1017 
    GINNs, ZGMF-515 CGUEs, and ZGMF-600 GuAIZs- and it will be a real pain 
    in the butt to shoot them thanks to the many obstructing barriers and 
    pillars inside of GENESIS. Just don't use multi-lock here, as it will 
    make hitting your enemies more difficult. Single shots will do, as they 
    are more precise so you can time your fire better to avoid the 
    obstructions. Getting in to melee range is also a huge pain thanks to 
    the ever-moving tunnel, so you'll probably want to just stick with 
    shooting and dodging. After destroying six enemies the next fight will 
    be triggered.
    
       The doctor is in! Mikhail Coast will now show up in his ZGMF-1017M 
    GINN High Maneuver Type. God, I hate this guy! He's not a particularly 
    difficult fight, but he has a lot of HP and his cheesy medicine-related 
    punning is so awful it makes me cringe just thinking about it. 
    Thankfully, Athrun Zala in the Justice Gundam will soon show up as 
    support to help beat up on the annoying Dr. Coast. Use Athrun's Partner 
    Boosts to make the fight go a little easier and just attack Dr. Coast's 
    GINN High Maneuver Type. It may be better to stay away as your beam 
    rifle far outclasses his heavy machinegun, and Cagalli's melee attacks 
    are pretty weak. On the other hand since Cagalli's melee attacks are so 
    weak you can easily rack up a very high combo here, I'm talking about a 
    combo in the high 50's or so. As for Mikhail Coast, he will try to 
    engage you in melee combat most of the time, as the GINN High Maneuver 
    Type is much more powerful in close combat. After Mikhail Coast has 
    lost all of his HP he will flee and you will be able to continue 
    forward uninterrupted.
    
       After Mikhail Coast is defeated you will move forward a little more 
    and begin to slow down. Athrun will continue to fly the Justice Gundam 
    forward and he will stop in GENESIS's core. You must start manually 
    flying the Strike Rouge down the tunnel towards GENESIS's core. Keep 
    flying forward down the tunnel and when you reach the end of the 
    passage and enter the core the mission itself will end.
    
    
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                 Andrew Waltfeld - Tiger Fangs, Soldier's Sword
    -----------------------------------------------------------------------
    
       For this mission you will play as ZAFT ace pilot Andrew Waltfeld, 
    known as the "Desert Tiger". You will be on the test run of the brand 
    new TMF/A-803 LaGOWE quadrupedal mobile suit, so that's what you'll be 
    piloting. You will be supported by two wingmen, one of them will be in 
    a TMF/A-802 BuCUE and the other in a TFA-02 ZuOOT, and your default 
    Partner will be the very sexy Aisha.
    
       Your initial enemies will be the Eurasian Federation's tank corps. 
    There will be about one hundred Linear Tanks, but they are absolutely 
    no match for the superior might of your LaGOWE. The many tanks will 
    fire their main cannons at you, and given the sheer amount of artillery 
    that will be lobbed at you you'll probably be hit a few times, but the 
    tanks are pathetically weak and will be destroyed in one hit. Make use 
    of your awesome agility and your multi-lock ability to blast the tanks 
    into smithereens.
    
       After the majority of the tanks have been destroyed Serpent Tail 
    mercenary Gai Murakumo will appear in his MBF-03 Astray Blue Frame. 
    Now, the fight against Gai's Astray Blue Frame will not start 
    immediately. In fact it'll be about forty seconds from the time Gai 
    appears until you can engage him, so until then use the free time as an 
    opportunity to finish off the rest of the Eurasian Federation's tank 
    squadron. After about forty seconds from his appearance when Gai and 
    Andrew have finished talking and posturing with each other the fight 
    will begin. The Astray Blue Frame will tend to stay high in the sky 
    during the majority of the fight, which will make engaging it in melee 
    combat very difficult for the LaGOWE as it has a small Thruster Gauge 
    and cannot fly very high. If you catch Gai on the ground you can try to 
    start a melee chain and rack up some damage, but he'll usually just 
    retreat back into the skies. The better way to fight Gai's Blue Frame 
    is to put some distance between yourself and him and just blast it with 
    your main cannon. Constantly move from side to side to evade the Blue 
    Frame's beam rifle shots, and occasionally use Aisha's Partner Boosts 
    to provide you with a boost in your speed just to give yourself a bit 
    of an edge. After defeating the Astray Blue Frame the mission will end.
    
    
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                       Yzak Joule - Battlefield of Thunder
    -----------------------------------------------------------------------
    
       After the staggering amount of ZAFT casualties caused by the 
    detonation of a Cyclops System beneath Josh-A, Alaska, the remainder of 
    the ZAFT forces seek revenge on the Earth Alliance. They decide to 
    attack the Earth Alliance's base in Panama and destroy its mass driver 
    so that the Earth Alliance would lose their ability to send troops into 
    space. ZAFT will seek to deploy electromagnetic weapons known as 
    "Gungnirs" to do this. You will be playing as Yzak Joule, piloting the 
    GAT-X102 Duel Gundam Assault Shroud. Your default Partner will be a 
    ZAFT Operator who has three Partner Boosts that restore power to your 
    Power Gauge, which will be useful in keeping your Phase Shift Armor up 
    and running. You will also have a generic ZAFT grunt in an AMF-101 DINN 
    supporting you.
    
       When you first start the mission everything will be quiet... too 
    quiet. But after about three seconds your radars will light up like a 
    Christmas tree. The ground is covered with a few hundred gun 
    emplacements and Linear Tanks, and there are a few squads of three VTOL 
    Fighter aircraft flying over head. However, all of these units are all 
    incredibly weak so you can simply fly around the mission area holding 
    down the multi-lock button and blasting whatever you can get a lock on. 
    After 58 seconds have gone by the Earth Alliance will launch its new 
    mass-produced mobile suits, the GAT-01 Strike Dagger. The Strike 
    Daggers will come three at a time. They are not especially powerful, 
    and all you must do is destroy a total of ten Strike Daggers to advance 
    to the next part of the mission.
    
       After the tenth Strike Dagger has been destroyed a 2 minute and 45 
    second countdown will immediately begin, ticking off until the end of 
    the mission. If you run out of time the mission will end successfully, 
    so all you really have to do now is not die, which is a pretty easy 
    thing to do. The radio operator will also tell you that a new high-
    speed model is moving into the area and Jean Carrey will soon enter the 
    battlefield in the GAT-01D Long Dagger Jean Carrey Custom. Jean's unit 
    is, for all intent and porpoises, almost identical to your own Duel 
    Gundam Assault Shroud, so the fight will be interesting. Jean Carrey 
    will also be tagging along with two Strike Daggers, and if they are 
    both destroyed two more Strike Daggers will appear, however the Strike 
    Daggers will stop coming after you destroyed a fifth one. Fighting Jean 
    Carrey is kind of bizarre as there's nothing that you can do that he 
    cannot do just as well, so feel free to go either melee or ranged 
    against him. Melee is preferably if not only to get up your Combo count 
    for extra points at the end of the mission. You could also just ignore 
    Jean all together and destroy the Strike Daggers and whatever tanks, 
    turrets, or planes may be left for a few extra points too. It's totally 
    up to you. Either reduce Jean Carrey's HP Gauge to nothing, causing him 
    to retreat, or run out of time and the mission will end successfully.
    
    
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                         Dearka Elsman - Fateful Choice
    -----------------------------------------------------------------------
    
       After Dearka Elsman was shot down he, and his stolen Gundam, was 
    captured by the Archangel. The Archangel headed to the neutral nation 
    of Orb while the crew pondered defecting from the Earth Alliance. 
    Meanwhile, the Earth Alliance forces planned to use Orb's mass driver 
    to launch their forces into space, and when they are told they can not 
    have access to it the Earth Alliance attacks Orb. The Archangel, having 
    defected, releases Dearka and tells him he can take the Buster Gundam 
    and leave. However, rather than just abandoning them, Dearka chooses to 
    fight. You will play the part of Dearka Elsman piloting the GAT-X103 
    Buster Gundam. Your default Partner will be Miriallia Haw; her Partner 
    Boosts increase the damage your ranged attacks do, a very useful effect 
    for a range-oriented unit like the Buster Gundam. Supporting you will 
    also be Athrun Zala in the ZGMF-X09A Justice Gundam.
    
       Now you must protect the battleship Archangel from being destroyed 
    during this mission. It will be designated as a defending target, so 
    just watch out for it 'cause if the Archangel is destroyed it's game 
    over. That said, the enemies really won't bother the Archangel that 
    much, and what you don't destroy the Justice Gundam certainly will. The 
    enemies in the beginning will be waves of GAT-01 Strike Daggers; they 
    are pretty wimpy opponents. After a total of fifteen Strike Daggers 
    have been destroyed, including any destroyed by Athrun in the Justice 
    Gundam, the next part of the mission will be triggered. 
    
       Clotho Buer will enter the area in his GAT-X370 Raider Gundam. The 
    Raider Gundam is quite fast, and can literally fly circles around you 
    Buster Gundam. He is also quite adept at melee combat, and with its 
    "Mjolnir" Hammer it can even melee you from a distance, which is bad 
    for the Buster Gundam. Couple this with the fact that the Strike 
    Daggers keep coming infinitely and you've got a fun little match going. 
    Raider Gundam really won't allow you to ignore him, expect him to be in 
    your grill the entire time. Because of Raider Gundam's persistence 
    destroying extra Strike Daggers for more points is tricky. Don't forget 
    to use Miriallia's Partner Boosts to boost your ranged damage, as this 
    will make the fight much easier. Hang back and blast Raider Gundam as 
    it charges you and then punch and kick it with Buster Gundams melee 
    attacks before retreating to shoot it again. After the Raider Gundam's 
    entire HP Gauge has been depleted it, and any remaining Strike Daggers, 
    will retreat and the mission will end.
    
    
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                        Nicol Amalfi - Battle of Artemis
    -----------------------------------------------------------------------
    
       After the Legged Ship fled into the relative protection of the 
    Eurasian Federation's military satellite of Artemis the Le Creuset team 
    devised a plan to infiltrate the base. Artemis was protected by a 
    powerful lightwave barrier known as the "Umbrella of Artemis" that 
    would destroy anything that came into contact with it. But using the 
    stolen GAT-X207 Blitz Gundam, which could be rendered invisible and 
    undetectable due to its Mirage Colloid system, Le Creuset team member 
    Nicol Amalfi would infiltrate Artemis while its shields were down and 
    spearhead the assault. Your default Partner will be Yzak Joule, but you 
    can switch to Dearka Elsman if you wish. Assuming both are low in 
    level, Yzak will be able to increase the power of your ranged attacks 
    and Dearka will be able to do damage to the enemy you have targeted, 
    both potentially useful boosts.
    
       When the mission starts Nicol will have already infiltrated past the 
    Umbrella of Artemis with the Blitz Gundam, so the sneaking part is 
    already done, so you won't actually have to turn invisible during the 
    mission at all. Yeah, I know, how boring... Now, you have to destroy 
    the generators for the Umbrella of Artemis, which are the large 
    metallic poles jutting out of Artemis's otherwise flat and rocky 
    surface in a circle around the launch bay. They can be kind of 
    difficult to see and maneuvering around the surface of Artemis to get 
    to them can be pretty annoying. You can see the shield generators on 
    your Radar, and although they appear to be in a straight line they are 
    actually in a wide circle around the hangar. Navigate to each one of 
    the shield generators and destroy them, which will take about three 
    shots each from the Blitz Gundam's beam rifle.
    
       After you have destroyed six shield generators the doors to the 
    launch bay will open and you will be attacked by a few TS-MA2 Moebius 
    mobile armors. Inside the launch bay will also be two battleships, an 
    Agamemnon-class and the Archangel, which will both be firing their main 
    cannons at you, so just watch out for that 'cause they aren't nice. Now 
    there will still be a few more shield generators surrounding the hanger 
    if you want to destroy them for the extra points, but as far as the 
    mission is concerned you're done with them. Wait outside the hanger and 
    let the Moebius come out to play with you. They are very weak so just 
    blast them twice each and they are dead. After destroying twelve 
    Moebius mobile armors the last fight of the mission will be triggered.
    
       After you have destroyed those twelve Moebius mobile armors Kira 
    Yamato will launch from Artemis in the GAT-X105+AQM/E-X02 Sword Strike 
    Gundam. But Yzak Joule, in the GAT-X102 Duel Gundam, and Dearka Elsman, 
    in the GAT-X103 Buster Gundam, will show up to support you. This is the 
    time to use those Partner Boosts! The Sword Strike Gundam has powerful 
    melee combat capabilities, and most dangerous of all is its "Midas 
    Messer" beam boomerang. If you are hit by the Sword Strike Gundam's 
    beam boomerang you will be stunned for several seconds and will be at 
    the mercy of the Sword Strike... which, as it turns out, is not very 
    merciful at all as he closes in to maul you with that "Schwert Gewehr" 
    anti-ship sword. When you see the Sword Strike Gundam throw its beam 
    boomerang perform an evasive maneuver IMMEDIATELY! Other than that the 
    Sword Strike Gundam is not much of a threat. Keep your distance from 
    the Sword Strike Gundam and pelt it with your beam rifle; this is the 
    safest approach to defeat the Sword Strike Gundam as it's ranged 
    abilities amount to the sum of jack and squat, with the exception of 
    that damnable "Midas Messer" beam boomerang of course. If you're 
    feeling brave you can take the Sword Strike Gundam in melee combat, as 
    that "Schwert Gewehr" anti-ship sword is still rather slow to swing and 
    you're pretty fast compared to it. However you do it just defeat the 
    Sword Strike Gundam and the mission will end successfully.
    
    
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                    Miguel Aiman - Flight of the Magic Bullet
    -----------------------------------------------------------------------
    
       After capturing the resource satellite Nova, ZAFT plans to move the 
    massive object into their territory and rename it Boaz, transforming it 
    into a fortress to defend the PLANTs from attack. ZAFT anticipates a 
    major effort on part of the Earth Alliance to recapture Nova while the 
    asteroid is in transit. Miguel Aiman is sent to be part of the ZAFT 
    fleet escorting Nova. You will play as Miguel Aiman and pilot his 
    orange ZGMF-1017 GINN Miguel Aiman Custom. Your default Partner will be 
    a generic ZAFT Operator whose three Partner Boosts will refill your 
    Power Gauge, which won't be of much use unless you drain your SP Gauge 
    using Special Attacks. You will also be supported by a nameless grunt 
    in a ZGMF-1017 GINN who will do his best to kill steal.
    
       As the mission starts you will be attacked by three TS-MA2 Moebius 
    mobile armors. The Moebius in this mission will be as thick as flies, 
    and twice as annoying. Destroy the Moebius quickly, otherwise your 
    support will kill them first; Moebius are not very durable so you 
    should be able to destroy them easily, they are just very fast and 
    nimble so you might have some trouble maintaining lock-ons. 
    Periodically an Earth Alliance 250-meter class battleship will enter 
    the area. The battleships can be easily destroyed by simply unloading a 
    Special Attack into them and then finishing them off with a few normal 
    shots. After you have destroyed five 250-meter battleships the mission 
    will end, so turn your attention back to the Moebius mobile armors 
    after you have destroyed your fourth battleship.
    
       After destroying fifteen Moebius mobile armors Mu La Flaga will 
    enter the battlefield in his TS-MA2mod.00 Moebius Zero mobile armor. 
    The Moebius Zero is much tougher than a standard Moebius, and it can 
    perform powerful all-range attacks with its Gunbarrels. Otherwise, the 
    Moebius Zero isn't much different. You should concentrate on destroying 
    any other Moebius and up to the fourth battleship in the area first 
    before dealing with Mu just to get some extra points. The Moebius will 
    stop coming after you have destroyed ten more of them. (In addition to 
    the first fifteen, that makes twenty-five total Moebius in the entire 
    mission.) Now you can concentrate on defeating Mu La Flaga's Moebius 
    Zero or the fifth battleship. After the fifth 250-meter class 
    battleship is destroyed or Mu La Flaga's HP Gauge has been depleted the 
    mission will end.
    
    
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                        Rau Le Creuset - Lunar Encounter
    -----------------------------------------------------------------------
    
       For this mission mode you will play the role of Rau Le Creuset. 
    During the still on-going battle over a vital Earth Alliance supply 
    base in the Endymion crater of Earth's moon Rau Le Creuset is 
    commanding from his battleship when a strange sensation washes over 
    him. Feeling the curious pressure Rau Le Creuset decides to launch into 
    the battle to investigate what is causing this unexpected feeling. You 
    will be piloting a ZGMF-1017M GINN High Maneuver Type during this 
    mission. You will also have a ZAFT grunt pilot in a standard ZGMF-1017 
    GINN providing support for you, which is just a nicer way to say that 
    he'll be kill stealing. Your default Partner will be a generic ZAFT 
    Operator whose Partner Boosts will refill your SP Gauge, so he probably 
    won't be of much assistance.
    
       This mission is basically just like Mu La Flaga's Mission Mode, but 
    just from the opposite perspective. When you enter combat you will be 
    up against the members of the Earth Alliance's elite Moebius Zero 
    Squadron, so naturally you will be facing a plethora of TS-MA2mod.00 
    Moebius Zero mobile armors during this mission. The Moebius Zeros 
    Gunbarrel multi-lock attacks can be a real hard-hitter, so try to get 
    in close and melee them. After you have destroyed twenty Moebius Zeros 
    the boss fight will be triggered.
    
       The last opponent will be Mu La Flaga in his Moebius Zero. There 
    will be a 1 minute and 30 second time limit on the match, and once 
    that's up the mission ends, but until then you might as well try to 
    smack Mu up a little. Stay close to Mu as much as possible, as it will 
    make it easier to hit him, and it will make it harder for him to use 
    his Gunbarrels, plus you will be able to see them deploy more easily. 
    If you ever notice that Mu's Gunbarrels are not attached to the main 
    body of the Moebius Zero you should do an evasive maneuver posthaste 
    because he's gunning for you. If you are not near enough to Mu's 
    Moebius Zero to see the Gunbarrels launch then if you keep shooting the 
    Moebius Zero with your machinegun you will be able to spot them. When 
    the Moebius Zero is struck by an attack it will flash white; the 
    Gunbarrels will also flash white when the Moebius Zero is struck so if 
    they are deployed you will be able to see them and prepare to evade 
    when they attack. After the time limit expires or Mu La Flaga is 
    defeated the mission will end.
    
    
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                           Orga Sabnak - The Final Key
    -----------------------------------------------------------------------
    
    
       This mission is a HUGE pain in the ass. You play as Orga Sabnak, one 
    of the three psycho members of the druggie trio. You will pilot the 
    spam-tastic GAT-X131 Calamity Gundam. Clotho Buer and Shani Andras will 
    be supporting you in the GAT-X370 Raider Gundam and GAT-X252 Forbidden 
    Gundam respectively. Your default Partner will be Clotho Buer, but you 
    can switch it to Shani Andras on the Briefing screen, though it's 
    probably best to stick with Clotho. Note that you have only a 3 minute 
    time limit to complete this mission or you will fail when Orga's combat 
    drugs wear off.
    
       Now when the mission starts Kira Yamato in the ZGMF-X10A Freedom 
    Gundam and Athrun Zala in the ZGMF-X09A Justice Gundam will already be 
    in the area across from you. There will also be a few ZAFT ZGMF-600 
    GuAIZ mobile suits flanking you on both sides, and if destroyed more 
    will come, so feel free to destroy them for the points if you have a 
    chance. Now the Freedom and Justice Gundam will be your biggest 
    threats. They will double-team you as much as possible, completely 
    ignoring Raider and Forbidden, and since your main ranged weapon is a 
    physical attack with your "Todesblock" bazooka you're going to have a 
    hell of a time against their Phase Shift Armor. The only ways to get 
    around the Phase Shift Armor of the Freedom and Justice and deal direct 
    damage to their HP is to use either Calamity Gundam's Special Attack or 
    use your melee attacks. Since Special Attacks drain power from your PS 
    Gauge that means your own Trans-Phase Armor will afford you less 
    protection if used, although, if it hits, your Special Attack can drain 
    about half of one of the annoying Gundam's HP Gauges. But less 
    protection means you die quicker, so you should only use your Special 
    Attack once, if at all, and only if you can guarantee it will hit. 
    Melee is a better bet, and using your ranged melee attack will often 
    result in a blast from one of Calamity Gundam's many beam weapons. 
    Needless to say it's a damned tough fight, but once the HP Gauge of 
    Freedom or Justice Gundam is empty they will retreat from the battle... 
    although you don't actually have to fight them at all.
    
       Yes, thankfully you don't actually have to defeat either the Freedom 
    or the Justice Gundam to complete this mission. Hell, you can ignore 
    them the whole mission, although I doubt they'll just let you. The way 
    to end this mission is to retrieve the ZAFT escape pod that contains 
    Flay Allster. The ZAFT escape pod will automatically appear after one 
    minute has gone by; when it arrives Natarle Badgiruel will radio you 
    and tell you to retrieve it. The escape pod will be a Defending Target 
    so luckily it will be displayed in green on the Radar and Search 
    Circle. The escape pod will also have a yellow indicator circle 
    surrounding it. It's small so it can be kind of hard to spot, so 
    navigate towards it using your radar until you are close enough to see 
    it visually. Once you spot it simply fly on over to the escape pod and 
    when you enter the area inside the yellow circle the mission will end.
    
    
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                          Clotho Buer - Wandering Souls
    -----------------------------------------------------------------------
    
       During the heated battle at Jachin Due the Archangel-class 
    battleship Dominion was sunk by its sister-ship, the Archangel. Without 
    his mothership to return to Clotho Buer was forced to wander the 
    battlefield in a psychotic rage, the last remaining member of the Earth 
    Alliance's druggie trio. You will be playing Clotho Buer and piloting 
    the GAT-X370 Raider Gundam in one final blitz of madness. Your Partner 
    will be a generic OMNI Operator with three low-powered healing Boosts 
    that could be useful if you're in a tight spot. A GAT-01 Strike Dagger 
    will be your support. As with the last three druggie missions you have 
    a three minute time limit to complete the mission or you will fail.
    
       When you begin there will already be a few enemy units in the area. 
    Hurry and destroy them before your support does. The enemies will be a 
    combination of ZGMF-1017 GINNs and ZGMF-600 GuAIZ. After a total of 
    seven enemy mobile suits have been destroyed the next fight will be 
    triggered.
    
       Dearka Elsman will enter the area in his GAT-X103 Buster Gundam. The 
    Buster Gundam is proficient in ranged combat, but sorely lacking in 
    melee range. But the Buster Gundam also has Phase Shift Armor, so your 
    standard machinegun ranged attack while in mobile armor mode will not 
    be very effective. Your best bet is to engage the Buster Gundam in 
    melee combat and bash it into submission with your "Mjolnir" Hammer 
    because you are on such a strict time limit. After the Buster Gundam 
    has lost all of its HP it will be defeated, but it will still remain 
    prone in the area for several seconds so you should continue to beat on 
    it and increase your combo count waiting for the next fight.
    
       Several seconds after Dearka's Buster Gundam is defeated Yzak Joule 
    will enter the area in his GAT-X102 Duel Gundam Assault Shroud. The 
    Duel Gundam Assault Shroud is a better melee fighter than the Buster 
    Gundam, but that is irrelevant, as you should beat it into submission 
    with the superior range of the "Mjolnir" Hammer. After the Duel Gundam 
    Assault Shroud has been defeated it will flee the area and the mission 
    will end in success.
    
    
    -----------------------------------------------------------------------
                        Shani Andras - Madness Unleashed
    -----------------------------------------------------------------------
    
       You will be playing as Shani Andras, one of the three psycho members 
    of the druggie trio. You will pilot the GAT-X252 Forbidden Gundam 
    during the Earth Alliance's attack against the neutral nation of Orb. 
    Clotho Buer and Orga Sabnak will be supporting you in the GAT-X370 
    Raider Gundam and GAT-X131 Calamity Gundam respectively. Your default 
    Partner will be Orga Sabnak, but you can optionally switch to Clotho 
    Buer on the Briefing screen. Orga's Partner Boost will damage all 
    allied and opposing units in range, while Clotho's will raise your 
    Berserk Gauge by quite a bit. You should probably stick with Orga 
    Sabnak, as his Boost will be the most helpful. Note that you have only 
    a 3 minute time limit to complete this mission or you will 
    automatically fail when Shani's combat drugs wear off.
    
       You will launch towards Orb, which has several Aegis-class 
    battleships and Kuraokami-class battleships in a defensive line off the 
    shore. Kira Yamato will already be in area in the ZGMF-X10A Freedom 
    Gundam ready to annoy the hell out of you, as well as a single MBF-M1 
    M1 Astray. The M1 Astrays will be infinitely replaced until the end of 
    the stage if destroyed. DO NOT destroy any of battleships yet! Your 
    first priority should be to defeat Kira in the Freedom Gundam. The 
    Freedom Gundam is a spamming machine, so you should probably engage it 
    in close combat, but even this is risky as the Freedom is good at melee 
    combat and the Forbidden Gundam's "Nidhoggr" heavy scythe isn't exactly 
    the fastest melee weapon around. You could alternately hang back and 
    try to blast the Freedom Gundam with your "Hresvelgr" plasma induction 
    cannon, which is beam based so it will ignore the Freedom Gundam's 
    Phase Shift Armor. Be sure to abuse the Forbidden Gundam's "Geshmeidig 
    Panzer" system, which will deflect any shots fired at you by beam 
    weaponry while you are shielding (holding down on the D-Pad). If you 
    took Orga Sabnak as a Partner use his Partner Boost to deal a good bit 
    of quick damage to Freedom Gundam. Either way, just be sure to defeat 
    the Freedom Gundam quickly before you start sinking any of the 
    battleships.
    
       After you have defeated the Freedom Gundam you can now go about your 
    business of sinking Orb's Aegis-class and Kuraokami-class battleships. 
    But after you sink your third Orb battleship Athrun Zala will enter the 
    mission area in the ZGMF-X09A Justice Gundam. The Justice Gundam will 
    be just as damned annoying as the Freedom Gundam. Still assuming you 
    took Orga Sabnak as your Partner, use your remaining Partner Boosts to 
    damage the Justice Gundam greatly and then finish it off in melee 
    combat. After the Justice Gundam has been defeated take out the 
    remainder of Orb's sea battleships. After all seven of the Aegis-class 
    and Kuraokami-class battleships have been destroyed and both the 
    Freedom and Justice Gundams have been defeated the mission will end in 
    success.
    
    
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                             Lowe Guele - The Prize
    -----------------------------------------------------------------------
    
       Anyone who has seen the Mobile Suit Gundam SEED ASTRAY: Red Frame 
    promotional OVA will be familiar with the premise behind this mission. 
    After buying the scrapped head of a BuCUE Tactical Reconnaissance Type 
    at a black market auction, Lowe Guele is ambushed by ZAFT forces 
    determined to recapture the part. You play as Lowe Guele piloting the 
    MBF-P02 Gundam Astray Red Frame with the Gerbera Straight katana. Your 
    default Partner will be Kisato Yamabuki, whose Partner Boosts restore 
    your Power Gauge.
    
       Now during the course of this mission you must protect the bazaar 
    market where Lowe purchased the ZAFT part. If any enemies should enter 
    the tented bazaar area, which is marked as a Defending Target on your 
    radars and surrounded by a yellow target circle, you will fail the 
    mission instantly. Now the best way to keep enemies away from the 
    bazaar is to keep your self away from the bazaar. As the enemies 
    consider you the priority target, they will come after you, ignoring 
    the bazaar. The initial enemies will by ZGMF-515 CGUES, which come four 
    at a time. They're pretty much pushovers; melee is definitely the way 
    to go to defeat them. After you have destroyed eight CGUEs the last 
    fight will be triggered.
    
       Next Shiho Hahnenfuss will enter the area in her YFX-200 CGUE DEEP 
    Arms. She is a much more formidable opponent then the last few CGUEs. 
    Although its normal ranged weapon is a machinegun, it also has beam 
    weapons that can be used as a part of its melee combos and Special 
    Attacks. Shiho also has a very large beam sword for a melee weapon, so 
    she can put the hurt on you fast. But still the Astray Red Frame is an 
    excellent melee unit with its Gerbera Straight so you use your melee 
    attacks to defeat the CGUE DEEP Arms. After the CGUE DEEP Arms has had 
    all of its HP Gauge depleted Shiho will retreat and the mission will 
    end.
    
    
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                   Gai Murakumo - Battle of Ame-No-Mishashira
    -----------------------------------------------------------------------
    
       This mission is fun in a barrel! Orb engineer Erica Simmons has 
    asked a favor of Gai Murakumo, to defeat the forces of the Sahaku 
    family who wish to eliminate Cagalli Yula Athha and take over Orb for 
    themselves. Gai, who is indebted to Erica for her help in the past, 
    agrees to the job. You play as Gai Murakumo, Serpent Tail mercenary 
    extraordinaire. You will be piloting the rebuilt MBF-P03 Gundam Astray 
    Blue Frame Second L and will take on the personal mobile suit army of 
    the sinister Sahaku family of Orb nobility in the airspace of the 
    satellite Ame-No-Mishashira. Your default Partner is Elijah Kiel, who's 
    low level Partner Boosts will increase your Lock-On range which is not 
    very useful as Blue Frame 2nd L's ranged weapon is nothing but its 
    lousy "Igelstellung" head vulcans.
    
       When you begin the mission you will flying towards the orbital 
    satellite Ame-No-Mishashira, and the Sahaku forces are already coming 
    out to greet you. There will immediately be three MBF-M1A M1A Astrays 
    and one GAT-X133 Sword Calamity. Just stick to using the Blue Frame 2nd 
    L's Tactical Arms sword to destroy the enemies, as your "Igelstellung" 
    head vulcans are not very good and you'll get a better combo count. 
    More M1A Astrays will continually come for the first part of the 
    mission as you destroy them, but after two M1A's have been defeated a 
    GAT-333 Raider Full Spec will enter the area. The Raider Full Spec is 
    really annoying, as it is fast and loves to fly near you and spam 
    machine gun fire and melee you. After you have defeated nine enemies 
    (not necessarily destroyed, just defeated, as the Calamity and Raider 
    still count towards this total even though they flee) the next fight 
    will be triggered. The way to get the most points here is to destroy 
    nothing but the M1A Astrays, and then to defeat the Sword Calamity and 
    Raider Full Spec during the next fight. But leaving the Raider Full 
    Spec and Sword Calamity alone until round two does make the next fight 
    considerably more difficult so you may want to defeat them beforehand 
    as well.
    
       Rondo Ghina Sahaku will fly into the area in his MBF-P01-Re<AMATU> 
    Gundam Astray Gold Frame AMATU. Any other enemies that were left over 
    from the last part of the mission will still remain, but if destroyed 
    they will not be replaced as they previously were. The Gold Frame AMATU 
    is a powerful unit. It has you well outgunned in ranged combat, as your 
    head vulcans won't do much against its Phase Shift Armor and it has a 
    beam rifle. Astray Gold Frame AMATU's Special Attack also allows it to 
    utilize its Mirage Colloid system to turn invisible to both vision and 
    your Radar, so if you can't seem to find it and it's taking pot shots 
    as you it's probably invisible. If you manage to damage it while it is 
    invisible it will re-appear, though. Your best bet is to engage the 
    Gold Frame AMATU in close combat, which is still a pain in the butt as 
    its combo attacks are fairly strong. Just defeat the Gundam Astray Gold 
    Frame AMATU and the mission will end.
    
    
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                   Rondo Ghina Sahaku - The World in Our Hands
    -----------------------------------------------------------------------
    
       Rondo Ghina Sahaku, a member of one of Orb's highest-ranking 
    families, has big plans for the world. Now that Uzumi Nara Athha, the 
    idealistic leader of Orb, is dead he can attempt a take-over, and by 
    pretending to ally himself with the Earth Alliance for now he can 
    position himself to further claims of power with defeating ZAFT. And 
    when all is said and done the entire Earth Sphere will belong to the 
    Sahakus. You will play the part of Rondo Ghina Sahaku for this mission. 
    You will be piloting his malevolent-looking MBF-P01-Re<AMATU> Gundam 
    Astray Gold Frame AMATU. Your Partner will be a generic Orb Operator 
    whose three Partner Boosts can restore small amounts of your HP Gauge.
    
       When you enter combat there will already be three ZAFT Nazca-class 
    battleships moving slowly across the area. There will also already be 
    three enemy mobile suits in the area consisting of ZGMF-1017 GINNs and 
    ZGMF-515 CGUEs, and if destroyed more will come. Destroy the mobile 
    suits first so you will be allowed to pick on the battleships without 
    being harassed. After you have destroyed a total of ten enemy mobile 
    suits they will stop coming, so you will be free to go attack the 
    Nazca-class ships. Feel free to use your multi-lock attack to pick off 
    individual gun turrets and the like off of the battleships for extra 
    points before you destroy them. After all three Nazca-class battleships 
    and all ten mobile suits are destroyed Rondo Ghina Sahaku will gloat 
    for several seconds before the final battle starts.
    
       After about ten seconds Lowe Guele will have picked up a distress 
    signal and enters the area in his MBF-P03 Gundam Astray Red Frame with 
    the Gerbera Straight katana. The Astray Red Frame is a powerful melee 
    fighter and a decent ranged fighter. Now you can get rather sneaky 
    here, the Astray Gold Frame AMATU is capable of turning invisible for 
    several seconds if you use its Special Attack, however if you take any 
    damage you will lose your cloaking. It's probably best to take the 
    Astray Red Frame in melee combat if not just to increase your combo 
    count, but Lowe is quite fast and his attacks do good damage. If you 
    run low on HP remember to use your Partner Boosts to refill some of 
    your HP Gauge.
    
    
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                           Shiho Hahnenfuss - By Faith
    -----------------------------------------------------------------------
    
       During the final battle of the war at Jachin Due Shiho Hahnenfuss 
    launches as part of the Joule Team to intercept the Earth Alliance 
    attack force attempting to overwhelm the final defensive position 
    before the PLANTs. This game needs more Shiho! You will launch in the 
    experimental YMF-200 CGUE DEEP Arms. Your Partner will be Yzak Joule, 
    whose Partner Boosts, assuming he is still low in levels, will increase 
    the damage of your ranged and melee attacks. Yzak Joule will also be 
    supporting you in his GAT-X102 Duel Gundam Assault Shroud.
    
       This mission will be extremely difficult, you will have to fight all 
    three members of the Earth Alliance's druggie trio; not from the start 
    but they'll be here shortly. When you first begin the mission there 
    will be three GAT-01 Strike Daggers in the area. If you or Yzak destroy 
    a Strike Dagger an additional Strike Dagger will take its place, and 
    they will be infinitely re-supplied throughout the entire mission so 
    you can get a hefty score if you continue to destroy them. But after a 
    total of six Strike Daggers have been destroyed the first of the 
    druggies will enter the area.
    
       After destroying the six Strike Daggers Clotho Buer will arrive in 
    his GAT-X370 Raider Gundam. One Strike Dagger will also be in the area, 
    and if destroyed more will come, but you'll probably be too busy from 
    now on to deal with them much. Now this is what makes the fight so 
    darned difficult: the Raider Gundam, and all of the other druggie 
    Gundams, have Trans-Phase Armor. This will nullify any physical attacks 
    made against the unit until the PS Gauge is empty, and then will be 
    able to damage the HP Gauge, if they don't block with their shield that 
    is. The CGUE DEEP Arms's main ranged attack is a physical attack, a 
    machinegun, so you will have to find an alternate way to damage the 
    druggie Gundams more effectively. You can mainly do this with your 
    melee attacks. Your melee weapon is a big ol' heavy laser sword; it's 
    slow to swing due to its size but it will damage the druggie Gundam 
    well enough. Your ranged close combat attacks will also sometimes cause 
    the CGUE DEEP Arms to fire the two beam cannons on it's shoulders, 
    which will ignore the Trans-Phase Armor due to their non-physical 
    qualities. You can also use your Special Attacks to rack up quick 
    damage. Other than that the only thing that will damage the druggies is 
    Yzak, whose Duel Gundam Assault Shroud has a beam rifle, but don't 
    expect much help from him. Now the Raider Gundam is very fast, and it 
    will often try to fly right next to you and attack. Its primary ranged 
    weapons are machineguns, so they aren't too damaging and you can dodge 
    them easily by reversing your direction. The Raider is a beast in close 
    combat; its "Mjolnir" Hammer has a very long range, especially for a 
    melee weapon. For some odd reason it's often easier to stay away from 
    the Raider Gundam and just stay in ranged combat to avoid its melee 
    attacks. Stack up damage with your machineguns and when the Raider 
    Gundam is weak, attack it with your heavy laser sword.
    
       When the Raider Gundam has been reduced to about 40% of its HP Gauge 
    Orga Sabnak will appear in the GAT-X131 Calamity Gundam. Unlike the 
    Raider Gundam, the Calamity Gundam's ranged "Todesblock" bazooka 
    attacks hurt. And then there's also the severe problem that the Raider 
    Gundam will still be in the area and the two will frequently try to 
    double-team you. You should try to finish off the Raider Gundam first 
    before taking on the Calamity Gundam. After the Raider Gundam has been 
    reduced to having 10% of its HP Gauge left it will flee the area. Now 
    deal with the Calamity Gundam; the Calamity Gundam's tactical style is 
    quite contrary to that of the Raider Gundam. The Calamity Gundam has 
    great ranged attacks but its melee attacks are pretty awful so you 
    should definitely attack it in close combat. Just keep slashing away 
    with your heavy laser sword, as it will devote more time to trying to 
    run away from you than it will to counter-attacking. After the Calamity 
    Gundam has been reduced to 40% of its HP Gauge it will retreat and 
    Shani Andras will enter the area in the GAT-X252 Forbidden Gundam.
    
       The Forbidden Gundam is more of a wild card than the other two 
    druggie Gundams are. Its main ranged attack, the "Hresvelgr" plasma 
    induction cannon, is powerful and is hard to dodge due to its awkward 
    angle of fire, and its "Nidhoggr" heavy scythe that it uses for close 
    combat, though slow, is a formidable melee weapon. The Forbidden Gundam 
    can also often deflect ranged beam weapon attacks made against it 
    thanks to its "Geschmeidig Panzer" system. All said, it's probably best 
    to attack the Forbidden Gundam in close combat. Use any Partner Boosts 
    and Special Attacks you may have left to make the fight easier and once 
    the Forbidden Gundam's entire HP Gauge has been depleted the mission 
    will end successfully.
    
    
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                        Morgan Chevalier - Light of Boaz
    -----------------------------------------------------------------------
    
       After the Earth Alliance forces get the data on the N-Jammer 
    Canceler they set the wheels in motion to attack ZAFTs main bases. 
    Morgan "the Moonlight Mad Dog" Chevalier is set to be part of the 
    Alliance attack force that will attack the asteroid fortress Boaz. You 
    will play the part of Morgan Chevalier in a GAT-01A1+AQM/E-X04 
    Gunbarrel Dagger, which is simply a 105 Dagger with a Gunbarrel pack 
    similar to the Gunbarrels of a Moebius Zero except they fire beams as 
    opposed to solid rounds. Your Partner is the ever-present generic OMNI 
    Operator who will make available to you three Partner Boosts that will 
    heal your HP Gauge. You will also have a single GAT-01 Strike Dagger 
    supporting you.
    
       When you begin the mission there will already be four enemy ZAFT 
    units in the area, three in front of you and one behind you. The main 
    enemy units in this mission will be ZGMF-1017 GINNs, ZGMF-515 CGUEs, 
    and ZGMF-600 GuAIZs. The GINNs and CGUEs will be off little concern as 
    they are weak and can be destroyed quickly, and since their ranged 
    attacks all fire physical bullets it will be stopped by the 105 Daggers 
    Trans-Phase Armor. The GuAIZ, on the other hand, have beam rifle and 
    beam claws in their shield, and they are much tougher to destroy. The 
    Gunbarrel Dagger's multi-lock attack will utilize the beam-firing 
    Gunbarrels, which are powerful enough to destroy a mobile suit in one 
    swift multi-lock attack, and since Morgan is especially perceptive he 
    can fully utilize all four of them. There will also be several ZAFT 
    Luarasia-class and Nazca-class battleships trying to cross through the 
    mission area. A total of seven battleships will appear (three Luarasia-
    class and four Nazca-class) and they must be destroyed in order to 
    complete the mission. Be sure to multi-lock the battleships to wipe out 
    their gun turrets and other destroyable segments. After a total of 
    twenty-two enemy mobile suits have been destroyed, either by yourself 
    or your support unit, the next fight will be triggered.
    
       Dr. Mikhail Coast will enter the area in a ZGMF-1017M GINN High 
    Maneuver Type with two GuAIZ supporting him. Destroy the two GuAIZ 
    first just to get them out of the way. Any battleships you haven't 
    destroyed yet will still be hanging around so I suggest ignoring 
    Mikhail Coast for now and finishing them off. The GINN High Maneuver 
    Type isn't much of a threat, as its heavy machinegun is weak and can't 
    punch through your Trans-Phase Armor. However, the GINN High Maneuver 
    Type is fast and Mikhail Coast loves going melee in it. He can actually 
    hurt you in melee combat so try to keep this fight limited to a ranged 
    shoot-out where you have the upper hand. Keep repeatedly blasting him 
    with the Gunbarrel multi-lock attack and when his HP Gauge is empty he 
    will retreat. The mission will end in success once Mikhail Coast has 
    been defeated and all seven of the battleships have been destroyed.
    
    
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                    Edward Harrison - Victoria Dyed in Blood
    -----------------------------------------------------------------------
    
       This is an extremely easy mission. You will be playing as Earth 
    Alliance ace pilot Edward Harrison, who has just been assigned to be 
    part of the force that will assault Victoria Base, and hopefully 
    recapture it from ZAFT so that the Earth Alliance forces will be able 
    to return to space. You will be piloting the powerful close combat 
    mobile suit GAT-X133 Sword Calamity, which is truly a melee monster so 
    be sure to make full use of its short-range capabilities. Your default 
    Partner will be a nameless, faceless OMNI Operator, but his three 
    Partner Boosts will all heal a small bit of HP so he has his uses, 
    should you really find yourself in a bind. Your support will be a 
    nameless grunt in a GAT-01 Strike Dagger, but he won't be of much help.
    
       All you really have to do to complete this stage is survive for 3 
    minutes until the end of the mission, which is an easy feat given the 
    power of the Sword Calamity and its Trans-Phase Armor. As I already 
    said, the Sword Calamity is a melee monster with its "Schwert Gewehr" 
    anti-ship sword in hand, and with a beam boomerang as its primary 
    ranged weapon stunning enemy units to get in close is a snap. I suggest 
    not using the Sword Calamity's Special Attacks. Although they are 
    powerful the Sword Calamity's PS Gauge is put to better use here just 
    absorbing damage and there are no enemies in this mission powerful 
    enough to warrant using them on. As for the enemies, you will be facing 
    endless waves of three mobile suits at a time consisting of a mixture 
    of AMF-101 DINNs, ZGMF-1017 GINNs, and ZGMF-515 CGUEs, so you won't be 
    under much of a threat. Just go crazy on them and try to get as high a 
    melee combo as you possibly can and when time runs out you will be 
    victorious.
    
    
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                   Jean Carrey - Panama Battle: The Aftermath
    -----------------------------------------------------------------------
    
       Jean Carrey, a Coordinator that left ZAFT, was the first mobile suit 
    pilot in the entirety of the Earth Alliance forces, piloting a captured 
    GINN painted white. When ZAFT attacked the Panama base Jean Carrey was 
    there and was chosen to launch in one of the Earth Alliance's newest 
    mass-produced mobile suits. You will play as Jean Carrey piloting the 
    GAT-01D Long Dagger Jean Carrey Custom. Your Partner is a run-of-the-
    mill OMNI Operator with three Partner Boosts that will restore a small 
    amount of your HP Gauge. You will also have a grunt in a GAT-01 Strike 
    Dagger supporting you during the mission.
    
       This mission is pretty much identical to Yzak Joule's Mission Mode, 
    only from the opposite perspective. When you launch you will be charged 
    with defeating the enemy ZAFT units. There will be three units in the 
    area already consisting of ZGMF-1017 GINNs and AMF-101 DINNs. You must 
    simply destroy a total of eleven enemy mobile suits to advance to the 
    next part of the mission. Enemies defeated by your support also count 
    towards this, so be sure to beat him to the kills.
    
       After the eleventh enemy has been destroyed a 2 minute and 40 second 
    countdown will immediately begin. The ZAFT forces have deployed their 
    Gungnir weapons and when the clock runs out they will be activated and 
    the mission will end in success. However, Yzak Joule will also enter 
    the area in his GAT-X102 Duel Gundam Assault Shroud. There will also be 
    infinite waves of DINNs and GINNs still attacking you. Fighting Yzak 
    Joule is kind of bizarre as there's nothing that you can do that he 
    cannot do just as well, so feel free to go either melee or ranged 
    against the Duel. Melee is preferably if not only to get up your Combo 
    count for extra points at the end of the mission. You could just ignore 
    the Duel Gundam altogether and destroy the GINNs and DINNs for more 
    points until the mission ends as well. If you either run out of time or 
    defeat Yzak in the Duel Gundam Assault Shroud the mission will end in 
    success.
    
    
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                       Jane Houston - Storms of Casablanca
    -----------------------------------------------------------------------
    
       This will be a pretty long, but easy, mission. You play the part of 
    Earth Alliance ace pilot (and real hottie) Jane Houston "the White 
    Whale" during the Earth Alliance's attack on the ZAFT Base located at 
    Gibraltar. You will be piloting the experimental GAT-X255 Forbidden 
    Blue aquatic-use mobile suit, so you will be well suited for an 
    undersea battle. Your Partner will be the ever-generic OMNI Operator, 
    who will provide you with three low powered HP healing Partner Boosts 
    should you need them. You will also have a grunt in a GAT-706S Deep 
    Forbidden supporting you and kill stealing.
    
       Now as I already stated, this mission is relatively lengthy. Thirty-
    five enemy mobile suits must be destroyed to end the mission. This 
    tally does include units shot down by your support, so try to beat him 
    to it to maximize your own score. The enemy mobile suit squads will 
    consist mostly of groups of four UMF-4A GOOhNs, as well as the 
    occasional UMF-5 ZnO. There will also be four ZAFT Vosgulov class 
    attack submarines that slowly move through the mission area from the 
    north. Their destruction is not important to the completion of the 
    mission, but you get a bit of extra points each submarine that you sink 
    so you might as well destroy them. Towards the end a few allied Earth 
    Alliance attack submarines will enter the area from the south, they are 
    not enemies so just ignore them. Destroy a total of thirty-five enemy 
    mobile suits and the mission ends.
    
    
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                    Rena Imelia - The Swirling Sakura Petals
    -----------------------------------------------------------------------
    
       For this mission you will play as Rena Imelia test-piloting a new 
    GAT/A-01E2 Buster Dagger against ZAFT forces. Your default Partner will 
    be a generic OMNI Operator, but his three Partner Boosts will all heal 
    a small bit of lost HP so he will come in handy later. Your support for 
    this mission will be Edward "the Ripper" Harrison who is piloting his 
    GAT-333 Raider Full Spec; he will do his darndest to kill steal so be 
    sure to destroy the enemy units before he does so you maximize your 
    points at the end of the mission.
    
       The initial enemy units here won't be much of a hassle. There will 
    be three ZAFT mobile suits in the area at a time consisting of a mix of 
    TMF/A-802 BuCUEs on the ground and AMF-101 DINNs in the air. Keep 
    destroying the enemy ZAFT mobile suits and more will come. After you 
    have destroyed a total of fourteen enemy mobile suits you will trigger 
    the last group of enemies.
    
       The final battle is against three TMF/A-803 LaGOWEs at the same 
    time. This can be a pretty tough spat because those pesky LaGOWEs will 
    gang up on you big time and they love to spam their Special Attacks 
    while they're at it. Staying airborne helps a little bit, but not much. 
    Try to blast a LaGOWE with your own Special Attack, which will stack on 
    a lot of quick damage, and then finish it off in close combat. Should 
    your HP Gauge start to get a little on the low side be sure to use your 
    Partner Boosts to heal yourself. After all three of the LaGOWEs are 
    destroyed the mission will end in success.
    
    
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                         Mikhail Coast - Smart Operation
    -----------------------------------------------------------------------
    
       During the early stages of the war ZAFT captures the asteroid base 
    known as Nova from the Republic of East Asia. They attempt to move the 
    asteroid to PLANT territory and convert it into a fortress called Boaz, 
    but the asteroid comes under attack from Earth Alliance forces looking 
    to reclaim it while it is in transit. The eccentric Dr. Mikhail Coast 
    will launch in his ZGMF-1017M GINN High Maneuver Type to assist in 
    fighting the Earth Alliance forces off. Your Partner will be a generic 
    ZAFT Operator whose Partner Boosts will restore small amounts of your 
    Power Gauge, which may be useful if you use a bunch of Special Attacks. 
    You will also be supported by two ZAFT grunts, both of which are 
    piloting ZGMF-1017 GINNs, who will kill steal with extreme prejudice.
    
       When you launch there will already be three TS-MA2 Moebius mobile 
    armors heading towards you. Moebius will be the primary enemies during 
    the entirety of the mission; they are incredibly frail so they're easy 
    to destroy, but they are very fast so hitting them can sometimes be a 
    pain. There will also be several Earth Alliance battleships that will 
    move through the battlefield as the mission progresses. A total of five 
    250 meter-class battleships will move through the area at varying 
    intervals. Be sure to destroy the battleships before they cross the 
    mission area and escape, they aren't important to the mission or 
    anything, they're just extra points. After you and your support destroy 
    a total of twenty Moebius mobile armors the last fight will occur.
    
       Gai Murakumo will enter the mission area in his MBF-P03 Gundam 
    Astray Blue Frame. Gai will also be supported by two Moebius mobile 
    armors, so destroy those before you tackle him. Gai's Blue Frame is 
    equipped with a beam rifle, so it has you way out-gunned. Then again, 
    its melee weapon is also a beam saber, so it's got a more powerful 
    close combat weapon as well. I suggest staying in close range and 
    trying to use your Special Attacks to deal a lot of quick damage to the 
    Astray Blue Frame, and then using your Partner Boosts to refill your 
    Power Gauge and use whatever other Special Attacks that'll get you. 
    That should make things a little easier. After that just try to finish 
    the Astray Blue Frame in close combat. When the Astray Blue Frame's HP 
    Gauge has been depleted Gai Murakumo will notice the Earth Alliance 
    fleet has been wiped out, so he will retreat and the mission will end.
    
    
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                     Barry Ho - For Whom the Master Fights
    -----------------------------------------------------------------------
    
       During the battle of Jachin Due wandering martial arts master Barry 
    Ho joins with the Three Ships Alliance. During the final assault on 
    GENESIS Barry tries to fight off the ZAFT and Earth Alliance forces so 
    that the super-weapon can be disabled. You will play as Barry Ho in his 
    MBF-M1A M1A Astray. Your default Partner will be Cagalli Yula Athha, 
    but you have a few other Partners that you could possibly choose from 
    in this mission. You can stay with Cagalli Yula Athha, or take Lacus 
    Clyne, Murrue Ramias, or Miriallia Haw. Just take whomever you have 
    leveled up the most, are accustomed to using, or whom suits your style 
    of combat. You will also be supported by an Orb grunt in an MBF-M1 M1 
    Astray.
    
       You will begin the mission and things will be fairly calm. The 
    Kusanagi will be headed through the battlefield, but luckily you do not 
    have to guard them. A few enemies will already be headed towards you. 
    Enemies in this mission will be a mix of Earth Alliance GAT-01 Strike 
    Daggers and ZAFT ZGMF-600 GuAIZ mobile suits. The Strike Daggers and 
    GuAIZ both have beam sabers and beam rifles, but the GuAIZ are just a 
    little tougher to destroy. Just keep destroying enemies and once you 
    and your support have destroyed a total of six enemies a new challenger 
    will enter the area.
    
       After you have defeated six enemies Rau Le Creuset will enter the 
    area in his ZGMF-X13A Providence Gundam. The standard assortment of 
    Strike Daggers and GuAIZ will continue to come as well. You do not 
    necessarily have to engage the Providence Gundam, and if you defeat six 
    more mobile suits (which makes twelve total in the mission) than Rau Le 
    Creuset will simply retreat own his own, saying he has someone else he 
    must attend to. If you do choose to attack the Providence Gundam watch 
    out, it can get pretty mean. It is definitely best to stay in melee 
    combat with the Providence Gundam to prevent it from utilizing its 
    DRAGOONS. If the Providence Gundam launches its DRAGOONS start doing 
    emergency maneuvers to barrel roll away from them as they hurt BADLY if 
    they hit dead on. After the Providence Gundam has been reduced to 40% 
    of its HP Gauge -or if you have defeated six additional opponents- it 
    will retreat.
    
       Continue to destroy Strike Daggers and GuAIZ as they come. After you 
    and your partner have destroyed a total of sixteen enemy mobile suits 
    the final fight will begin. Morgan Chevalier will enter the area in his 
    GAT-01A1+AQM/E-X04 Gunbarrel Dagger. The remaining two enemy grunt 
    mobile suits will remain, but when destroyed they will not be replaced. 
    The Gunbarrel Dagger is similar to the Providence Gundam in style. The 
    Gunbarrels are just annoying as the DRAGOONS, so you should probably 
    handle the Gunbarrel Dagger in close combat to try to limit Morgan's 
    use of them. Just keep slashing away on the Gunbarrel Dagger with your 
    beam saber and don't forget about those Partner Boosts. Who ever it was 
    that you took be sure to put them to use. After the Gunbarrel Dagger's 
    HP Gauge has been emptied Morgan Chevalier will retreat and the mission 
    will end successfully.
    
    
    
    \                           /-------------\                           /
    [===========================|Survival Mode|===========================]
    /                           \-------------/                           \
    
       Survival Mode is the only mode that Never Ending Tomorrow features 
    that doesn't have its roots in Encounters in Space. It is a new mode 
    and, as can be gleaned from its name, Survival Mode will have you go 
    into combat with a pilot, partner, and unit of your choosing in an 
    attempt to survive against varying odds. You can only choose from 
    pilots, partners, and units that you have already unlocked and 
    purchased from the Item Shop so it is a good idea to hold off on 
    Survival Mode until you have a good deal of powerful units unlocked and 
    high-level Partners. You will be pitted against insane odds to see how 
    many enemies you can defeat, how long you can survive, or even if you 
    can survive. Survival Mode is a lot of fun... but just beware the 
    Haros.
    
    -----------------------------------------------------------------------
                                    ACE 100
    -----------------------------------------------------------------------
    
       ACE 100 Survival Mode will pit you against wave after wave of enemy 
    units that will get progressively more powerful as the match drags on. 
    You must defeat 100 enemy units to complete this challenge, and every 
    twenty-fifth unit will be a special "boss" unit that will be much more 
    powerful than the rest of the cannon fodder you'll have fought. In ACE 
    100 mode I suggest taking a Partner that specializes in recovery of 
    lost HP and Power, as you will be fighting for quite a while; Lacus 
    Clyne is probably the best choice. You have the option to fight in 
    either space, on the ground, or underwater. Depending on which area you 
    fight in you will face different enemies.
    
    Space:
    ------
    
       Initially Space is very easy, as GINNs are pretty pathetic enemies 
    and their machineguns do paltry damage. The GuAIZ are not much worse, 
    even though they have beam weaponry. The real threat comes from the 
    boss suits, which are the most trumped up units in the game. Providence 
    Gundam will spam beams from its DRAGOONS like it's going out of 
    fashion, so try to engage it in melee range to prevent it from having 
    the opportunity to do so. Justice Gundam is very proficient in mid-
    range and melee combat, so it might be better to stay back and blast it 
    away. Freedom Gundam is a spammer just like Providence and even though 
    it has more skill in melee you should still get into its grill and 
    slash it to death.
    
     1 ~  22: ZGMF-1017 GINN x 22 (three at a time)
    23 ~  25: ZGMF-1017 GINN x 2, ZGMF-600 GuAIZ
    26 ~  47: ZGMF-1017 GINN x 22 (three at a time)
    48 ~  50: ZGMF-600 GuAIZ x 2, ZGMF-X13A Providence Gundam
    51 ~  72: ZGMF-600 GuAIZ x 22 (three at a time)
    73 ~  75: ZGMF-600 GuAIZ x 2, ZGMF-X09A Justice Gundam
    76 ~  97: ZGMF-600 GuAIZ x 22 (three at a time)
    98 ~ 100: ZGMF-X13A Providence Gundam, ZGMF-X09A Justice Gundam,
               ZGMF-X10A Freedom Gundam
    
    
    Ground:
    -------
    
       The Ground is probably the easiest of the ACE 100 areas. The Strike 
    Daggers in the beginning, though armed with beam weapons, are quite 
    easy, and the Duel Daggers really aren't much more threatening. The 
    real problems are the three big bosses. All three of them are very good 
    melee fighters. The Gundam Astray Red Frame with its Flight Unit and 
    Gerbera Straight katana is a quick and powerful melee unit, but if you 
    stay away and blast it all it can do is return fire with its beam 
    rifle. The Gundam Astray Blue Frame Second L is in an even worse spot 
    because all it has for ranged weaponry is its CWIS head vulcans, which 
    do little damage. It's giant Tactical Arms sword can really smash you 
    in melee combat, so just stay back and blast this one too. The Gundam 
    Astray Gold Frame AMATU is pretty dangerous, as it can turn invisible 
    so you won't see it visually or on your radar. He has a beam rifle and 
    beam saber built into its shield, so it is pretty skilled both close in 
    and at mid-range, but its probably best to dodge around and blast the 
    Gold Frame AMATU as well. 
    
     1 ~  22: GAT-01 Strike Dagger x 22 (three at a time)
    23 ~  25: GAT-01 Strike Dagger x 2, GAT-01D1 Duel Dagger
    26 ~  47: GAT-01 Strike Dagger x 22 (three at a time)
    48 ~  50: GAT-01D1 Duel Dagger x 2, MBF-P02 Astray Red Frame Flight
               Unit
    51 ~  72: GAT-01D1 Duel Dagger x 22 (three at a time)
    73 ~  75: GAT-01D1 Duel Dagger x 2, MBF-P03 Astray Blue Frame 2nd L
    76 ~  97: GAT-01D1 Duel Dagger x 22 (three at a time)
    98 ~ 100: MBF-P01-Re<AMATU> Astray Gold Frame AMATU, MBF-P03 Astray
               Blue Frame 2nd L, MBF-P02 Astray Red Frame Flight Unit
    
    
    Sea:
    ----
    
       It depends what unit you take whether this section will be 
    challenging or not. Using a unit that specializes in aquatic combat 
    like a GOOhN, ZnO, Deep Forbidden, or Forbidden Blue and this will be 
    one of the easier ACE 100 matches. Using any other unit, however, and 
    the water will slow your unit down so much that you will be cruising 
    for a bruising, so I suggest taking one of the four aforementioned 
    mobile suits. Almost everything you will be fighting here is a mobile 
    suit adapted for undersea combat, so unless yours is too they will be 
    swimming circles around you.
    
     1 ~  22: UMF-4A GOOhN x 22 (three at a time)
    23 ~  25: UMF-4A GOOhN x 2, UMF-5 ZnO x 1
    26 ~  47: UMF-4A GOOhN x 22 (three at a time)
    48 ~  50: UMF-5 ZnO x 2, Deep Forbidden
    51 ~  72: UMF-5 ZnO x 22 (three at a time)
    73 ~  75: UMF-5 ZnO x 2, Forbidden Blue
    76 ~  97: UMF-5 ZnO x 22 (three at a time)
    98 ~ 100: GAT-706S Deep Forbidden, GAT-X255 Forbidden Blue, GAT-X105
               Strike Gundam (w/ Bazooka)
    
    
    
    -----------------------------------------------------------------------
                                  Sudden Death
    -----------------------------------------------------------------------
    
       Sudden Death mode will pit you against the same 100 enemy units you 
    fight in ACE 100 mode, but with a new and deadly twist. The damage has 
    been turned WAY up. You will be pretty much destroyed by only a few 
    hits, and very often just a single hit is good enough to do you in. And 
    God forbid something gets close enough to melee you... Anyway, luckily 
    the same penalty also applies to the enemies you will be fighting so 
    you'll definitely be guaranteed some fast paced action as you try to 
    keep yourself from getting fragged. It's all skill here. In Sudden 
    Death you should not focus on healing -as a few hits will do you in 
    anyway- and focus on Partners whose Partner Boosts specialize in 
    dealing direct damage to enemies. Natarle Badgiruel is one great 
    choice; with her you can easily blow away the bosses before they blow 
    you away.
    
    Space:
    ------
    
       Space is probably the easier match of Sudden Death...  which isn't 
    saying much at all. The GINNs machineguns are not insidiously lethal, 
    but if they hit you a lot you are dead as hell. The GuAIZ are worse 
    with their beam rifles, but the real challenge comes from the bosses. 
    The Providence Gundam will usually start spamming its Special Attack 
    right out of the gate, so it is imperative you finish it with a direct 
    damage Partner Boost once it arrives. Justice Gundam isn't as cheesily 
    bad as Providence Gundam, but its Special Attack is just as deadly, as 
    are its normal attacks, so finish it in a similar fashion. Freedom 
    Gundam does not have as dangerous a Special Attack as Justice, and 
    especially not Providence, but its normal hits can kill you anyway, and 
    its spams like mad. Like I said, direct damage Partner Boosts are the 
    key here.
    
     1 ~  22: ZGMF-1017 GINN x 22 (three at a time)
    23 ~  25: ZGMF-1017 GINN x 2, ZGMF-600 GuAIZ
    26 ~  47: ZGMF-1017 GINN x 22 (three at a time)
    48 ~  50: ZGMF-600 GuAIZ x 2, ZGMF-X13A Providence Gundam
    51 ~  72: ZGMF-600 GuAIZ x 22 (three at a time)
    73 ~  75: ZGMF-600 GuAIZ x 2, ZGMF-X09A Justice Gundam
    76 ~  97: ZGMF-600 GuAIZ x 22 (three at a time)
    98 ~ 100: ZGMF-X13A Providence Gundam, ZGMF-X09A Justice Gundam,
               ZGMF-X10A Freedom Gundam
    
    
    Ground:
    -------
    
       The Ground is one of the most deadly matches in Sudden Death because 
    even the lowly Strike Daggers are able to totally destroy the 
    powerhouse units like the high-powered Gundams in a single hit with 
    their beam rifles. The bosses here aren't as bad, though. They are 
    mostly close-combat oriented, especially the Astray Blue Frame 2nd L. 
    The Astray Red Frame Flight Unit and Astray Gold Frame AMATU are a 
    little more versatile, though. Just use your direct damage Partner 
    Boosts to destroy the bosses as usual.
    
     1 ~  22: GAT-01 Strike Dagger x 22 (three at a time)
    23 ~  25: GAT-01 Strike Dagger x 2, GAT-01D1 Duel Dagger
    26 ~  47: GAT-01 Strike Dagger x 22 (three at a time)
    48 ~  50: GAT-01D1 Duel Dagger x 2, MBF-P02 Astray Red Frame Flight
               Unit
    51 ~  72: GAT-01D1 Duel Dagger x 22 (three at a time)
    73 ~  75: GAT-01D1 Duel Dagger x 2, MBF-P03 Astray Blue Frame 2nd L
    76 ~  97: GAT-01D1 Duel Dagger x 22 (three at a time)
    98 ~ 100: MBF-P01-Re<AMATU> Astray Gold Frame AMATU, MBF-P03 Astray
               Blue Frame 2nd L, MBF-P02 Astray Red Frame Flight Unit
    
    
    Sea:
    ----
    
       The Sea in Sudden Death is also a huge pain in the butt, but not as 
    bad as the Ground stage. Initially the enemies torpedoes won't murder 
    you instantly, but since they home in on you they are extremely 
    difficult to dodge, and the damage stacks quickly. Plus the water 
    naturally slows any non-aquatic unit, so you're already at a large 
    disadvantage if you aren't using any of the four units in the game that 
    are built for aquatic combat.
    
     1 ~  22: UMF-4A GOOhN x 22 (three at a time)
    23 ~  25: UMF-4A GOOhN x 2, UMF-5 ZnO x 1
    26 ~  47: UMF-4A GOOhN x 22 (three at a time)
    48 ~  50: UMF-5 ZnO x 2, Deep Forbidden
    51 ~  72: UMF-5 ZnO x 22 (three at a time)
    73 ~  75: UMF-5 ZnO x 2, Forbidden Blue
    76 ~  97: UMF-5 ZnO x 22 (three at a time)
    98 ~ 100: GAT-706S Deep Forbidden, GAT-X255 Forbidden Blue, GAT-X105
               Strike Gundam (w/ Bazooka)
    
    
    
    -----------------------------------------------------------------------
                                   Time Trial
    -----------------------------------------------------------------------
    
       Time Trial is pretty much the easiest of the three primary Survival 
    mission types, so I suggest using this whenever you have to complete a 
    Survival match with a pitiably weak unit to unlock something. (Why yes, 
    Moebius, I am looking at you.) All you have to do is survive for three 
    minutes while wrecking as many enemy mobile suits as possible. Heck, 
    the wrecking part is actually optional, all you really need to do is 
    survive... you'll just get a lousy score. Like usual you can choose to 
    fight in either Space, on the Ground, or under the Sea, which will 
    determine what types of enemies you fight against. The enemies will be 
    the same as the above two modes, but the more powerful enemies will 
    come more quickly. HP Gauge recovery Partner Boosts are of no use here 
    what so ever as you'll only be in the mission for a few minutes, so if 
    you're losing critical amounts of HP in that short a period of time you 
    have other problems, like being a sucky player. However, you will 
    probably need to use up your Energy Gauge on Special Attacks if you 
    want to beat the bosses quickly, and a Partner who can refill your 
    Power Gauge would be useful. A Partner who boosts your attack power so 
    you can destroy more enemies quicker is probably what you'll be looking 
    for in this mission in the way of Partner Boosts, so someone like 
    Elijah Kiel comes to mind who can both raise your firepower and refill 
    your Power Gauge.
    
    Space:
    ------
    
       You'll definitely want to use either the METEOR Freedom Gundam or 
    the METEOR Justice Gundam here to get as high a score as you possibly 
    can. Use the METEOR's multi-lock attacks to quickly destroy the normal 
    enemy units with missile barrages. Occasionally use a Partner Boost to 
    up your firepower attack so the enemies will be destroyed quicker. The 
    METEOR's close-ranged melee Special Attack can be used to quickly 
    destroy the boss units when they come.
    
     1 ~ 12: ZGMF-1017 GINN x 12 (four at a time)
    13 ~ 15: ZGMF-1017 GINN x 2, ZGMF-600 GuAIZ
    16 ~ 27: ZGMF-1017 GINN x 12 (four at a time)
    28 ~ 30: ZGMF-600 GuAIZ x 2, ZGMF-X13A Providence Gundam
    31 ~ 42: ZGMF-600 GuAIZ x 12 (four at a time)
    43 ~ 45: ZGMF-600 GuAIZ x 2, ZGMF-X09A Justice Gundam
    46 ~ 57: ZGMF-600 GuAIZ x 12 (four at a time)
    58 ~ 60: ZGMF-X13A Providence Gundam, ZGMF-X09A Justice Gundam,
              ZGMF-X10A Freedom Gundam
        61+: Repeats from the beginning.
    
    
    Ground:
    -------
    
       Since you cannot use the spam factory that is the METEOR outside of 
    Space you probably won't be able to rack up as impressive a score on 
    the Ground or Sea stages. The uneven, hilly ground can also make 
    hitting the enemy units difficult at times, as you will very frequently 
    find your attacks thunking into the ground instead of your intended 
    target.
    
     1 ~ 12: GAT-01 Strike Dagger x 12 (four at a time)
    13 ~ 15: GAT-01 Strike Dagger x 2, GAT-01D1 Duel Dagger
    16 ~ 27: GAT-01 Strike Dagger x 12 (four at a time)
    28 ~ 30: GAT-01D1 Duel Dagger x 2, MBF-P02 Astray Red Frame Flight
              Unit
    31 ~ 42: GAT-01D1 Duel Dagger x 12 (four at a time)
    43 ~ 45: GAT-01D1 Duel Dagger x 2, MBF-P03 Astray Blue Frame Second L
    46 ~ 57: GAT-01D1 Duel Dagger x 12 (four at a time)
    58 ~ 60: MBF-P02 Astray Red Frame Flight Unit, MBF-P03 Astray Blue
              Frame Second L, MBF-P01-Re<AMATU> Astray Gold Frame AMATU
        61+: Repeats from the beginning.
    
    
    Sea:
    ----
    
       Since you cannot use the spam factory that is the METEOR outside of 
    Space you probably won't be able to rack up as impressive a score on 
    the Sea stages. Additionally since the movement of most of the units in 
    the game will be slowed by the water the Sea will prove to be the most 
    challenging Time Trial mission as far as getting a very high score 
    goes.
    
     1 ~ 12: UMF-4A GOOhN x 22 (four at a time)
    13 ~ 15: UMF-4A GOOhN x 2, UMF-5 ZnO
    16 ~ 27: UMF-4A GOOhN x 22 (four at a time)
    28 ~ 30: UMF-5 ZnO x 2, Deep Forbidden
    31 ~ 42: UMF-5 ZnO x 22 (four at a time)
    43 ~ 45: UMF-5 ZnO x 2, Forbidden Blue
    46 ~ 57: UMF-5 ZnO x 22 (four at a time)
    58 ~ 60: GAT-706S Deep Forbidden, GAT-X255 Forbidden Blue, GAT-X105
              Strike Gundam (w/ Bazooka)
        61+: Repeats from the beginning.
    
    
    
    -----------------------------------------------------------------------
                                  Haro Madness
    -----------------------------------------------------------------------
    
       The final Survival challenge. It is unadulterated evil. You must 
    fight a small army of Haros. Like usual you are allowed to select 
    whatever Pilot, Partner, Partner Boosts, and unit you wish to use for 
    this mission. As for what kind of Partner Boosts you would need? 
    Healing Boosts... Lots of Healing Boosts! Take Lacus Clyne or someone 
    else who has Partner Boosts that can restore your HP Gauge and Power 
    Gauge. You also have the option to fight in three different terrain 
    types as well, like always, only these are special psychedelic stages!
    
    Space:
    ------
    
       When the challenge begins an enormous battleship-sized version of 
    Okapi, Lacus Clyne's yellow robot servant dog, will fly into the area. 
    A compartment will open in Okapi's chest and it will extend a gangplank 
    and release three small Haro robots. After releasing the first wave of 
    Haros Okapi will begin to spin around in a circle and attack at random. 
    Okapi will rapid-fire "Lohengrin" positron cannon blasts from the holes 
    in its feet, as well as "Gottfried" high-energy beam cannon blasts from 
    its eyes, and "Valiant" linear cannon shots from the little pedestal on 
    its underside. These attacks are very powerful; avoid them at all costs 
    by remaining below Okapi. Fortunately these first three Haros are not a 
    threat. There is a green Haro, a pink Haro, and a navy blue Haro with a 
    white moustache. These three small Haros will just bounce around and 
    make annoying noises. They won't attack, and can often be destroyed in 
    a single hit. The Pink Haro has an "Armure Lumiere" lightwave shield, 
    but it is relatively weak and easily pierced. Destroy the Okapi first, 
    which will probably take awhile because it has a LOT of HP, and then 
    destroy the three Haros.
    
       A little while after you have destroyed the first three Haros three 
    more Haros will enter the area, but these Haros are much bigger and 
    much tougher. There will be another Green Haro, Navy Haro, and Mr. Pink 
    the Pink Haro, and each of them has their own unique abilities. The 
    Green Haro will rapid-fire small green beams at you (similar to the 
    Hyperion Gundam's beam sub-machine gun) and it has Phase Shift Armor. 
    The Navy Haro (with the white Turn-A Gundam-esque moustache) will 
    frequently fire homing missiles at you similar to a 130 meter-class 
    battleship, it has a "Geschmeidig Panzer" system like the Forbidden 
    Gundam that will more often then not bounce beams off of it, and it has 
    Trans-Phase Armor to boot. And as for Mr. Pink, well Pink-chan has an 
    "Armure Lumiere" mono-phose lightwave shield similar to Hyperion 
    Gundam, only it can sustain it infinitely. Mr. Pink can not be damaged 
    unless his lightwave shield is lowered, and the only time it lowers its 
    shield is to attack or if you've damaged it so much that you've 
    disabled it, which takes A LOT of damage. The Pink Haro attacks by 
    quickly lowering its lightwave shield and firing a red beam at you 
    similar to the "Agni" hyper impulse cannon used by the Launcher Strike 
    Gundam and then quickly raising the lightwave shield again. I strongly 
    suggest destroying the Green Haro first since its beam sub-machine gun 
    attack is very hazardous to your health, and since it's probably the 
    easiest to destroy. After the Green Haro is destroyed take out the Navy 
    Haro. If you use a unit that fires beams as its primary ranged weapon 
    you'll either have to take the Navy Haro in melee combat, or try to 
    find a way to deal physical damage to it. Once the Navy Haro is 
    destroyed move on to the Pink Haro. Mr. Pink will occasionally lower 
    its lightwave shield, but only when it attacks. Fire at the pink Haro 
    when its lightwave shield is down and hopefully you'll hit it before it 
    puts its shield back up, or just keep spamming at it and once its 
    Shield Gauge breaks its lightwave shield will be disabled. Once you 
    have defeated all three Haros the madness will end. 
    
    
    Ground:
    -------
    
       When the challenge begins an enormous battleship-sized version of 
    Okapi, Lacus Clyne's yellow robot servant dog, will fall out of the sky 
    into the area. A compartment will open in Okapi's chest and it will 
    extend a gangplank, releasing three small Haro robots. After releasing 
    the first wave of Haros Okapi will retract its pedestal and begin to 
    walk around the perimeter of the mission area wagging its tail. Okapi 
    is rather tame in this stage, it will only fire "Gottfried" high-energy 
    beam cannon blasts from its eyes, but does not do anything else, unlike 
    in the Space or Sea stages. Fortunately these first three Haros are not 
    a threat. There is a green Haro, a pink Haro, and a navy blue Haro. 
    They will just bounce around harmlessly, and can not attack. The Pink 
    Haro does have an "Armure Lumiere" lightwave shield, but it is 
    relatively weak and easily pierced. Destroy the Okapi first and then 
    destroy the three Haros.
    
       A little while after you have destroyed the first three Haros three 
    more Haros will enter the area, but these Haros are much bigger and 
    much tougher. There will be another Green Haro, Navy Haro, and Mr. Pink 
    the Pink Haro, and each of them has their own unique abilities. The 
    Green Haro will rapid-fire small green beams at you similar to the 
    Hyperion Gundam's beam sub-machine gun, and it has Trans-Phase Armor. 
    The Navy Haro with the white Turn-A Gundam-esque moustache will 
    frequently fire homing missiles at you similar to a 130 meter-class 
    battleship, and it has a "Geschmeidig Panzer" system (like the 
    Forbidden Gundam) that will more often then not bounce beams off of it, 
    and it has Trans-Phase Armor to boot. And as for Mr. Pink, well Pink-
    chan has an "Armure Lumiere" mono-phose lightwave shield similar to 
    Hyperion Gundam, only it can pretty much sustain it infinitely. Mr. 
    Pink can not be damaged unless his lightwave shield is lowered, and the 
    only time it lowers its shield is to attack or if you've damaged it so 
    much that you've disabled it, which takes A LOT of damage. The Pink 
    Haro attacks by quickly lowering its lightwave shield and firing a red 
    beam at you similar to the "Agni" hyper impulse cannon used by the 
    Launcher Strike Gundam, and then quickly raising the shield again. I 
    strongly suggest destroying the Green Haro first since its beam sub-
    machine gun attack is very hazardous to your health, and since it's 
    probably the easiest to destroy. After the Green Haro is destroyed take 
    out the Navy Haro. If you use a unit that fires beams as its primary 
    ranged weapon you'll either have to take the Navy Haro in melee combat, 
    or try to find a way to deal physical damage to it. Once the Navy Haro 
    is destroyed move on to the Pink Haro. Mr. Pink will occasionally lower 
    its lightwave shield, but only when it attacks. Fire at the pink Haro 
    when its lightwave shield is down and hopefully you'll hit it before it 
    puts its shield back up, or just keep spamming at it and once its 
    Shield Gauge breaks its lightwave shield will be disabled and you can 
    damage the Haro. Once you have defeated all three of the Haros the 
    madness will end.
    
    
    Sea:
    ----
    
       The Sea battle in the Haro Madness challenge is probably the hardest 
    of the three because most of your great units either cannot be used in 
    water or are having their abilities restricted by the water. The most 
    powerful unit you can take here that won't have its performance reduced 
    by being underwater is the Deep Forbidden. When the challenge begins an 
    enormous battleship-sized version of Okapi, Lacus Clyne's yellow robot 
    servant dog, will cruise into the battlefield. A compartment will open 
    in Okapi's chest and it will extend a gangplank, releasing three small 
    Haro robots. After releasing the first wave of Haros the Okapi will 
    begin to spin around in a circle and attack at random. Okapi will 
    rapid-fire "Lohengrin" positron cannon blasts from the holes in its 
    legs, as well as "Gottfried" high-energy beams from its eyes, and 
    "Valiant" linear cannon blasts from the little pedestal on its 
    underside. These attacks are very powerful; avoid them at all costs by 
    remaining below Okapi. However the first three Haros here are not a 
    threat. There is a green Haro, a pink Haro, and a navy blue Haro with a 
    white moustache. They will just bounce around, and they can't attack, 
    and they can often be destroyed in just a single hit. The Pink Haro has 
    an "Armure Lumiere" lightwave shield, but it is relatively weak and 
    easily pierced. Destroy the Okapi first, which will probably take 
    awhile because it has a LOT of HP, and then destroy the three Haros.
    
       A little while after you have destroyed the first three Haros three 
    more Haros will enter the area, but these Haros are much bigger and 
    much tougher. There will be another Green Haro, Navy Haro, and Mr. Pink 
    the Pink Haro, and each of them has their own unique abilities. The 
    Green Haro will rapid-fire small green beams at you similar to the 
    Hyperion Gundam's beam sub-machine gun, and it has Trans-Phase Armor. 
    The Navy Haro with the white Turn-A Gundam-esque moustache will 
    frequently fire homing missiles at you similar to a 130 meter-class 
    battleship, and it has a "Geschmeidig Panzer" system like the Forbidden 
    Gundam that will more often then not deflect beam attacks made against 
    it and Trans-Phase Armor to boot! And as for Mr. Pink, well Pink-chan 
    has an "Armure Lumiere" mono-phose lightwave shield similar to the 
    Hyperion Gundam, only it can sustain it indefinitely. Mr. Pink can not 
    be damaged unless his lightwave shield is lowered, and the only time it 
    will lower its shield is to attack or if you've damaged it so much that 
    you've disabled it, which takes A LOT of damage. The Pink Haro attacks 
    by quickly lowering its lightwave shield and firing a red beam at you 
    similar to the "Agni" hyper impulse cannon used by the Launcher Strike 
    Gundam, and then quickly raising the shield again. I strongly suggest 
    destroying the Green Haro first since its beam sub-machine gun attack 
    is very hazardous to your health, and since it's probably the easiest 
    to destroy. After the Green Haro is destroyed take out the Navy Haro. 
    If you use a unit that fires beams as its primary ranged weapon you'll 
    either have to take the Navy Haro in melee combat, or try to find a way 
    to deal physical damage to it. Once the Navy Haro is destroyed move on 
    to the Pink Haro. Mr. Pink will occasionally lower its lightwave 
    shield, but only when it attacks. Fire at the pink Haro when its 
    lightwave shield is down and hopefully you'll hit it before it puts its 
    shield back up, or just keep spamming at it and once its Shield Gauge 
    breaks its lightwave shield will be disabled. Once you have defeated 
    all three Haros the madness will end.
    
    
    
    \                    /---------------------------\                    /
    [====================|Unlocking and the Item Shop|====================]
    /                    \---------------------------/                    \
    
       This section lists how to unlock the staggering amounts of crap in 
    this game. Whenever you unlock a new feature in Never Ending Tomorrow a 
    small orange window will pop up in the center of the screen and Haro 
    will give an un-detailed description of what you unlocked and where you 
    can access it. This section of the walkthrough will also detail what 
    unlockables need to be bought from the Item Shop after being unlocked. 
    The Item Shop can be accessed anytime from the Main Menu and can even 
    be accessed after completing or failing a mission. Upon entering the 
    Item Shop you will be greeted by the shopkeeper who will help you in 
    your shopping endeavors. In the Item Shop you will be able to purchase 
    additional mobile suit weapons, new units, character pilots and 
    partners, and other various unlockable extras by spending the SEED 
    Points (SP) that you accumulate at the conclusion of every mission.
    
       Upon the successful completion of a mission you will automatically 
    receive 100 SEED Points. However, you will only receive 10 SEED Points 
    if you fail the mission. Better mission performances will also earn you 
    more SEED Points; depending on what Rank you got at the end of a 
    mission you may earn a Rank Bonus. You will receive 20 SEED Points if 
    you earn an S Rank on the mission, 10 SEED Points for an A Rank, and 
    just 5 SEED Points for a B rank. Anything lower and you don't get any 
    Rank Bonus, so try not to suck. You may also receive a Berserk Bonus if 
    your character went into Berserk status several times during the 
    mission, or may get a Partner Attack bonus if your you destroyed any 
    enemies with a damaging Partner Boost. All of these points will be 
    added to your Total SEED Points, which you can use in the Item Shop to 
    buy stuff.
    
    That's it, really, now get crackin'!
    
    -----------------------------------------------------------------------
                             Unlocking Survival Mode
    -----------------------------------------------------------------------
    
    Unlock Survival Mode:
    ---------------------
    To unlock Survival Mode in the Main Menu you must complete either Story 
    Mode: Kira Yamato Version or Story Mode: Athrun Zala Version. 
    
    
    Unlock Haro Madness:
    --------------------
    To unlock the Haro Madness Survival Mode match you must complete the 
    ACE 100, Sudden Death, and Time Trial matches once each.
    
    
    
    -----------------------------------------------------------------------
                         Unlocking Extra Mission Modes
    -----------------------------------------------------------------------
    
    
    Mu La Flaga Mission Mode:
    -------------------------
    Unlocked by default.
    
    
    Cagalli Yula Athha Mission Mode:
    --------------------------------
    Unlocked by default.
    
    
    Andrew Waltfeld Mission Mode:
    -----------------------------
    Complete Rau Le Creuset's mission mode.
    
    
    Yzak Joule Mission Mode:
    ------------------------
    Unlocked by default.
    
    
    Dearka Elsman Mission Mode:
    ---------------------------
    Unlocked by default.
    
    
    Nicol Amalfi Mission Mode:
    --------------------------
    Unlocked by default.
    
    
    Miguel Aiman Mission Mode:
    --------------------------
    Complete the Mission Modes of Yzak Joule, Dearka Elsman, and Nicol 
    Amalfi.
    
    
    Rau Le Creuset Mission Mode:
    ----------------------------
    Complete Mu La Flaga's Mission Mode.
    
    
    Orga Sabnak Mission Mode:
    -------------------------
    Complete Shani Andras's Mission Mode.
    
    
    Clotho Buer Mission Mode:
    -------------------------
    Complete Orga Sabnak's Mission Mode.
    
    
    Shani Andras Mission Mode:
    --------------------------
    Complete both Story Mode: Kira Yamato Version and Story Mode: Athrun 
    Zala Version.
    
    
    Lowe Guele Mission Mode: 
    ------------------------
    Unlocked by default.
    
    
    Gai Murakumo Mission Mode:
    --------------------------
    Unlocked by default.
    
    
    Rondo Ghina Sahaku Mission Mode:
    --------------------------------
    Complete the Mission Modes of both Gai Murakumo and Lowe Guele.
    
    
    Shiho Hahnenfuss Mission Mode:
    ------------------------------
    Complete Miguel Aiman's Mission Mode.
    
    
    Morgan Chevalier Mission Mode:
    ------------------------------
    Unlocked by default.
    
    
    Edward Harrison Mission Mode:
    ----------------------------- 
    Unlocked by default.
    
    
    Jean Carrey Mission Mode:
    -------------------------
    Complete Clotho Buer's Mission Mode.
    
    
    Jane Houston Mission Mode:
    --------------------------
    Complete Jean Carrey's Mission Mode.
    
    
    Rena Imelia Mission Mode:
    -------------------------
    Complete Edward Harrison's Mission Mode.
    
    
    Mikhail Coast Mission Mode:
    ---------------------------
    Complete Morgan Chevalier's Mission Mode.
    
    
    Barry Ho Mission Mode:
    ----------------------
    Complete Mikhail Coast's mission mode.
    
    
    
    -----------------------------------------------------------------------
                                 Unlocking Units
    -----------------------------------------------------------------------
    
    Strike Gundam:
    --------------
    Unlocked by default.
    
    
    GINN:
    -----
    Unlocked by default.
    
    
    Aile Striker Pack:                                      SEED Point Cost
    ------------------                                      ---------------
    The Aile Striker Pack for use with the GAT-X105 Strike       250 SP
    Gundam and FX-550 Sky Grasper is available by default.
    
    
    Launcher Striker Pack:                                  SEED Point Cost
    ----------------------                                  ---------------
    The Launcher Striker Pack for use with the GAT-X105          250 SP
    Strike Gundam and FX-550 Sky Grasper is available
    by default.
    
    
    Sword Striker Pack:                                     SEED Point Cost
    -------------------                                     ---------------
    The Sword Striker Pack for use with the GAT-X105 Strike      250 SP
    Gundam and FX-550 Sky Grasper is available by default.
    
    
    Strike Rouge:                                           SEED Point Cost
    -------------                                           ---------------
    Complete Cagalli Yula Athha's Mission Mode.                  400 SP
    
    
    Freedom Gundam:                                         SEED Point Cost
    ---------------                                         ---------------
    Complete Story Mode: Kira Yamato Version Phase 10.           700 SP
    
    
    Justice Gundam:                                         SEED Point Cost
    ---------------                                         ---------------
    Complete Story Mode: Athrun Zala Version Phase 07.           700 SP
    
    
    Moebius Zero:                                           SEED Point Cost
    -------------                                           ---------------
    Complete Mu La Flaga's Mission Mode.                         300 SP
    
    
    Sky Grasper:                                            SEED Point Cost
    ------------                                            ---------------
    Complete Story Mode: Kira Yamato Version Phase 04.           300 SP
    
    
    METEOR:                                                 SEED Point Cost
    -------                                                 ---------------
    Complete both Story Mode: Kira Yamato Version and          1,000 SP
    Story Mode: Athrun Zala Version to unlock the METEOR
    for use with either the ZGMF-X09A Justice Gundam or
    the ZGMF-X10A Freedom Gundam.
    
    
    Strike Dagger:                                          SEED Point Cost
    --------------                                          ---------------
    The Strike Dagger is unlocked by default.                    250 SP
    
    
    Calamity Gundam:                                        SEED Point Cost
    ----------------                                        ---------------
    Complete Orga Sabnak's Mission Mode.                         600 SP
    
    
    Forbidden Gundam:                                       SEED Point Cost
    -----------------                                       ---------------
    Complete Shani Andras's Mission Mode.                        600 SP
    
    
    Raider Gundam:                                          SEED Point Cost
    --------------                                          ---------------
    Complete Clotho Buer's Mission Mode.                         600 SP
    
    
    Hyperion Gundam:                                        SEED Point Cost
    ----------------                                        ---------------
    Complete a total of ten Mission Mode missions.               700 SP
    
    
    IWSP:                                                   SEED Point Cost
    -----                                                   ---------------
    Complete any Survival Mode mission with Strike Rouge to      300 SP
    unlock the Integrated Weapons system Striker Pack for
    use with the MBF-02 Strike Rouge 
    
    
    Long Dagger Jean Custom:                                SEED Point Cost
    ------------------------                                ---------------
    Complete Jean Carrey's Mission Mode.                         300 SP
    
    
    Sword Calamity:                                         SEED Point Cost
    ---------------                                         ---------------
    Complete Edward Harrison's Mission Mode.                     600 SP
    
    
    105 Dagger:                                             SEED Point Cost
    -----------                                             ---------------
    Complete Morgan Chevalier's Mission mode.                    350 SP
    
    
    Gunbarrel Pack:                                         SEED Point Cost
    ---------------                                         ---------------
    Get Mu La Flaga to Level 10 to unlock the Gunbarrel          300 SP
    Pack for use with the GAT-01A1 105 Dagger.
    
    
    Duel Dagger:                                            SEED Point Cost
    ------------                                            ---------------
    Complete any five Mission Mode missions.                     300 SP
    
    
    Buster Dagger:                                          SEED Point Cost
    --------------                                          ---------------
    Complete Rena Imelia's Mission Mode.                         300 SP
    
    
    Forbidden Blue:                                         SEED Point Cost
    ---------------                                         ---------------
    Complete Jane Houston's Mission Mode.                        500 SP
    
    
    Deep Forbidden:                                         SEED Point Cost
    ---------------                                         ---------------
    Accumulate 5,000 Seed Points. (This does NOT take into       350 SP
    account SP you have already spent, you must have it 
    all at once!!!)
    
    
    Raider Full Spec:                                       SEED Point Cost
    -----------------                                       ---------------
    Level up Orga Sabnak, Shani Andras, and Clotho Buer          500 SP
    until their combined Levels are equal to 20.
    
    
    Moebius:                                                SEED Point Cost
    --------                                                ---------------
    Get either Natarle Badgiruel or Murrue Ramias to             100 SP
    Level 10.
    
    
    Moebius (Nuclear Equipment):                            SEED Point Cost
    ----------------------------                            ---------------
    Complete any Survival Mode mission with a Moebius.           500 SP
    
    
    Aegis Gundam:                                           SEED Point Cost
    -------------                                           ---------------
    Complete Story Mode: Athrun Zala Version Phase 01.           350 SP
    
    
    Blitz Gundam:                                           SEED Point Cost
    -------------                                           ---------------
    Complete Nicol Amalfi's Mission Mode.                        350 SP
    
    
    Buster Gundam:                                          SEED Point Cost
    --------------                                          ---------------
    Complete Dearka Elsman's Mission Mode.                       350 SP
    
    
    Duel Gundam:                                            SEED Point Cost
    ------------                                            ---------------
    Complete Yzak Joule's Mission Mode.                          350 SP
    
    
    Assault Shroud:                                         SEED Point Cost
    ---------------                                         ---------------
    Complete any Survival Mode mission with the GAT-X102         200 SP
    Duel Gundam to unlock the Assault Shroud for use with
    the Duel Gundam.
    
    
    Recoilless Cannon:                                      SEED Point Cost
    ------------------                                      ---------------
    The Recoilless Cannon for use with the ZGMF-1017 GINN         50 SP
    is unlocked by default.
    
    
    Heavy Ion Cannon:                                       SEED Point Cost
    -----------------                                       ---------------
    The Heavy Ion Cannon for use with the ZGMF-1017 GINN         100 SP
    is unlocked by default.
    
    
    Missile Launcher:                                       SEED Point Cost
    -----------------                                       ---------------
    The Guided Missile Launcher for use with the ZGMF-1017       150 SP
    GINN is unlocked by default.
    
    
    GINN Miguel Aiman Custom:                               SEED Point Cost
    -------------------------                               ---------------
    Complete Miguel Aiman's Mission Mode.                        350 SP
    
    
    GINN Reconnaissance Type:                               SEED Point Cost
    -------------------------                               ---------------
    Complete any Survival Mode mission with a standard           250 SP
    ZGMF-1017 GINN.
    
    
    CGUE:                                                   SEED Point Cost
    -----                                                   ---------------
    Complete any one Survival Mode mission.                      350 SP
    
    
    DINN:                                                   SEED Point Cost
    -----                                                   ---------------
    Get any Partner to Level 10.                                 300 SP
    
    
    BuCUE:                                                  SEED Point Cost
    ------                                                  ---------------
    Unlocked by default.                                         300 SP
    
    
    Missile Pod (for BuCUE):                                SEED Point Cost
    ------------------------                                ---------------
    Complete any Survival Mode mission with a BuCUE.             100 SP
    
    
    LaGOWE:                                                 SEED Point Cost
    -------                                                 ---------------
    Complete Andrew Waltfeld's Mission Mode.                     400 SP
    
    
    ZuOOT                                                   SEED Point Cost
    -----                                                   ---------------
    Get either Aisha or Martin DaCosta to Level 10.              150 SP
    
    
    GOOhN:                                                  SEED Point Cost
    ------                                                  ---------------
    Unlocked by default.                                         250 SP
    
    
    ZnO:                                                    SEED Point Cost
    ----                                                    ---------------
    Complete any Survival Mode mission with a GOOhN.             400 SP
    
    
    GuAIZ Commander Type:                                   SEED Point Cost
    ---------------------                                   ---------------
    Get either Yzak Joule or Rau Le Creuset to Level 10.         450 SP
    
    
    GuAIZ:                                                  SEED Point Cost
    ------                                                  ---------------
    Get either Dearka Elsman or Nicol Amalfi to Level 10.        400 SP
    
    
    Providence Gundam:                                      SEED Point Cost
    ------------------                                      ---------------
    Complete Rau Le Creuset's Mission Mode.                      800 SP
    
    
    CGUE DEEP Arms:                                         SEED Point Cost
    ---------------                                         ---------------
    Complete Shiho Hahnenfuss' Mission Mode.                     400 SP
    
    
    GINN High Maneuver Type:                                SEED Point Cost
    ------------------------                                ---------------
    Complete Mikhail Coast's Mission Mode.                       350 SP
    
    
    Dreadnought Gundam:                                     SEED Point Cost
    -------------------                                     ---------------
    Complete all twenty-two Mission Mode missions.               700 SP
    
    
    M1 Astray:                                              SEED Point Cost
    ----------                                              ---------------
    Unlocked by default.                                         250 SP
    
    
    M1A Astray:                                             SEED Point Cost
    -----------                                             ---------------
    Complete Barry Ho's Mission Mode.                            400 SP
    
    
    Gundam Astray Red Frame:                                SEED Point Cost
    ------------------------                                ---------------
    Get Lowe Guele to Level 10.                                  300 SP
    
    
    Gundam Astray Blue Frame:                               SEED Point Cost
    -------------------------                               ---------------
    Get Gai Murakumo to Level 10.                                250 SP
    
    
    Gundam Astray Gold Frame:                               SEED Point Cost
    -------------------------                               ---------------
    Get either Kisato Yamabuki or Elijah Kiel to Level 10.       350 SP
    
    
    Gundam Astray Red Frame (Gerbera Straight):             SEED Point Cost
    -------------------------------------------             ---------------
    Complete Lowe Guele's Mission Mode.                          500 SP
    
    
    Gundam Astray Blue Frame 2nd L:                         SEED Point Cost
    -------------------------------                         ---------------
    Complete Gai Murakumo's Mission Mode.                        550 SP
    
    
    Gundam Astray Gold Frame AMATU:                         SEED Point Cost
    -------------------------------                         ---------------
    Complete any Survival Mode mission with Rondo Ghina          600 SP
    Sahaku selected as your Pilot.
    
    
    Prototype GINN:                                         SEED Point Cost
    ---------------                                         ---------------
    Unlock every other unit. (NOTE: The GINN Gai Murakumo      1,000 SP
    Custom and Astray Red Frame Flight Unit do not need to
    be unlocked to unlock the Prototype GINN.)
    
    
    GINN Gai Murakumo Custom:                               SEED Point Cost
    -------------------------                               ---------------
    Unlock all Pilot and Partner characters, including           400 SP
    the alternate costumes.
    
    
    Gundam Astray Red Frame Flight Unit:                    SEED Point Cost
    ------------------------------------                    ---------------
    Unlock all items in the Others section.                      600 SP
    
    
    
    -----------------------------------------------------------------------
                          Unlocking Pilots and Partners
    -----------------------------------------------------------------------
    
    Kira Yamato:
    ------------
    Unlocked by default.
    
    
    Mu La Flaga:
    ------------
    Unlocked by default.
    
    
    Athrun Zala:
    ------------
    Unlocked by default.
    
    
    Kira (second uniform):                                  SEED Point Cost
    ----------------------                                  ---------------
    Purchase "Kira's Uniform 2" from the Item Shop. Kira's       150 SP
    Uniform 2 will be unlocked when Kira Yamato reaches
    Level 10.
    
    
    Murrue Ramias                                           SEED Point Cost
    -------------                                           ---------------
    Purchase the "Pendant" from the Item Shop. The Pendant       200 SP
    is unlocked by default.
    
    
    Natarle Badgiruel:                                      SEED Point Cost
    ------------------                                      ---------------
    Purchase the "EAF Military Cap" from the Item Shop.          220 SP
    The EAF Military Cap is unlocked by default.
    
    
    Flay Allster:                                           SEED Point Cost
    -------------                                           ---------------
    Purchase the "Makeup" from the Item Shop. The Makeup         200 SP
    is unlocked by default.
    
    
    Flay (EA uniform):                                      SEED Point Cost
    ------------------                                      ---------------
    Purchase the "EAF Uniform" from the Item Shop. The EAF       150 SP
    Uniform will be unlocked when Flay Allster reaches
    Level 5.
    
    
    Flay (ZAFT uniform):                                    SEED Point Cost
    --------------------                                    ---------------
    Purchase the "Top Secret Disk" from the Item Shop. The       150 SP
    Top Secret Disk will be unlocked when Flay Allster
    reaches Level 10.
    
    
    Sai Argyle:                                             SEED Point Cost
    -----------                                             ---------------
    Purchase the "Yellow Glasses" from the Item Shop.            200 SP
    The Yellow Glasses are unlocked by default.
    
    
    Miriallia Haw:                                          SEED Point Cost
    --------------                                          ---------------
    Purchase the "Intercom Earpiece" from the Item Shop.         200 SP
    The Intercom Earpiece is unlocked by default.
    
    
    Orga Sabnak:                                            SEED Point Cost
    ------------                                            ---------------
    Purchase the "Notebook" from the Item Shop. The              200 SP
    Notebook will be unlocked after completing Story Mode:
    Kira Yamato Version Phase 15.
    
    
    Clotho Buer:                                            SEED Point Cost
    ------------                                            ---------------
    Purchase the "Great WSXXX" from the Item Shop. The           200 SP
    Great WSXXX will be unlocked after completing Story
    Mode: Kira Yamato Version Phase 15.
    
    
    Shani Andras:                                           SEED Point Cost
    -------------                                           ---------------
    Purchase the "Portable Player" from the Item Shop. The       200 SP
    Portable Player will be unlocked after completing Story
    Mode: Kira Yamato Version Phase 15.
    
    
    Lacus Clyne:                                            SEED Point Cost
    ------------                                            ---------------
    Purchase the "Pink Haro" from the Item Shop. The Pink        200 SP
    Haro is unlocked by default.
    
    
    Lacus (stage dress):                                    SEED Point Cost
    --------------------                                    ---------------
    Purchase the "Stage Dress" from the Item Shop. The           150 SP
    Stage Dress will be unlocked when Lacus Clyne reaches
    Level 5.
    
    
    Lacus (surcoat):                                        SEED Point Cost
    ----------------                                        ---------------
    Purchase the "Coat" from the Item Shop. The coat will        150 SP
    be unlocked when Lacus Clyne reaches Level 10.
    
    
    Rau Le Creuset:                                         SEED Point Cost
    ---------------                                         ---------------
    Purchase the "Mask" from the Item Shop. The Mask will        200 SP
    be unlocked after completing Story Mode: Athrun Zala
    Version Phase 11.
    
    
    Yzak Joule:                                             SEED Point Cost
    -----------                                             ---------------
    Purchase the "Good Luck Charm" from the Item Shop.           200 SP
    The Good Luck Charm is unlocked by default.
    
    
    Yzak (facial scar):                                     SEED Point Cost
    -------------------                                     ---------------
    Purchase the "Bandage" from the Item Shop. The Bandage       150 SP
    will be unlocked after the "Good Luck Charm" has been
    purchased and Yzak Joule reaches Level 5.
    
    
    Dearka Elsman:                                          SEED Point Cost
    --------------                                          ---------------
    Purchase the "Fan" from the Item Shop. The Fan is            200 SP
    unlocked by default.
    
    
    Nicol Amalfi:                                           SEED Point Cost
    -------------                                           ---------------
    Purchase the "Sheet Music" from the Item Shop. The           200 SP
    Sheet Music is unlocked by default.
    
    
    Miguel Aiman:                                           SEED Point Cost
    -------------                                           ---------------
    Purchase the "ZAFT I.D. Tag" from the Item Shop. The         200 SP
    ZAFT I.D. Tag will be unlocked when Athrun Zala
    reaches Level 5.
    
    
    Andrew Waltfeld:                                        SEED Point Cost
    ----------------                                        ---------------
    Purchase the "Coffee Cup" from the Item Shop. The            200 SP
    Coffee Cup will be unlocked upon completion of Story
    Mode: Kira Yamato Version Phase 06.
    
    
    Andrew (Eternal captain):                               SEED Point Cost
    -------------------------                               ---------------
    Purchase the "Walking Stick" from the Item Shop. The         150 SP
    Walking Stick will be unlocked when Andrew Waltfeld
    reaches Level 10.
    
    
    Aisha:                                                  SEED Point Cost
    ------                                                  ---------------
    Purchase the "Bracelet" from the Item Shop. The              200 SP
    Bracelet will be unlocked when Andrew Waltfeld 
    reaches Level 5.
    
    
    Martin DaCosta:                                         SEED Point Cost
    ---------------                                         ---------------
    Purchase the "ZAFT Military Cap" from the Item Shop.         200 SP
    The ZAFT Military Cap will be unlocked when Andrew
    Waltfeld reaches Level 5.
    
    
    Cagalli Yula Athha:                                     SEED Point Cost
    -------------------                                     ---------------
    Purchase the "Amulet of Haumea" from the Item Shop.          200 SP
    The Amulet of Haumea is unlocked by default.
    
    
    Cagalli (dress):                                        SEED Point Cost
    ----------------                                        ---------------
    Purchase the "Dress" from the Item Shop. The Dress will      150 SP
    be unlocked when Cagalli Yula Athha reaches Level 5.
    
    
    Cagalli (commanding officer):                           SEED Point Cost
    -----------------------------                           ---------------
    Purchase the "Officer's Uniform" from the Item Shop.         200 SP
    The Officer's Uniform will be unlocked when Cagalli
    Yula Athha reaches Level 10.
    
    
    Lowe Guele:                                             SEED Point Cost
    -----------                                             ---------------
    Purchase "Eight" from the Item Shop. To unlock Eight         200 SP
    you must accumulate 1,000 SEED Points. (This does NOT
    take into account SP you have already spent, you must
    have it all at once!!!)
    
    
    Gai Murakumo:                                           SEED Point Cost
    -------------                                           ---------------
    Purchase the "Sunglasses" from the Item Shop. To             200 SP
    unlock the Sunglasses you must accumulate 2,000
    SEED Points. (This does NOT take into account SP you
    have already spent, you must have it all at once!!!)
    
    
    Kisato Yamabuki:                                        SEED Point Cost
    ----------------                                        ---------------
    Purchase the "Work Tool" from the Item Shop. The Work        200 SP
    Tool will be unlocked when Lowe Guele reaches Level 5.
    
    
    Elijah Kiel:                                            SEED Point Cost
    ------------                                            ---------------
    Purchase the "Serpent Tail Emblem" from the Item Shop.       200 SP
    The Serpent Tail Emblem will be unlocked when Gai
    Murakumo reaches Level 5.
    
    
    Rondo Ghina Sahaku:                                     SEED Point Cost
    -------------------                                     ---------------
    Purchase the "Sahaku Family Crest" from the Item Shop.       200 SP
    To unlock the Sahaku Family Crest complete Rondo Ghina
    Sahaku's Mission Mode.
    
    
    Shiho Hahnenfuss:                                       SEED Point Cost
    -----------------                                       ---------------
    Purchase the "ZAFT Red Uniform" from the Item Shop.          200 SP
    The ZAFT Red Uniform will be unlocked when Yzak Joule
    reaches Level 10.
    
    
    Morgan Chevalier:                                       SEED Point Cost
    -----------------                                       ---------------
    Purchase "Emblem A" from the Item Shop. To unlock            200 SP
    Emblem A complete Morgan Chevalier's Mission Mode.
    
    
    Edward Harrison:                                        SEED Point Cost
    ----------------                                        ---------------
    Purchase "Emblem B" from the Item Shop. To unlock            200 SP
    Emblem B complete Edward Harrison's Mission Mode.
    
    
    Jean Carrey:                                            SEED Point Cost
    ------------                                            ---------------
    Purchase "Emblem C" from the Item Shop. To unlock            200 SP
    Emblem C complete Jean Carrey's Mission Mode. 
    
    
    Jane Houston:                                           SEED Point Cost
    -------------                                           ---------------
    Purchase "Emblem D" from the Item Shop. To unlock            200 SP
    Emblem D complete Jane Houston's Mission Mode.
    
    
    Rena Imelia:                                            SEED Point Cost
    ------------                                            ---------------
    Purchase "Emblem E" from the Item Shop. To unlock            200 SP
    Emblem E complete Rena Imelia's Mission Mode.
    
    
    Mikhail Coast:                                          SEED Point Cost
    --------------                                          ---------------
    Purchase "Emblem F" from the Item Shop. To unlock            200 SP
    Emblem F complete Mikhail Coast's Mission Mode.
    
    
    Barry Ho:                                               SEED Point Cost
    ---------                                               ---------------
    Purchase "Emblem G" from the Item Shop. To unlock            200 SP
    Emblem G complete Barry Ho's Mission Mode.
    
    
    
    -----------------------------------------------------------------------
                             Unlocking Other Extras
    -----------------------------------------------------------------------
    
    Beginner's Ticket:                                      SEED Point Cost
    ------------------                                      ---------------
    Unlocked by default, Beginner's Tickets can be                10 SP
    purchased and used on the briefing screen of missions
    to greatly reduce the difficulty of the stage, but it
    will cut the amount of points you get after completing
    the stage in half. You can have a maximum Inventory of
    nine Beginner's Tickets at a time.
    
    
    SEED Encyclopedia1:                                     SEED Point Cost
    -------------------                                     ---------------
    Unlocked by default, this will allow you to access           300 SP
    section "A to B" in the SEED Facts portion of
    the Gallery.
    
    
    SEED Encyclopedia2:                                     SEED Point Cost
    -------------------                                     ---------------
    Unlocked by default, this will allow you to access           300 SP
    section "C to D" in the SEED Facts portion of
    the Gallery.
    
    
    SEED Encyclopedia3:                                     SEED Point Cost
    -------------------                                     ---------------
    Unlocked by default, this will allow you to access           300 SP
    sections "F to Ha" and "He to K" in the SEED Facts
    portion of the Gallery.
    
    
    SEED Encyclopedia4:                                     SEED Point Cost
    -------------------                                     ---------------
    Unlocked by default, this will allow you to access           300 SP
    sections "La to Ma" and "Me to Mu" in the SEED Facts
    portion of the Gallery.
    
    
    SEED Encyclopedia5:                                     SEED Point Cost
    -------------------                                     ---------------
    Unlocked by default, this will allow you to access           300 SP
    sections "N", "O", and "P to R" in the SEED Facts
    portion of the Gallery.
    
    
    SEED Encyclopedia6:                                     SEED Point Cost
    -------------------                                     ---------------
    Unlocked by default, this will allow you to access           300 SP
    section "S to Z" in the SEED Facts portion of
    the Gallery.
    
    
    Unit Viewer:                                            SEED Point Cost
    ------------                                            ---------------
    Unlocked by default, this will allow you to access           500 SP
    the Unit Viewer in the Gallery, where you can view
    information on units you have already purchased from
    the Item Shop.
    
    
    Sound File:                                             SEED Point Cost
    -----------                                             ---------------
    Unlocked by default, this will allow you to access         1,500 SP
    the Sound Gallery in the Gallery where you can listen
    to music and character voiceovers.
    
    
    Bonus Disc 1:                                           SEED Point Cost
    -------------                                           ---------------
    Get Kira Yamato, Sai Argyle, or Lowe Guele to Level 15.      500 SP
    
    
    Bonus Disc 2:                                           SEED Point Cost
    -------------                                           ---------------
    Get Athrun Zala, Nicol Amalfi, or Clotho Buer               500 SP
    to Level 15.
    
    
    Bonus Disc 3:                                           SEED Point Cost
    -------------                                           ---------------
    Get Yzak Joule, Shani Andras, or Shiho Hahnenfuss            500 SP
    to Level 15.
    
    
    Bonus Disc 4:                                           SEED Point Cost
    -------------                                           ---------------
    Get Dearka Elsman or Miriallia Haw to Level 15.              500 SP
    
    
    Bonus Disc 5:                                           SEED Point Cost
    -------------                                           ---------------
    Get Mu La Flaga or Murrue Ramias to Level 15.                500 SP
    
    
    Bonus Disc 6:                                           SEED Point Cost
    -------------                                           ---------------
    Get Rau Le Creuset or Miguel Aiman to Level 15.              500 SP
    
    
    Bonus Disc 7:                                           SEED Point Cost
    -------------                                           ---------------
    Get Lacus Clyne, Andrew Waltfeld, or Martin DaCosta          500 SP
    to Level 15.
    
    
    Bonus Disc 8:                                           SEED Point Cost
    -------------                                           ---------------
    Get Cagalli Yula Athha, Aisha, or Gai Murakumo to            500 SP
    Level 15.
    
    
    Bonus Disc 9:                                           SEED Point Cost
    -------------                                           ---------------
    Get Flay Allster, Natarle Badgiruel, or Orga Sabnak          500 SP
    to Level 15.
    
    
    
    -----------------------------------------------------------------------
                              Unlocking Movies
    -----------------------------------------------------------------------
    
    
                     --------------------------------------
                     Story Mode: Kira Yamato Version Movies
                     --------------------------------------
    
    False Peace 1:
    --------------
    Complete Story Mode: Kira Yamato Version Phase 01.
    
    
    False Peace 2:
    --------------
    Complete Story Mode: Kira Yamato Version Phase 01.
    
    
    False Peace 3:
    --------------
    Complete Story Mode: Kira Yamato Version Phase 01.
    
    
    Silent Run 1:
    -------------
    Complete Story Mode: Kira Yamato Version Phase 02.
    
    
    Silent Run 2:
    -------------
    Complete Story Mode: Kira Yamato Version Phase 02.
    
    
    Songstress of the Enemy 1:
    --------------------------
    Complete Story Mode: Kira Yamato Version Phase 03.
    
    
    Songstress of the Enemy 2:
    --------------------------
    Complete Story Mode: Kira Yamato Version Phase 03.
    
    
    Songstress of the Enemy 3:
    --------------------------
    Complete Story Mode: Kira Yamato Version Phase 03.
    
    
    Stars Falling in Space 1:
    -------------------------
    Complete Story Mode: Kira Yamato Version Phase 04.
    
    
    Stars Falling in Space 2:
    -------------------------
    Complete Story Mode: Kira Yamato Version Phase 04.
    
    
    Stars Falling in Space 3:
    -------------------------
    Complete Story Mode: Kira Yamato Version Phase 04.
    
    
    Burning Sandstorm 1:
    --------------------
    Complete Story Mode: Kira Yamato Version Phase 05.
    
    
    Burning Sandstorm 2:
    --------------------
    Complete Story Mode: Kira Yamato Version Phase 05.
    
    
    Burning Sandstorm 3:
    --------------------
    Complete Story Mode: Kira Yamato Version Phase 05.
    
    
    Beyond the Clouds of Sand 1:
    ----------------------------
    Complete Story Mode: Kira Yamato Version Phase 06.
    
    
    Beyond the Clouds of Sand 2:
    ----------------------------
    Complete Story Mode: Kira Yamato Version Phase 06.
    
    
    Beyond the Clouds of Sand 3:
    ----------------------------
    Complete Story Mode: Kira Yamato Version Phase 06.
    
    
    The Sea Dyed Red 1:
    -------------------
    Complete Story Mode: Kira Yamato Version Phase 07.
    
    
    The Sea Dyed Red 2:
    -------------------
    Complete Story Mode: Kira Yamato Version Phase 07.
    
    
    The Sea Dyed Red 3:
    -------------------
    Complete Story Mode: Kira Yamato Version Phase 07.
    
    
    The Land of Peace 1:
    --------------------
    Complete Story Mode: Kira Yamato Version Phase 08.
    
    
    The Land of Peace 2:
    --------------------
    Complete Story Mode: Kira Yamato Version Phase 08.
    
    
    Flashing Blades 1:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 09.
    
    
    Flashing Blades 2:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 09.
    
    
    Flashing Blades 3:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 09.
    
    
    The Descending Sword 1:
    -----------------------
    Complete Story Mode: Kira Yamato Version Phase 10.
    
    
    The Descending Sword 2:
    -----------------------
    Complete Story Mode: Kira Yamato Version Phase 10.
    
    
    The Descending Sword 3:
    -----------------------
    Complete Story Mode: Kira Yamato Version Phase 10.
    
    
    Decisive Fire 1:
    ----------------
    Complete Story Mode: Kira Yamato Version Phase 11.
    
    
    Decisive Fire 2:
    ----------------
    Complete Story Mode: Kira Yamato Version Phase 11.
    
    
    Decisive Fire 3:
    ----------------
    Complete Story Mode: Kira Yamato Version Phase 11.
    
    
    Trembling World 1:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 12.
    
    
    Trembling World 2:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 12.
    
    
    Trembling World 3:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 12.
    
    
    Spiral of Encounters 1:
    -----------------------
    Complete Story Mode: Kira Yamato Version Phase 13.
    
    
    Spiral of Encounters 2:
    -----------------------
    Complete Story Mode: Kira Yamato Version Phase 13.
    
    
    The Final Light 1:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 14.
    
    
    The Final Light 2:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 14.
    
    
    The Final Light 3:
    ------------------
    Complete Story Mode: Kira Yamato Version Phase 14.
    
    
    To An Endless Future 1:
    -----------------------
    Complete Story Mode: Kira Yamato Version Phase 15.
    
    
    To An Endless Future 2:
    -----------------------
    Complete Story Mode: Kira Yamato Version Phase 15.
    
    
    To An Endless Future 3:
    -----------------------
    Complete Story Mode: Kira Yamato Version Phase 15.
    
    
                     --------------------------------------
                     Story Mode: Athrun Zala Version Movies
                     --------------------------------------
    
    False Peace 1 - Athrun:
    -----------------------
    Complete Story Mode: Athrun Zala Version Phase 01.
    
    
    False Peace 2 - Athrun:
    -----------------------
    Complete Story Mode: Athrun Zala Version Phase 01.
    
    
    False Peace 3 - Athrun:
    -----------------------
    Complete Story Mode: Athrun Zala Version Phase 01.
    
    
    Silent Run 1 - Athrun:
    ----------------------
    Complete Story Mode: Athrun Zala Version Phase 02.
    
    
    Silent Run 2 - Athrun:
    ----------------------
    Complete Story Mode: Athrun Zala Version Phase 02.
    
    
    The Fading Light 1:
    -------------------
    Complete Story Mode: Athrun Zala Version Phase 03.
    
    
    The Fading Light 2:
    -------------------
    Complete Story Mode: Athrun Zala Version Phase 03.
    
    
    Separate Ways 1:
    ----------------
    Complete Story Mode: Athrun Zala Version Phase 04.
    
    
    Separate Ways 2:
    ----------------
    Complete Story Mode: Athrun Zala Version Phase 04.
    
    
    War For Two 1:
    --------------
    Complete Story Mode: Athrun Zala Version Phase 05.
    
    
    War For Two 2:
    --------------
    Complete Story Mode: Athrun Zala Version Phase 05.
    
    
    Flashing Blades 1 - Athrun:
    ---------------------------
    Complete Story Mode: Athrun Zala Version Phase 06.
    
    
    Flashing Blades 2 - Athrun:
    ---------------------------
    Complete Story Mode: Athrun Zala Version Phase 06.
    
    
    Flashing Blades 3 - Athrun:
    ---------------------------
    Complete Story Mode: Athrun Zala Version Phase 06.
    
    
    Decisive Fire 1 - Athrun:
    -------------------------
    Complete Story Mode: Athrun Zala Version Phase 07.
    
    
    Decisive Fire 2 - Athrun:
    -------------------------
    Complete Story Mode: Athrun Zala Version Phase 07.
    
    
    Trembling World 1 - Athrun:
    ---------------------------
    Complete Story Mode: Athrun Zala Version Phase 08.
    
    
    Trembling World 2 - Athrun:
    ---------------------------
    Complete Story Mode: Athrun Zala Version Phase 08.
    
    
    The Opening Door 1:
    -------------------
    Complete Story Mode: Athrun Zala Version Phase 09.
    
    
    The Opening Door 2:
    -------------------
    Complete Story Mode: Athrun Zala Version Phase 09.
    
    
    The Final Light 1 - Athrun:
    ---------------------------
    Complete Story Mode: Athrun Zala Version Phase 10.
    
    
    The Final Light 2 - Athrun:
    ---------------------------
    Complete Story Mode: Athrun Zala Version Phase 10.
    
    
    The Final Light 3 - Athrun:
    ---------------------------
    Complete Story Mode: Athrun Zala Version Phase 10.
    
    
    To An Endless Future 1 - Athrun:
    --------------------------------
    Complete Story Mode: Athrun Zala Version Phase 11.
    
    
    To An Endless Future 2 - Athrun:
    --------------------------------
    Complete Story Mode: Athrun Zala Version Phase 11.
    
    
                                  ------------
                                  Other Movies
                                  ------------
    
    Opening:
    --------
    Unlocked by default.
    
    
    Mission Opening:
    ----------------
    Complete any one Mission Mode mission.
    
    
    Gundam SEED DVD Trailer:
    ------------------------
    Unlocked by default.
    
    
    
    \                             /------\                                /
    [=============================|Thanks|================================]
    /                             \------/                                \
    
    --GameFAQs for kicking that much ass! (And hopefully posting this FAQ.)
    
    --Yoshiyuki Tomino for creating the Mobile Suit Gundam universe!
    
    --Charlene... for everything! I love you!
    
    --Don and Regina for opening their home to me after Hurricane Katrina 
    destroyed mine.
    
    --The Coca-Cola Corporation for deciding to once again produce Cherry 
    Coke!
    
    --http://www.network-science.de/ascii/input.html for the basis of my 
    opening ASCII art.
    
    --The Muse who inspired me to write this jibberish!
    
    -And especially you, who are reading this. I hope it helps!
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    This document is copyrighted to Necropenguin@yahoo.com, that's me, and 
    this document may NOT be altered, reproduced, sold for profit, or 
    especially plagiarized in any way shape or form without my express 
    permission, which you won't get so don't ask. As of now GameFAQs is 
    authorized by my decree to display this document for public use. If I 
    find out that my hard work (well not really hard, but you sit here and 
    try doing this) is being ripped off I will be forced to take a rather 
    unhappy legal action, plus I'll just plain find you and hurt you.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    

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