Mobile Suit Gundam: Giren's Greed FAQ 0.8 By Dan Green, dgreen@world-net.net I finally finished playing as both the Zions and Federals, and am now working on all the side groups that are unlocked, especially the WEIRD one that is unlocked by beating both Fed and Zion games. (Axis vs Federals and Titans) This one is exceptionally weird, seeing as its Hamaan Kahn commanding, with all the female characters under her command. (Yes, ALL female characters in the game, not just the Zion ones)So expect more updates one of these days. ^_~ This FAQ is vastly incomplete, but seeing as there was a great lack of useful info out for this game around, I thought I'd upload what I did have written down so far. Also know that I started this FAQ originally or the Sega Saturn version, so there may be a few things different here and there where I forgot to change it for the PS version. ^_^ Enjoy! This FAQ is copyright to myself. Anyone wanting to use any information from this FAQ can contact me at my email address above. TABLE OF CONTENTS =================== I Introduction II The Story Behind Mobile Suit Gundam III Controlling Your Forces A. Strategy Points B. Areas, Supply Points, and Supply Lines C. Strategy Phase D. Setup Phase IV Mobile Weaponry A. Federal B. Zion V Characters A. Federal B. Zion C. Titan D. Neo Zion E. AEUG F. Axis Zion G. Delaz Fleet H. Axis Women's Corps. VI. Special Operations A. Federal B. Zion VII. Ending the War A. Federal B. Zion C. Titan D. Neo Zion E. AEUG F. Axis Zion G. Delaz Fleet H. Axis Women's Corps. I. INTRODUCTION ================ Mobile Suit Gundam:Giren's Greed is the console game based on the 1979 TV show in Japan, "Mobile Suit Gundam". The game is a war strategy game, try picturing Iron Storm in the future utilizing characters and weapons from the Gundam series. You can choose either of the two factions of the One Year War, the United Federation or the Zion Archduchy. Its a single player game, featuring beautifully rendered mecha and vehicles from the series, and many animation sequences of events in the Gundam universe that were never animated. In other words, this is the first time you can see most of these scenes, (Like an extended sequence of the Battle of Ruum and the Zion occupation of the main Earth points) so if you are a fan of the Gundam series I highly recommend getting a copy of this game, its wonderful. This FAQ in particular was written for the Playstation version, though I originally began this FAQ about two years ago when I had the Sega Saturn version of the game, so if I forgot to change anything between the two, please inform me. ^_^ II. THE STORY BEHIND MOBILE SUIT GUNDAM ======================================== On January 3rd UC0079, the space colonies of Side 3 calling themselves the Zion Archduchy declared a war of independence against the United Earth Federation. (United Nations) Within seconds, the prepared Zion fleets destroyed the Federal space navies located at Side 1,2,4, & 5. The Federation attempted to mount a resistance to the surge of Zion forces, but the Zions had new weapons to decimate the Federal forces, anthropomorphic fighting machines called Mobile Suits. Searching for a quick end to the fighting, the Zion forces attached an engine on the end of one of the huge 20 mile diameter space colonies and sent it plummeting to Earth to impact on the Federal home base of Jaburo, South America. The Federal space navy knocked the colony off course, but only to strike Australia, flattening nearly half the continent. Undaunted by the failure, the Zions attempted once again, but was met by a large fleet amassed by General Revil. This was known as the Battle of Ruum, the largest and longest space battle to date, where the Zion mobile suits proved their immense effectiveness in combat. The Federal fleet managed to stop the Zion fleets from launching another colony, but in the process, the elite mobile suit squadron, The Black Trinaries managed to capture General Revil as he attempted to escape the battle in a retreating shuttle. The war had lasted only two weeks, and billions were dead, and both forces signed the Antarctic Treaty, agreeing to the end of all nuclear weapons, inhumane treatment of prisoners, cease of poison gas attacks, and no more colony drops. The Zions have pushed their resources to its limit, and the Federation can do nothing but protect themselves on Earth until they can find a way to measure up against the fierce mobile suits. A stalemate begins, but will soon be broken by either side... III. Controlling Your Forces ===================== Controlling your forces successfully is the key element to the game. (Of course, that's what makes it a strategy game.. ^_^) The display is rather simple; during the Strategy Phase, you have two maps. Pressing the Triangle button will toggle the map displays between Earth, and Space. On the bottom of the display is your funds (Green) and your resources (Blue), and your current turn number. During Setup phase, you will be controlling forces over a hexfield map, much like various strategy games. A. Strategy Points ============== To win the war, you must capture all of the key strategy points located about the maps. There are 5 located in space, (Luna 2, Solomon, A Bao A Qu, Side 3, and Granada) and ten on the Earth. (Jaburo, Madras, Trenton, Belfast, Kilimanjaro, Peking, New York, California, Odessa, and Hawaii) Which locations belong to which force is determined by who you start as. During part 2, several more strategy points begin to appear in space, La Viene Rose, Axis, and Gripps 2. When you begin, the strategy points are divided up as such: (Playing as the United Nations) United Nations - Luna 2, Jaburo, Trenton, Madras, & Belfast Zion Archduchy - Side 3, Solomon, A Bao A Qu, Granada, Peking, Hawaii, Odessa, Kilimanjaro, New York, & California (Playing as the Zions) United Nations - Luna 2, Jaburo, Peking, Odessa, Kilimanjaro, Hawaii, Trenton, New York, California, Belfast, & Madras Zion Archduchy - Side 3, Solomon, A Bao A Qu, Granada (Playing as the Axis Zions) Axis Zions - Axis, A Bao A Qu, Odessa Titans - Jaburo, Kilimanjaro, Trenton, Madras, Solomon, Luna 2, Gripps 2 AEUG - La Viene Rose, Granada, Side 3, California, New York, Belfast, Peking, Hawaii (Playing as the Neo Zions) Neo Zions - Granada, California Zion Archduchy - Side 3, A Bao A Qu, Kilamanjaro, Madras, Odessa, Belfast, New York United Nations - Luna 2, Solomon, Jaburo, Hawaii, Peking, Trenton (Playing as Jamitov's Titans) Titans - Gripps 2, Luna 2, Madras AEUG - Peking, Jaburo, Trenton, California, La Viene Rose, Side 3, Granada, Hawaii Axis Zions - Axis, A Bao A Qu, Solomon, New York, Belfast, Odessa, Kilamanjaro (Playing as Shiroco's Titans) Titans - Gripps 2, Luna 2, Belfast AEUG - Trenton, Hawaii, California, Peking, La Viene Rose, Granada, Side 3 Axis Zions - Axis, A Bao A Qu, Solomon, New York, Jaburo, Kilamanjaro, Madras, Odessa (Playing as the AEUG) AEUG - La Viene Rose, Peking Titans - Kilamanjaro, Madras, Hawaii, Trenton, Solomon, Luna 2, Gripps 2 Axis Zions - Odessa, California, New York, Jaburo, Belfast, Axis, A Bao A Qu, Side 3, Granada (Playing as Delaz Fleet) Delaz Fleet - Hall of Thorns and Kilimanjaro United Nations - Jaburo, California, New York, Trenton, Hawaii, Solomon, A Bao a Qu, Luna 2 Titans - Side 3, Granada, Gripps 2, Belfast, Odessa, Peking, Madras (Playing as the Women's Corps.) Axis - Axis and Odessa United Nations - Belfast, New York, California, Hawaii, Jaburo, Luna 2, Solomon, A Bao A Qu Titans - Gripps 2, Side 3, Granada, Kilimanjaro, Madras, Trenton, Peking The Strategy points are essential for your forces side in winning battles and surviving the war. Strategy points are the only locations where you can fully repair mobile units and the only location where you can order docks to build new mobile weapon units. As you play the game, it will not allow you to freely invade any strategy point available. You will have to initiate an Operation before you can invade a certain point. Usually it will only give you one choice at a time, as to which strategy point you can invade, thus the game will almost follow the basic path of the story in the Mobile Suit Gundam series. You will be prompted by one of your advisors or by an event that it is time to move into another area and force the enemy out. This is your chance to begin your operation for the strategy point. During the next administration round, you can choose the particular operation from the operations menu and pay to have it initiated. (Invasion plans usually cost 5,000, but can range to 10,000) Once the operation is started, you can then freely move units into the strategy point and attempt to capture it. B. Areas, Supply Points, and Supply Lines ========================= There are roughly 80 areas about the map. Each area has supply points within it, as well as supply lines. Each area has certain pathways into adjacent areas. Areas can be used to station forces for a defensive position about your strategy points. The display on each area has three boxes with information on what the area provides. The window that pops up will have the name of the area, with the controlling parties insignia next to it. Next it has a box that tells you how much money you get each turn from that area alone. Under that is the amount of resources you gather per turn, and finally in green, how many units are currently located in that area. The main point behind capturing areas is the increase in monetary and resource income. Every area you have captured, by the end of the turn, adds more to your resources and your money to be used in the next turn. This is quite necessary to maintain your forces and continue to expand into new technology and larger numbers of units. There are several supply points scattered about the maps, both on Earth and amongst the colonies in space. Each supply point is one hex, and is signified by the controlling side's banner. Supply Points are rather helpful to create a strong force and a successful offense against an enemy Strategy Point, or to defend your own. Each supply point has the capability to repair your damaged units, (Cannot replace missing forces in a severely damaged unit) rearm, and refuel your units. To capture a supply point, you must simply move a land unit or space cruiser over it and then choose to declare it as your own. The banner on the supply point will change to your side's banner, and you will then gain the benefits of that supply point. Having supply points under control also enables you to set up supply lines to other suuply points under your control, or a supply line to your units attacking another supply point. You must however have two supply points linked to have supplies moving, otherwise, one supply point alone will not give you supplies. Supply lines are the visible lines on the map that bridge the gaps between supply points. These lines will enable the units positioned on top of them, to refuel and rearm without returning to base. Of course, the length of time taken to fully refuel is much longer than landing at a supply point. They cross through space, over water, and over land, but they all connect to a supply point. Supply lines between two supply points under the same control, will be filled with the color of that force's banner. (Purple for Zion, Blue for Federal) A supply line that stretches between two opposing supply points will be white, and free for use on either side. To successfully use a supply line, your units must be placed along a line that is directly connected to one of your supply points. If the supply points on both sides are already under your control, then you will automatically start to be refueled and rearmed. However, if the supply line is white and between opposing supply points, then you must wait a turn, and the line will fill up with your color from your supply point, to your unit, leaving the rest white. Once filled, your supply line between the two supply points has been established until that unit moves from the line. In addition, you can easily cut off an enemies supply line by moving your unit between the enemy supply point and enemy unit on the line, thus, taking their advantage away and making it a more even fight. C. Strategy Phase ============= At the beginning of each turn, you will be given a round to manage your forces and allocate your money and resources. During this Strategy Phase you can view the current status and position of the units upon the maps, and view the list of characters you have held within a Strategy point. Here, you will be able to assign characters to different posts and weaponry, initiate special operations, begin research on new projects and weaponry, and most importantly, save the game. You have a long list of choices in the menu of the admin round. From top to bottom they are: 1) Government a) Review status i) Units ii) Characters iii) Available Unit types iv) Areas b) Spies 2) Forces a) Review Forces b) Movement to another sector c) Launch units into space d) Atmosphere drop (For HLVs and Terra-atmospheric vehicles) i) Confirm drop ii) Cancel e) Build Units f) Replace Units g) Scrap unit h) Available Characters i) Map 3) Research and Development a) Vehicle Research b) MS research c) MA research d) Development list 4) Alliances a) Declare neutrality temporarily (Only available in part 2) b) Order an attack (Only available in part 2) c) Invest d) Request funds, resources, or completed units e) Request enemy research designs 5) Options a) Sound b) Voice c) Message Speed d) Battle Message e) Battle Animation f) HEX lines g) h) System Save 6) Save Game 7) Special Operations 8) End turn Spies ===== Spies have several uses throughout the war. One of the most important roles they play is gathering the battle strength of your enemy. Keeping them funded to a high level allows them inform you of what each areas battle strength is, thus allowing you to plan your invasions more carefully. They can also allow you to know what exactly your enemy is constructing at its Strategy Points. Another use they have is capturing enemy data, which increases your Enemy Research level, allowing you to create more enemy type units. Research and Development =================== Research - Here you get four types of research. Basic weaponry, Mobile Suits, and Mobile Armor, and enemy technology. You can do research in any one of the first three, once per turn. You will be given three choices of how much money you wish to delve into researching that particular subject, and once you reach 100% in that category, your research LVL for the topic goes up 1, and the research becomes more expensive. It will take a minimum of four turns to achieve the next level of research, because the most you can spend at any time will be 33%. Each type of mobile suit or mobile weapon requires a certain amount of research in its respective category before you can gain the opportunity to develop it in the game. There is a max of 20 levels. Once at 20, you will have done all the research necessary to develop any machine available. Also, each time you increase one LVL, the general cost to construct a unit that falls under that category is decreased. The fourth type of research is collected by spies, and advances very slowly. Development - Once you have researched your weaponry and new designs have been made throughout the course of the war, you can develop a prototype to be used to mass produce the weapon. You only need to build the particular weapon once and then you can mass produce it at will. Of course, however, developing the prototype requires more time and money to do. Once you enter the menu, it will show you a list of all the unit types that you can develop or have developed since the beginning of the game. When you select an undeveloped unit (Marked with the status of NEW) you will get a silhouette of the machine. Clicking the accept button again will give you the price to develop the weapon and once accepted, it will tell you how many turns until it becomes available. You can go back into the machine screen of one you are already developing and pay the same amount yet again to halve the time required to construct the prototype. Once completed, the status of the unit will become END, and you can look at the picture of the machine and read its description. Once a prototype has been completed, it will appear at your home base, Side 3 for Zions, Jaburo for the Federals. This unit will behave like a normal unit of the game, and can be used. While at the Strategy points, you can begin constructing the mass produced machine and begin churning out units of that type. Alliances ======= An alliance is a very expensive thing to invest in. They are mostly investments, made into third party groups, which enables you to later withdraw funds or resources from them at the cost of your alliance level. Each investment slowly increases your alliance level. During the second part of the war, alliances become extremely useful. You will be given the option of investing in either of your enemies, thus giving them more funds, but eventually giving you more options through the alliance menu, such as calling a cease-fire, requesting assistance, and even convincing your enemy to attack the other enemy force. During the second part of the war, there is also one group which will actually supply you with designs for enemy units if your alliance level is very high. (This group is different for which side you are playing as) Characters ========= This gives you a list of all your characters that are currently docked at a strategy point or not assigned to a post. The list will give you the name of the character and then the strategy point they are at. If they are "greyed-out" in the list, this means they have been defeated in combat, and you must wait for a few turns before they can be repositioned again, or they may be on a mission related to the story. (i.e. Char will be greyed out for much of the game if you instruct him to follow the Gundam and White Base) By clicking on the character you wish to view, you will be shown their portrait and their skill levels, and will be given yet another short menu. At this second menu you can choose to remove the character from his post, or place him in a new unit, or even promote him if he has enough kills. Managing your characters is an important job, since they can turn the tide in the war. As the game progresses, you will eventually get newer characters as they appear in the story. For example, at the beginning of the game, the Federals cannot use characters like Amuro Rei or Bright Noah since they haven't been introduced into the war yet. Options ====== This of course allows you to change your system settings. Save ==== This is a staple of all long games. This allows you to save the game at your current position and then continue later. You will need to use this once, seeing as it will run 100 turns for the first part alone, and can come in handy when you are preparing a large assault. If you make a big mistake you can easily reload to that point and re-evaluate your strategy. Operations ========= This choice will lead you to another menu to choose out special operations. Most of the time, you will only have one choice in this menu, but it is possible, especially for the Federals, to have two or even three choices at once. Most of the operations you will be choosing from will be invasion plans for strategy points, but there are a few other choices every now and again. One in particular is the starting operation for the Federals for Project V. This operation can be chosen to begin the Federal project into developing their own mobile suits. Until you start this, you will not begin down the road to constructing the Gundam or any mobile suits. There will be several other operations that you can choose from that are not invasion plans, such as, Magnetic Coating development, research into Newtypes, the Solar Ray project, the Solar System project, and EXAM project. Also, every turn you are given an operation to boost morale. This will cost you 5,000 and increase every unit's morale by 15 points. This can useful just before or during Strategy Point campaigns. Finish ===== This will end the Strategy Phase and move you into the Setup Phase. Before choosing this, go back and check all the menus and make sure you had done everything you wanted to do. Trust me, its easy to forget something, especially re-positioning characters, something that you want to get done as fast as possible so you can get them back into combat... D. Setup Phase ================ The Setup phase will proceed the Strategy Phase and is where you will make all your unit movements. Each turn within the battle counts as 1/5 of a normal turn outside, so after 5 turns of battle, you will be forced to take a break to settle the administration and movements, once these are done, you will return to the battle where you left off. 1) Units Each unit on the map has a different icon to differentiate what type of unit it is. If you are unsure of what the unit is, you can simply click on the unit, and then select the bottom choice on the menu. This will bring you to a viewing screen that will show you the unit you have chosen, the character piloting it if there is one, and gives you the specs and armament on the machine. Now, it is possible to stack more than one unit on top of each other or even load one unit into another that can carry it like a transport. Each unit has its own little window display, that gives you the unit name, if a character is piloting it, the units current fatigue level (Lower left corner), and its current morale level (Lower right corner). In this case, when you click on the icon, you will be given a menu for the group. From top to bottom they are: 1) Move group - This choice will allow you to move the entire group together as one large unit or separate to break the group into smaller parts. If you pair a slower machine with a faster machine, then the movement rate will be modified to the slower unit's speed. In this case, it may be more beneficial to remove the slower units from large groups if possible. 2) Combat - This option is only shown if your unit is sitting adjacent or within range of another unit that belongs to the enemy. If this group is not positioned near an enemy, this choice will not even be shown. If at least one unit in the group has the capability for long distance firing, such as GM Sniper, then this option will be available, but only that unit will fire, as the others will be out of range. 3) Re-arrange - This option allows you to re-organize the position of the units in the group. This can be helpful when in long turns of combat, because the enemy fire will always be concentrated on the first unit in the list. If you place a heavily damaged unit as the first unit in your group, chances are, it will easily be destroyed. This could be good or bad. One tactic is to place the weakened and damaged unit in front to take the brunt of the damage and let the strong and undamaged units supply the firepower without getting hit by the fire directed towards the front group. Also, the group in the front will always be the one to either initiate or retaliate with close quarter combat, if that unit is capable of doing so. If the front line is destroyed in the exchange of fire, then the next unit in the middle will automatically initiate the close quarter combat. For example, a unit of Doms is leading a Zion group against my group of Gundam RX-78G suits, after the fire is exchanged between the two sides, the Doms will hover in close and attack my front line with Heat Sabers. If my front line that is being attacked manages to survive their close assault, they will close in on the Doms and counter-attack with their Beam-Sabers. Units such as tanks and aircraft will of course not have a method of close combat. 4) Identify Units - Your units can make an attempt to visually identify an enemy unit. This cannot be done as a group, but must be done singularly by a unit itself, thus giving your group a maximum of three chances to identify the enemy. Different units have different ranges of sight at which they can identify at. Visual identification is the only method of properly understanding what weapon you are up against. This is due to the use of Minovsky particles in the Gundam universe... 5) Scatter Minovsky particles - Any Gundam fan knows that the first priority in any combat is to scatter Minovsky particles upon sighting the enemy. Minovsky particles are emitted by the engines of mobile suits, mobile armors, and capital ships, but they cause heavy interference with radar and communications. Thus, by scattering the particles about a battle field, you basically cause both forces to become totally blind to anything other than visual sight. This causes heavy problems for forces that are attempting to launch missiles or long range assaults from their capital ships. Although blinding you in the process it creates a high defense so as to keep you safe from missile bombardments from enemy fleets. You can use the Minovsky radar button to see the current distribution of Minovsky particles upon the map. The brighter the red is, the higher the concentration of Minovsky particles. There are only certain units that can actually spread the Minovsky particles themselves. 6) Scrap - This option is only available to HLV units. Once you drop an HLV through the atmosphere, it hits the ground and becomes virtually useless outside of a Strategy Point. Once you have unloaded its contents, you can choose this option to clear it off of the map. Be careful, because you can scrap an HLV that is fully loaded, and it will take those units with it. One thing I've noticed with HLVs, that after they dump their cargo, the enemy will still treat them as a threat, and hold positions near them, or attack them. This could help drawing the enemies attention for your units to close in, or head in another direction. 7) Split - This option is primarily for the Zion Mazella tank. The Mazella is a dual stage weapon, the lower half being a tank, and the upper half being the body of an aircraft with a huge cannon on the front. With this option, you can launch the upper half off of the tank half, thus creating two separate units, one aerial unit, and one ground unit. This does however weaken the overall effectiveness of both sides as a whole, but there will be some instances when you need a unit that can bridge a large gap quickly, rather than roll across the ground slowly. Later on, more units with a similar capability arrive, such as the Dendrobium and Stamen. 8) Fire Nuclear Missle - This option is exclusive to those few units that carry such a weapon. (GP02A and Zaku IIC with nuke bazooka) This option can only be chosen during a turn where the unit has not moved. Once chosen, you can fire the nuke at a range of 2-3 hexes away. Be careful with this option, the detonation hits the hex you aim at, and all hexes around it one hex wide. This means, if you have units adjacent to the spot you fire at, they will be affected by the blast, and it will hurt if not destroy them outright. WARNING: Using this wil harm your public opinion heavily. All groups under the alliance menu will lose standing with you. 9) Transform - This is available to those units which have alternate modes, mostly the moevable frame units of Zeta Gundam, such as the Zeta, Psycho Gundam, and Asshimar. 10) Change Weapon Type - This option allows you to change a unit's weapons package before it moves. This is useful for having a variety of long range ad short range attackers. Do note though that different weapons packages have different movement speeds. IV. MOBILE WEAPONRY ===================== There is a wide variety of units throughout the course of the war. There are three basic breakdowns in the types of weapons: Mobile Weaponry, Mobile Suits, Mobile Armor. A. Federal Forces ============== The Federal forces start off at a difficult point. Underpowered, with the lack of any mobile suits or mobile armor, and with a large section of Earth taken by the Zion forces. In order to make up for the lack of power, most of the weapons available at the beginning of the Federal campaign are rather weak, but also rather inexpensive compared to mobile suits, so you can mass produce the weaker units to win by overwhelming numbers. It isn't until you have come along with several parts of Project V before you can start constructing mobile suits. (The first being Guntank) Once the Gundam RX78-1 rolls off the line, you will start obtaining the capability of building the various GMs. Even once you have the higher powered GM mobile suits, it is wise to overcome the still more advanced Zion mobile weaponry with higher numbers. Once you meet the Big Zam, you'll understand this concept. 1. Mobile Suits ============ 0. RGM-79 GM Development Cost - 3,000 1. RGM-79D GM Development Cost - 1,500 2. RGM-79G Colony GM Development Cost - 2,500 3. RGM-79GS GM Space Commando Development Cost - 2,500 4. RGM-79C GM Development Cost - 3,500 5. RGM-79 Powered GM Development Cost - 5,000 6. RGM-79N GM Custom Development Cost - 4,000 7. RGM-79Q GM Quell Development Cost - 4,000 9. RGM-179 GMII Development Cost - 10. MSA-003 Nemo Development Cost - 8,000 11. RGM-79L GM Light Armor Development Cost - 1,500 12. RGM-79 GM Sniper Custom Development Cost - 3,000 13. RGM-79SP GM Sniper II Development Cost - 5,000 14. RGC-80 GM Cannon Development Cost - 1,500 15. RGC-83 GM Cannon II Development Cost - 5,000 16. RAG-79 Aqua GM Development Cost - 2,000 17. RAG-79-G1 Marine Gundam Development Cost - 3,500 18. RX-75 Guntank Development Cost - 2,500 19. RX-75 Guntank (Mass produce type) Development Cost - 3,000 20. RMV-1 Guntank II Development Cost - 1,500 21. RX-77-2 Guncannon Development Cost - 3,000 22. RX-77-2 Guncannon (Missle type) Development Cost - 1,000 23. RX-77-3 Guncannon Development Cost - 3,000 24. RX-77-4 Guncannon II Development Cost - 4,000 25. RX-77D Guncannon Mass Produced Development Cost - 5,000 26. RX-78-1 Gundam Prototype Developent Cost - 3,500 27. RX-78-2 Gundam (Beam Rifle) Development Cost - 3,500 28. RX-78-2 Gundam (Hyper Bazooka) Development Cost - 1,000 29. RX-78-3 Gundam Development Cost - 5,000 30. RX-78 Titan Gundam Development Cost - 6,000 32. RX-78NT1 ALEX Development Cost - 6,000 33. RX-78NT1 Full Armor ALEX Development Cost - 4,000 34. FA-78-1 Full Armor Gundam Development Cost - 5,000 35. FA-78-2 Heavy Gundam Development Cost - 5,000 36. Bustliner Development Cost - 5,000 37. RGM-79[G] GM Ground Type Development Cost - 2,000 38. RGM-79[G] GM Ground Type (Rocket Launcher) Development Cost - 500 39. RX-79[G] Gundam Ground Type Development Cost - 2,500 40. RX-79[G] Gundam Ground Type (Rocket Launcher) Development Cost - 500 41. RX-79[G] Gundam Ground Type (Long range cannon) Development Cost - 1,000 43. RX-79XX Gundam Pixie Development Cost - 5,000 44. RX-79BD-1 Blue Destiny Development Cost - 4,000 45. RX-79BD-2 Blue Destiny Development Cost - 4,000 47. RX-79BD-3 Blue Destiny Development Cost - 4,000 48. RX-78GP01 Development Cost - 6,000 49. RX-78GP01FB Development Cost - 5,000 50. RX-78GP02A Gundam Physalis Development Cost - 8,000 51. RX-78GP03 Stamen Development Cost - 5,000 53. RX-78GP04G Gundam Gabera Development Cost - 8,000 59. RX-178 Gundam MK II (White) Development Cost - 10,000 60. RX-178 Gundam MK II (White with Hyper Bazooka) Development Cost - 1,000 61. FXA-178 Gundam MK II Defensor (MK II + G-Defensor) 62. RMS-099 Rick Diaz Development Cost - 5,000 63. RMS-099 Rick Diaz (Quattro Bajina customized) Development Cost - 5,000 64. MSN-100 Hyakku Shiki Development Cost - 12,000 65. MSZ-006 Zeta Gundam Development Cost - 15,000 66. MSZ-006 Zeta Gundam (Wave Rider mode) 67. Psycho Gundam Development Cost - 15,000 68. Psycho Gundam (Mobile Armor Mode) 69. NRX-044 Ashimar Development Cost - 5,000 70. NRX-044 Ashimar (Mobile Armor Mode) 71. ORX-005 Gaplan Development Cost - 8,000 72. ORX-005 Gaplan (Mobile Armor Mode) 73. NRX-055 Bound Dock Development Cost - 12,000 74. NRX-055 Bound Dock (Mobile Armor Mode) 75. RX-110 Gapslay Development Cost - 6,000 76. RX-110 Gapslay (mobile Armor Mode) 77. RX-139 Hambrabi Development Cost - 8,000 78. RX-139 Hambrabi (Mobile Armor Mode) 79. PMX-000 Masala Development Cost - 12,000 80. PMX-000 Masala (Mobile Armor Mode) 292. MSN-100 Hyakku Shiki with Mega Berserk Lancher) Development Cost - 15,000 Mobile Armors =========== 52. RX-78GP03 Dendrobium Development Cost - 10,000 214. RX-79K Ball Prototype Development Cost - 1,500 215. RX-79 Ball Development Cost - 1,000 Vehicles ======= 216. Type 61 Tank 217. Hover Truck Development Cost - 500 218. Big Tray 224. FF-X7 Core Fighter Development Cost - 1,000 225. FF-XII Core Figher II 226. FF-XII-FB Core Fighter Full Vernier 227. FXA-08-BST Core Booster Development Cost - 1,500 228. G-Armor 229. G-Fighter Development Cost - 3,000 230. G-Sky 231. G-Bull 232. Gundam (Mobile Armor mode) 233. FXA-05D G-Defensor Development Cost - 8,000 234. FanFan 235. FF-4 Triaez 236. FF-6 TIN Fighter 237. FF-S3 Space Fighter Development Cost - 1,000 238. Fly Manta Fighter Bomber 239. Deprogg 240. Don Escargo Marine Bomber Development Cost - 1,000 241. Dash Developmet Cost - 1,000 242. Babrik Development Cost - 1,500 243. Midea (Air Transport) 244. Midea Kai(Air Transport) Development Cost - 2,500 258. Columbus (Space Transport) 259. Columbus (Space Transport) Development Cost - 1,500 260. Salamis (Space Cruiser) 261. Salamis K (Space Cruiser) Development Cost - 2,000 262. Salamis Kai(Space Cruiser) Development Cost - 4,000 263. Magellan (Space Battleship) 264. Magellan K (Space Battleship) Development Cost - 2,500 265. Magellan Kai (Space Battleship) Development Cost - 4,000 266. Pegasus (Mobile Suit Carrier) Development Cost - 5,000 267. Whitebase (Mobile Suit Carrier) Development Cost - 5,000 268. Grey Phantom (Mobile Suit Carrier) Development Cost - 6,000 269. Albion (Mobile Suit Carrier) Development Cost - 8,000 270. Birmingham (Space Battleship) Development Cost - 8,000 287. U Submarine 288. M Submarine 291. HLV B. Zion Forces ============ The Zions have no lacking in technological superiority and a great overabundance of weaponry available to them. Problem is, they are extremely expensive, and the Zions with their limited resources cannot construct a force high in numbers. 1. Mobile Suits ============ 46. RX-79BD-2 Blue Destiny (Nimbus Customized) 82. MS-05 Zaku 83. MS-05 Zaku (Bazooka) 84. MS-05B Zaku (Ranba Rall Customized) 85. MS-05B Zaku (Black Trinary Customized) 86. MS-06C Zaku II Development Cost - 2,000 87. MS-06C Zaku II (Bazooka) Development Cost - 500 88. MS-05C Zaku II (Nuclear Bazooka) 89. MS-06C Zaku II (Char Aznable Customized) 90. MS-06F Zaku II Space Type 91. MS-06F Zaku II Space Type (Bazooka) 92. MS-06F Zaku II Space Type (Cannon Platform) 93. MS-06F Zaku II Space Type (Shin Matsunaga Customized) 94. MS-06F Zaku II Space Type (Johnny Raiden Customized) 95. MS-06J Zaku II Ground Type 96. MS-06J Zaku II Ground Type (Bazooka) 97. MS-06J Zaku II Ground Type (Long range cannon) 98. MS-06S Zaku II Officer Type 99. MS-06S Zaku II Officer Type (Bazooka) 100. MS-06S Zaku II Officer Type (Char Aznable Customized) 101. MS-06S Zaku II Officer Type (Dozul Zabi Customized) 102. MS-06FS Zaku II Officer Type (Garma Zabi Customized) 103. MS-06F2 Zaku II Space Type 104. MS-06FZ Zaku II Kai 105. RMS-106 Hi-Zaku Development Cost - 5,000 106. RMS-106 Hi-Zaku (Beam Rifle) Development Cost - 1,000 107. RMS-106 Hi-Zaku (Blue) Development Cost - 5,000 108. RMS-106 Hi-Zaku (Blue with Beam Rifle) Development Cost - 1,000 109. RMS-106CS Hi-Zaku Custom Development Cost - 6,000 110. RMS-106CS Hi-Zaku Custom (Blue) Development Cost - 6,000 111. RMS-108 Marasai 112. MS-06D Zaku II Desert Type Development Cost - 1,500 113. MS-06K Zaku Cannon 114. MS-06M Zaku Marine Type Development Cost - 1,500 115. MS-06EZaku II Recon Type 116. MS-06V Zaku Tank 117. MS-06R-1 Zaku II Space Type Development Cost - 118. MS-06R-1 Zaku II Space Type (Bazooka) Development Cost - 500 119. MS-06R-1 Zaku II Space Type (Shin Matsunaga Customized) 120. MS-06R-1A Zaku II Space Type 121. MS-06R-1A Zaku II Space Type (Bazooka) 122. MS-06R-1A Zaku II Space Type (Black Trinary Customized) 123. MS-06R-2 Zaku II Space Type 124. MS-06R-2 Zaku II Space Type (Bazooka) 125. MS-06R-2 Zaku II Space Type (Johnny Raiden Customized) 126. MS-06RD4 Zaku II Rick Dom Type 127. MS-06Z Zaku II Newtype Test Development Cost - 3,500 128. MSM-01 Zaku II Ziong Prototype 129. MS-07A Guf 130. MS-07B Guf 131. MS-07B Guf (Heat Sword) 132. MS-07B Guf (Ma Kube Customized) 133. MS-07B3 Guf Customized 134. MS-07C Guf 135. MS-07H Flying Guf 136. MS-08TX Ifreet 137. MS-08TX Ifreet EXAM Type 138. MS-09 Dom 139. MS-09 Dom (Black Trinary Customized) 140. MS-09 Dom (Ranbal Rall Customized) 141. MS-09F Dom Tropen 142. MS-09G Dowage Development Cost - 3,500 143. MS-09H Dowage 144. MS-R09 Rick Dom 146. MS-09R2 Rick Dom II Development Cost - 3,000 147. MS-10 Pezun Dowage Development Cost - 5,000 148. MS-11 Magnetic Coating Zaku II Development Cost - 4,000 149. MS-12 Gigan Development Cost - 1,500 150. MS-13 Gashu Development Cost - 2,500 151. YMS-14 Gelgoog 155. MS-14A Gelgoog Development Cost - 3,000 156. MS-14B Gelgoog Officer Type Development Cost - 3,000 157. MS-14B Gelgoog (Johnny Raiden Customized) 158. MS-14B Gelgoog (Shin Matsunaga Customized) 159. MS-14B Gelgoog (Black Trinary Customized) 162. MS-14FS Gelgoog Marine Officer Type Development Cost - 3,500 164. MS-14JG Gelgoog Jaeger 165. MS-14J Rigelgoo 166. MS-15 Gian Prototype Development Cost - 5,000 167. MS-15S Gian (Char Aznable Customized) 168. MS-15S Gian (Anavel Gato Customized) 169. MS-15S Gian (Ranba Rall Customized) 170. MS-15A Gian 171. MS-15B Gian 172. MS-15B Gian (Johnny Raiden Customized) 173. MS-15B Gian (Shin Matsunaga Customized) 174. MS-15B Gian (Black Trinary Customized) 175. MS-15C Gian Cannon 176. YMS-16M Zammel Development Cost - 3,000 177. MS-17 Galbaldy Alpha Development Cost - 6,000 178. RMS-117 Galbaldy Beta Development Cost - 8,000 179. MS-18E Kampfer 180. MS-21C Dra-C 181. MAN-02 Ziong 182. MSN-02 Perfect Ziong 183. MAN-02 Ziong Head 186. AMX-003 Gaza C 187. AMX-003 Gaza C Mobile Armor 189. MSM-03 Gog 190. MSM-03C Hi-Gog 191. MSM-04 Aggai 192. MSM-04N Acguy Development Cost - 3,000 193. MSM-04G Jyaag Development Cost - 3,000 194. EMS-05 Ag Development ost - 3,000 195. MSM-07 Zugock 196. MSM-07S Zugock Officer Type Development Cost - 2,500 197. MSM-07S Zugock Officer Type (Char Aznable Customized) 198. MSM-07E Zugock 199. MSM-08 Zogock Development Cost - 3,000 200. MSM-10 Zok Development Cost - 3,500 Mobile Armors ============ 201. MAX-03 Azzam Development Cost - 5,000 202. MA-04X Zacero Development Cost - 2,500 203. MA-05 Bigaro 204. MA-06 Val Walo 205. MAM-07 Grabro Development Cost - 3,500 206. MA-08 Big Zam 208. MAN-03 Brau Bulo Development Cost - 5,000 209. MAN-08 Elmeth 210. Apsalas 211. Apsalas II 212. Apsalas III 213. Rhinoceros Vehicles ======= 219. Mazella Tank Development Cost - 1,000 220. Mazella Tank Base 221. Mazella Tank Battery 222. Gallop (Land Carrier) 223. Dabuda (Mobile Base) Development Cost - 2,000 245. Dopp Fighter Development Cost - 1,000 246. Dopp Fighter (Garma Zabi Customized) Development Cost - 500 247. Dodai Bomber 248. Dodai (Zaku II-J riding) 249. Dodai (Guf-B riding) 250. Ruggen 251. Gatol Space Fighter 252. Jyaco 253. Gau (Air Transport) Development Cost - 3,000 254. Fat Uncle (Air Transport) 255. Komusai 256. Komusai II 257. Komusai 271. Papua (Space Transport) Development Cost - 500 272. Musai (Space Light Cruiser) 273. Musai (Without Komusai) 274. Falmel (Char's Musai) 275. Falmel (Without Musai) 276. Armored Musai (Space Light Cruiser) Development Cost - 2,000 277. Armored Musai (Without Komusai) 278. Musai (Space Light Cruiser) 279. Musai (Without Komusai) 280. Zanzibar (Heavy Cruiser) 281. Zanzibar Kai(Heavy Cruiser) 282. Chibe (Space Cruiser) 283. Thebe (Space Cruiser) 284. Gwazin (Space Battleship) 285. Gwanzan (Space Battleship) 286. Doros (Mobile Suit Carrier) Development Cot - 5,000 289. U-Con (Submarine) 290. Mad Angler (Submarine) 291. HLV V. CHARACTERS =============== One thing the Mobile Suit Gundam series has never lacked was an abundance of characters. And to my great surprise, almost every character that could have participated in the One Year War on either side was actually animated and used in this game for your own use in your forces. Not only characters from the animated series, but also characters that were from Side Stories. For example, Johnny Raiden and other Mobile Suit Variations aces (Yes, the Red Lightning himself finally gets character designs and gets animated, and he's just as cool as I hoped. ^_^), Shin Matsunaga, and even Yuu and his battalion from the Gundam Gaiden video game. These characters are almost all aces, and some are potential ace pilots, or in some cases, some are just dead weight. (i.e. Frau Bow) Placing these characters into different mobile suits or warships increase the capabilities of the unit. The higher the skill of the character, the higher the increase to the unit. For example, if I place Frau Bow in a GM, the GM will not gain any potential and may even lose a bit of combat capability due to her lack of any skill. However if I placed someone like Shiro Amada into the same GM, his higher skill would increase the GM's overall durability, and increase its damage inflicted and accuracy of shots. Of course, even though Frau would do no good in the GM, surviving battles would cause her skill to steadily increase, so she could after many battles learn to use the GM to its potential and then give it some benefit. Certain characters do have personal mobile suits which they will excel at using. (Black Trinaries, Char Aznable, Dozul Zabi, Johnny Raiden, etc.) These mobile suits can be used by any other character, but when coupled with their intended pilot, they will nearly triple in effectiveness. As to whether certain suits are better for certain pilots, its definite that they increase the effectiveness of those suits as well. (ie. Dozul inside the Big Zam, or Gato inside the GP02A) An important thing to do is have all the characters out somewhere in the field, so you can get them all an increase in skill. The CPU opponent's characters will all automatically increase in skill constantly, so its best to have yours moving up as well. When it comes down to a battle between a pilot with 20 skill and a pilot with a 70 point skill, what mobile suits they are piloting may make no difference. A. Federal Forces ============== 0. General Revil Beginning Position - Class - 1. Tianm Beginning Position - Class - 2. Eleran Beginning Position - Class - 4. Gopp Beginning Position - Class - 5. Jitan Nikard Beginning Position - Class - 6. Paolo Cassius Beginning Position - Class - 7. Wakken Beginning Position - Class - 8. Reed Beginning Position - Class - 9. Noah Bright Beginning Position - Must be obtained thru Project V Class - 11. Ryu Jose Beginning Position - Whitebase crew (See Noah Bright) 13. Amuro Rei Beginning Position - Whitebase crew (See Noah Bright) 15. Kai Shiden Beginning Position - Whitebase crew (See Noah Bright) 17. Hayato Kobayashi Beginning Position - Whitebase crew (See Noah Bright) 19. Sayla Mass Beginning Position - Whitebase crew (See Noah Bright) 21. Mirai Yashima Beginning Position - Whitebase crew (See Noah Bright) 22. Frau Bow Beginning Position - Whitebase crew (See Noah Bright) 23. Sreggar Ro Beginning Position - Class - 25. Matlida Ajan Beginning Position - Class - 26. Woody Beginning Position - Class - 27. Jamitov Heimann Beginning Position - Class - 29. Bosque Ohm Beginning Position - Class - 31. Jamicon Danningan Beginning Position - Class - 33. Brex Forra Beginning Position - Class - 35. Christina Mackenzie Beginning Position - Obtained thru Test pilot discharge of the Gundam NT-1 Class - 36. Green Wyatt Beginning Position - Class - 37. John Cowen Beginning Position - Class - 38. Eiphar Sinapus Beginning Position - Class - 39. South Burning Beginning Position - Class - 40. Bernard Monsha Beginning Position - Class - 42. Alpha Beit Beginning Position - Class - 44. Chap Adel Beginning Position - Class - 46. Kou Uraki Beginning Position - Obtained thru Test Pilot program Class - 47. Shiro Amada Beginning Position - Class - 48. Terry Sanders Beginning Position - Class - 49. Karen Joshua Beginning Position - Class - 50. Yuu Kajima Beginning Position - Class - 51. Phillip Beginning Position - Class - 52. Samana Beginning Position - Class - 107. Chuck Keith Beginning Position - Obtained thru Test Pilot program Class - 114. Yasan Gable Beginning Position - Class - 116. Jerrid Mesa Beginning Position - Appears at the beginning of the second part. Class - 118. Kakricon Beginning Position - Appears at the beginning of the second part. Class - 120. Mauar Pharoah Beginning Position - Appears at the beginning of the second part. Class - 122. Four Murasame Beginning Position - Obtained thru Murasame Labs Class - 124. Rozamia Badam Beginning Position - Obtained thru the Augusta Institute Class - 126. Bran Bratok Beginning Position - Class - 127. Lyla Mira Lyla Beginning Position - Class - 128. Emma Sheen Beginning Position - Appears at the beginning of the second part. Class - 136. Henken Beginning Position - Class - 138. Recoa Londo Beginning Position - Appears at the beginning of the second part. Class - 140. Camille Vidan Beginning Position - Appears after the Infiltration of the Titans Class - 141. Fa Yuiri Beginning Position - Appears quite awhile ater the Titan infiltration Class - 147. Master P. Rayer Beginning Position - Class - 149. Mike Berger Beginning Position - Class - B. Zion Forces =========== 54. Giren Zabi Beginning Position - None Class - C-20 55. Dozul Zabi Beginning Position - Zaku IIS Customized (Loaded inside Chibe at Side 4) Class - C-15 56. Kishiria Zabi Beginning Position - None Class - C-10 58. Garma Zabi Beginning Position - Zaku IIFZ (Loaded in HLV at America Orbit) Class - D-5 60. Conscon Beginning Position - Chibe Cruiser (Side 4) Class - D-5 61. Tawning Beginning Position - Musai (Granada) Class - E-0 62. Barom Beginning Position - Musai (Granada) Class - E-0 63. Ma Kube Beginning Position - Chibe Cruiser (Odessa Orbit) Class - D-5 64. Char Aznable Beginning Position - Zaku IIC Customized (Loaded in Musai at Side 4) Class - C-15 65. Lala Sun Beginning Position - She is the second one to appear from the Flanagan Institute Class - B - 50 66. Sharia Bull Beginning Position - Must obtain through Kisheria's work with the Flanagan Institute Class - B - 50 67. Doren Beginning Position - Musai (Side 4) Class - E-0 68. Denim Beginning Position - Zaku IIC (Loaded in Papua at Side 4) Class - E-0 69. Jean Beginning Position - Zaku IIC (Loaded in Papua at Side 4) Class - E-0 70. Slender Beginning Position - Zaku IIC (Loaded in Papua at Side 4) Class - E-0 71. Ranba Raal Beginning Position - Zaku I Customized (Loaded in HLV at America Orbit) Class - C-15 72. Harmon Crowley Beginning Position - None Class - D-5 73. Klamp Beginning Position - Zaku I (Loaded in HLV at America Orbit) Class - D-5 74. Accoz Beginning Position - Zaku I (Loaded in HLV at America Orbit) Class - E-0 75. Kozun Grahm Beginning Position - Zaku IIC (Loaded in HLV at America Orbit) Class - E-0 76. Gaia Beginning Position - Zaku IS3 Customized (Loaded in HLV ay Odessa Orbit) Class - C-15 77. Ortega Beginning Position - Zaku IS3 Customized (Loaded in HLV at Odessa Orbit) Class - C-15 78. Mashu Beginning Position - Zaku IS3 Customized (Loaded in HLV at Odessa Orbit) Class - C-15 79. Gadama Beginning Position - Zaku I (Loaded in HLV at Oeking Orbit) Class - D-5 80. Flanagan Boone Beginning Position - Zaku IIC (Loaded in HLV at America Orbit) Class - E-0 81. Takuwan Beginning Position - Zaku IIC (Loaded in HLV at America Orbit) Class - D-5 82. Demitri Beginning Position - Zaku IIC (loaded in HLV at America Orbit) Class - E-0 83. Shimus Al Babarov Beginning Position - None Class - E-0 84. Akahana Beginning Position - Zaku IIC (Loaded in Musai at Odessa Orbit) Class - E-0 85. Doan Beginning Position - Zaku I (Loaded in HLV at Peking Orbit) Class - D-5 86. Ronmel Beginning Positon - Zaku IIC (Loaded in HLV at Africa Orbit) Class - E-0 87. Steiner Beginning Position - Zaku I (Loaded in HLV at Odessa Orbit) Class - D-5 89. Mikhal Misha Beginning Position - Zaku I (Loaded in HLV at Odessa Orbit) Class - E-3 90. Bittar Beginning Position - Zaku IIC (Loaded in HLV at Africa orbit) Class - D-5 91. Augille Delaz Beginning Position - Chibe (A Bao A Qu) Class - D-12 92. Cima Garahau Beginning Position - Zaku IIC (Loaded in HLV at Africa Orbit) Class - D-5 93. Anavel Gato Beginning Position - Zaku IIC (Loaded in Musai at A Bao A Qu) Class - C-15 95. Kelly Leyzner Beginning Position - Zaku IIC (Loaded in Musai at A Bao A Qu) Class - D-5 97. Johnny Raiden Beginning Position - Zaku IIC (Loaded inside HLV ay Australia Orbit) Class - D-5 98. Shin Matsunaga Beginning Position - Zaku IIC (Loaded inside Chibe at Side 4) Class - D-5 99. Ginias Saharin Beginning Position - None Class - D-5 100. Aina Saharin Beginning Position - None Class - E-0 101. Norris Packard Beginning Position - Zaku I (Loaded in HLV at Peking Orbit) Class - D-5 102. Nimbus Stazen Beginning Position - Zaku IIC (Loaded in HLV at Australia Orbit) Class - D-5 106. Garcia Beginning Position - Zaku IIC (Loaded in HLV at Odessa Orbit) Class - E-3 108. Karius Beginning Position - Zaku IIC (Loaded in Musai at A Bao A Qu) Class - E-0 109. Billy Gladdle Beginning Position - Class - E-0 110. Draiza Beginning Position - Musai (America Orbit) Class - E-0 132. Apollie Beginning Position - Zaku IIC (Loaded in Musai at Side 4) Class - E-0 134. Robert Beginning Position - Zaku IIC (Loaded in Musai at Side 4) Class - E-0 150. Visch Donahue Beginning Position - Zaku IIC (Loaded in HLV at Australia Orbit) Class - D-5 151. NT-001 (Leyla Raymond) Beginning Position - Obtained through cooperation with Proto Zero Class - C-15 C. Titans ======= 28. Jamitov Beginning Position - Madras (Big Tray) Class - B-30 30. Bosque Ohm Beginning Position - Gripps 2 (Magellan) Class - C-15 32. Jamaicon Beginning Position - Luna 2 (Magellan) Class - D-5 41. Monsha Beginning Position - Space 2 (GM Commando) Class - D-5 43. Beit Beginning Position - Space 2 (GM Commando) Class - E-0 45. Adel Beginning Position - Space 2 (GM Commando) Class - E-0 53. Proto Zero Beginning Position - India (MK-II Gundam) Class - B-30 114. Yasan Gable Beginning Position - India Orbit Class - C-15 123. Four Murasame Beginning Position - Indonesia (Psycho Gundam) Class - C-15 117. Jerrid Mesa Beginning Position - Luna 2 (Titan Gundam) Class - D-5 119. Kakricon Beginning Position - Luna 2 (Titan Gundam) Class - D-5 121. Mauar Pharaoh Beginning Position - India Orbit (Titan Gundam) Class - E-0 126. Bran Brutak Beginning Position - Arabia (Asshimar) Class - D-10 127. Lyla Mira Lyla Beginning Position - India Orbit (Galbaldy Beta) Class - D-10 129. Emma Sheen Beginning Position - Luna 2 (Titan Gundam) Class - E-0 139. Recoa Rondo Beginning Position - None Class - D-5 Rozamia Badam Beginning Position - Arabia Class - C-15 Paptimus Shiroco Beginning Position - Class - B-30 D. Neo Zions ========== Cassoval Daikun Beginning Position - Granada (Rick Dom, Char Customized) Class - B-50 65. Lala Sun Beginning Position - Space-11 (Elmeth) Class - C-15 66. Sharia Bull Beginning Position - Space-12 (Brau Buro) Class- C-15 Marion Welch Beginning Position - America Orbit (Elmeth) Class- C-15 Kusco Al Beginning Position - America Orbit (Elmeth) Class -C-15 67. Doren Beginning Position - Space-11 (Faalmel) Class - D-5 80. Boone Beginning Position - California (Grabro) Class - D-5 132. Apollie Beginning Position - Mexico (Dom) Class - D-5 134. Robert Beginning Position - Mexico (Dom) Class - D-5 68. Denim Beginning Position - America (ZakuFZ) Class - E-3 69. Jean Beginning Position - America (ZakuFZ) Class - E-0 70. Slender Beginning Position - America (ZakuFZ) Class - E-0 84. Akahana Beginning Position - California (Aggai) Class - E-3 E. AEUG ======= 10. Bright Noa Beginning Position - China (Grey Phantom) Class - B-30 12. Ryu Jose Beginnign Position - China (Guncannon II) Class - C-15 14. Amuro Rei Beginning Position - Japan (Gundam Alex) Class - B-30 16. Kai Shiden Beginning Position - Indonesia (Guncannon II) Class - C-15 18. Hayato Kobayashi Beginning Position - China (Guncannon II) Class -C-15 20. Sayla Mass Beginning Position - Japan (RX-78-3 Gundam) Class - C-15 24. Sleggar Ro Beginning Position - Japan (G Armor) Class - C-15 34. Brecks Forra Beginning Position - La Viene Rose (Magellan) Class - C-25 130. Emma Sheen Beginning Position - Class - 131. Quattro Bagina Beginning Position - Peking Orbit (Rick Diaz Quattro Customized) Class - B-30 133. Apollie Beginning Position - Peking Orbit (Rick Diaz) Class - D-5 135. Robert Beginning Position - Peking Orbit (Rick Diaz) Class - D-5 137. Henken Beginning Position - Peking Orbit (Grey Phantom) Class - C-15 138. Recoa Londo Beginning Position - Indonesia (Powered GM) Class - D-5 F. Axis Zions ============ Hamaan Khan Beginning Position - Axis (Quebeley) Class - B-30 Ronmel Beginning Position - Odessa (Dowage) Class - C-15 Yuri Hasuer Beginning Position - A Bao A Qu (Chibe) Class - C-15 Mashma Zero Beginning Position - Odessa Orbit (MS-15B Gian) Class - C-15 Kyra Sun Beginning Position - Odessa Orbit (MS-15B Gian) Class - C-15 Lakan Dakran Beginning Position - (Dowage) Class - C-15 Gremmi Toto Beginning Positon - Europe 1 (MS-15B Gian) Class - D-5 G. Delaz Fleet ============ 90. Bittar Beginning Position - Kilimanjaro (Dowage Kai) Class - C-15 91. Augille Delaz Beginning Position - Hall of Thorns (Gwajin) Class - B-30 92. Cima Garahau Beginning Position - Space 5 (Gelgoog Marine (Cima Customized)) Class - C-15 94. Anavel Gato Beginning Position - Africa Orbit (MS 14 Gelgoog (Gato Customized)) Class - B-30 96. Kelly Leyzner Beginning Position - Side 5 (Val Walo) Class - C-15 108. Karius Beginning Position - Africa Orbit (Rick Dom II) Class - D-5 109. Billy Gladdle Beginning Position - Africa Orbit (Musai K) Class - C-15 110. Draiza Beginning Position - Indian Ocean (U-Con) Class - D-5 H. Axis Women's Corps. ============ Hamaan Khan Beginning Position - Axis (Quebley) Class - B-30 Sayla Mass Beginning Position - Axis (G-3 Gundam) Class - C-15 Mirai Yashima Beginning Position - Space 10 (Musai K) Class - C-15 Matilda Ajan Beginning Position - Space 9 (Whitebase) Class - C-15 Kishiria Zabi Beginning Position - Odessa (Azzam) Class - C-25 Lala Sun Beginning Position - Axis (Elmeth) Class - C-25 Harmon Crowly Beginning Position - Arabia (Zanzibar) Class - C-15 Cima Garahau Beginning Position - Space 10 (Gabera Tetra) Class - C-15 Marion Welch Beginning Position - Space 9 (Elmeth) Class - C-15 Kuscoe Al Beginning Position - Axis (Elmeth) Class - C-15 Four Murasame Beginning Position - Odessa Orbit (Psycho Gundam) Class - C-15 Rozamia Badam Beginning Position - Space 10 (Bound Dock) Class - C-15 Lyla Mira Lyla Beginning Position - Odessa (Gabaldy Beta) Class - C-15 Kyra Sun Beginning Position - Europe 2 (Neue Ziel) Class - C-15 Frau Bow Beginning Position - Europe 1 (RX-78-2 Gundam) Class - D-5 Christina Mackenzie Beginning Position - Odessa (Gundam ALEX) Class - D-5 Karen Joshua Beginning Position - Odessa (RX-78G) Class - D-5 Shimus Al Babarov Beginning Position - Space 9 (Brau Bulo) Class - D-5 Mauar Pharaoh Beginning Position - Europe 2 (Gapslay) Class - D-5 Emma Sheen Beginning Position - Europe 1 (Gundam MK II Defensor) Class - D-5 Recoa Londo Beginning Position - Arabia (Nemo) Class - D-5 Aina Saharin Beginning Position - Arabia (Apsalas III) Class - E-0 Fa Yuiri Beginning Position - Europe 1 (Nemo) Class - E-0 151. NT-001 (Leyla Raymond) Beginning Position - Odessa Orbit (P Ziong) Class - E-0 VI. Special Operations ================ A. Federal Forces ============= Project V - This begins the Federal forces down the road of researching mobile weaponry. Until you initiate this operation, you cannot do any research whatsoever into MS or MA technology. Cost - 3000 Project Vinson - This project comes after initiating Project V. This will research new capital ships, which are able to carry Mobile Suits. Cost - 3000 Recapture of Peking - This is the first step in the Federal's plan to recapture Earth. Cost - 5000 Recapture of Hawaii - This is the second step in the Federal's plan to recapture Earth. Cost - 5000 Recapture of California - This is the third step in the Federal's plan to recapture Earth. Cost - 5000 Recapture of New York - This is the fourth step in the Federal's plan to recapture Earth. Cost - 5000 Operation Odessa - This is the plan suggested to retake Odessa, the main resource gathering area for the Zions. During this operation, there is a chance Ma Kube will fire a nucear missle destorying Federal and Zion units in the battle. You can however deter this threat during the first turn of the battle if General Revil receives a report on the nuke and you say "Yes" to stop it. Cost - 5000 Recapture of Kilimanjaro - Now that the Military Balance is settled, an attack on Kilimanjaro to force the Zions from Earth for good is suggested. Cost - 5000 Solar System Plan - A proposal to build the Solar Array, a large collection of mirrors, which focus the light from the sun into a single point, thus creating a huge weapon. This is used to attack the Solomon asteroid fortress. Cost - 3000 Operation Star One - The proposed plan to attack the asteroid fortresses of the Zion Archduchy. The attack begins with Solomon. Cost - 5000 Newtype Research - This plan delves into the research which the Zions are already testing, the existence of Newtypes. Doing this opens many more options down the road, such as the future EXAM project, and Magnetic Coating research. Cost - 5000 EXAM production - This project is to create the EXAM system for mobile suits. Starting this project will eventually have a request for test pilots, Phillip, Yuu, and Samana. If you send them out, the Blue Destiny Unit 2 will be stolen, and Yuu will have to chase it with Blue Destiny Unit 3. This results in the plans for all three BD units, but the temporary loss of Yuu as a usable chracter. Cost - 3000 GM Series Development - This project delves research into continuing the GM line of mobile suits. Cost - 3000 Magnetic Coating - This research creates the Magnetic Coating for the Gundam, due to the fact that the Newtype, Amuro Rei, seems to have such quick reflexes, the joints of his Gundam are wearing out. The Magnetic Coating enables the G-3 Gundam to move as fast as the Newtype pilots can operate them, thus maximizing their potential. Cost - 3000 Assault on A Bao A Qu - This is the plan to make an attack on the A Bao A Qu Asteroid Fortress guarding Side 3. This can be the end of the One Year War, depending on whether you choose to agree to peace talks with Giren Zabi after the battle. Cost - 5000 Test Pilot Program - This program acquires Kou Uraki and Chuck Keith for use. Cost - 3000 Gundam Production Plan - This plan is to have John Cowen direct the creation of a set of the most powerful Gundams yet. This will produce the GP0 series of Gundams. Cost - 5000 Augusta Institute - This sets up the Augusta institute, and will give you the character, Rozamia Badam. Cost - 5000 Assualt on Side 3 - This is the final attack on the Zion Archduchy, attacking their homebase of Side 3. Cost - 10000 Murasame Labs - This sets up the Murasame Labs, which experiments in articifially enhanced humans. This research will give you Proto Zero as a playable character as well as Four Murasame. Cost - 5000 Titan Infiltration - This plan is brought forth by Quattro Bajina to infiltrate Green Noa and look for their new Mobile Suit. Cost - 3000 Zeta Program - This is the plan to use the new moveable frame technology to build the Zeta Mobile Suits. This will produce the plans for the Hyakku Shiki ad Zeta Gundam. Cost - 5000 Assault Gripps 2 - This is the plan to take Gripps 2 from the Titans and leaving them without a homebase. This plan appears for both Jamitov and Shiroco's Titans. Cost - 10,000 B. Zion Forces =========== Earth Invasion 1 - This is the first step in the Zions invasion of Earth. Initiating this plan allows your forces to make an HLV drop straight into the Odessa Strategy Point. Cost - 5000 Earth Invasion 2 - This is the second step in the Zions invasion of Earth. Initiating this plan allows your forces to attack both California and New York for supremacy in North America. Capturing California base will result in capture of submarine technology for the Zions. Cost - 5000 Hawaii Invasion - This Operation is suggested by Kishiria once you have developed your first U-Con submarine after the California base battle. Initiating this operation allows you to attack the Hawaii Strategy Point. Cost - 5000 Earth Invasion 3 - This is the third step in the Zions invasion of Earth. Initiating this plan allows your forces to attack Kilamanjaro base in Africa. Cost - 5000 Psychommu Research - This is a program Kishiria begins to delve into Psychommu technology. Without this research, you cannot continue onto working with more Psychommu and NewType related research. Flanagan Institute - Kishiria continues her work with Psychommu with the Flanagan Institute. Initiating this will produce both Sharia Bull and Lala Sun as useable characters. Pezun Research - This will being research into various MS, such as the Gelgoog, Gian, Gashu, and Dowage. Jaburo MS Research - This will begin a process of researching 4 different MS designed specifically for attacking Jaburo. Solar Ray Construction - This plan is devised by Giren to take a colony, and transform it into a huge beam cannon. This plan can be initiated early on, but the colony laser will not be used until turn 70, when Giren finds out the Great Degin, his father's ship, has gone to do peace negotiations with the Federal fleet. Giren will then be allowed to either fire the colony laser, killing his father and General Revil, or just withhold his fire. Either way, you will have to deal with the remaining Federal army which manifest near Solomon. Afterwards, have Giren deny to allow Kishiria command reinforcements when it is requested, or she will kill Giren for patricide, thus ending the game. Luna 2 Invasion - Delaz will approach Giren about an invasion of Luna 2 to finally cripple the Federal force's space fleets. This plan will allow you to attack Luna 2, and also will give you three completed Zaku IIC units wit the Nuclear bazooka weapons package. You will also be allowed to develop the Nuclear bazooka weapons package as well through R&D after this point. Operation British 2 - This is a plan devised by Delaz to take the Green Noah colony and resume Operation British, attempting to drop the colony on Jaburo. This becomes available after capturing Luna 2, and must be carried out before assaulting Jaburo for the final battle. Operation Astaroth - This is a plan to attempt to use a biological weapon to destroy Earth's environment for a speedy conclusion to the war. Initiating this project will take Visch Donahue from duty, but will eventually produce the Rhinoceros MA for Zion use. Operation Rubicon - A short lived mission near the end of the war which enables you to send the Cyclops team (Stenier, Misha, Garcia) into Side 6 to search for a new prototype Gundam. The operation fails, killing Cyclops team, however, you will gain the research data on the Gundam ALEX. It may be possible there is a way to succeed in this operation, as Bernie Weisman who arrives during the operation is in the game, but I'm unaware of it at all. Cost - 3000 Jaburo Invasion - This is the final step in the One Year War. This will enable you to make the final attack upon the Federals at their homebase of Jaburo. Cost - 10,000 VII. Ending the Game =============== To finish the game, you must capture all 15 strategy points. Once this happens, the war finally ends. This however, is not truly the ending. This will begin part 2, which carries the game into the Zeta Gundam storyline and beyond. Once again, you must capture all strategy points to finish the second conflict. Once that is completed, the game will finally end, and unlock several options from the main menu, including difficulty settings, movie galleries, character galleries, and mechanic galleries. Finally, you also gain access to play through the game as any of the 8 groups. BEating the game with both Federals and Zions unlocks a "Very Hard" difficulty mode, as well as a bonus group to play as, the Axis Zions with all the women character in the game playable, but no male characters.