Mobile Suit Gundam: Giren's Greed - Threat of Axis (PSP)
Kidou Senshi Gundam: Giren no Yabou - Axis no Kyoui
Copyright 2009 James Tilton
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*** Introduction ***
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Threat of Axis is the latest in the Giren's Greed series of games (as of
December 2008). It is a military strategy game that covers from the
original Gundam's One-Year War in UC 0079 all the way to Char's Counterattack
in UC 0093. There are many opportunities to diverge from "official"
timelines into "what-if" scenarios.
The core gameplay is the same as the previous games, so this document focuses
on changes and new features. If you have not played a previous Giren's Greed
game, please read James Boren's translation site and the FAQs for the
previous games on GameFAQs.com. (See the References section.)
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*** Table of Contents ***
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1. Summary of Changes from Previous Game
2. Strategy Phase Menus
3. Alignment System
4. Newtypes
5. Unlockable Scenarios
6. References
7. Legal Stuff
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*** 1. Summary of Changes from Previous Game ***
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Diplomacy Menu removed
Alignment system added
Unit remodeling system added
Most pilot-custom units are obtained via unit remodelling instead of
developing plans
Dodais and Base Jabbers can be added to units via unit remodelling instead
of combination command
Turns alternate between day and night
At night (Earth areas only), ZOC (Zone of Control) is negated and searching
is more difficult
All movies replaced with still pictures
Character cut-ins can optionally include the unit behind the character
AEUG HQ moved from La Vie En Rose to Grenada
The game does not end if the commanding general is killed in battle
New playable factions (Quatro's AEUG, Gremmy's Axis, and CCA Char's
Neo Zeon)
Existing factions extended with lots of new events, characters, and
units (especially for Z, ZZ, and CCA)
New OYW sidestories: Lost War Chronicles (characters only) and MS IGLOO
Escape systems (Core Block, Full Armor, etc.) must be activated manually via
a command, and will not automatically activate when the unit reaches 0 HP
When a carrier unit is destroyed, any units within are ejected to surrounding
hexes (if possible) with a half HP damage penalty
Adjacent enemy areas can no longer be entered from a contested area during the
battle phase
Enemy plans are randomly awarded based on funds allocated to intelligence each
turn
Most units can be built in 1 or 2 turns
Giren/Revil scenarios don't continue to Part 2 if Total Victory is not
achieved
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*** 2. Strategy Phase Menus ***
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The Strategy Phase menus are nearly identical to the previous game, but there
are a few changes.
*** Top-level menu ***
(back out to this menu by hitting X repeatedly)
Information
Summary Screen/Menu
Intelligence Funding/Status
Area Selection
List/Configure Units
Move Units
Move Units from Earth to Space
Move Units from Space to Earth
Build Units
Remodel Units
Restore Units
Recycle Units
Manage Pilots
View Map
R&D
Raise Basic Tech Level
Raise MS Tech Level
Raise MA Tech Level
Plan List
Operations
System
Options
Voice Volume [3/2/1/Off]
Sound Volume [3/2/1/Off]
Background Music Volume [3/2/1/Off]
Message Speed [Fast/Normal/Slow]
Battle Events [On/Off/Full] (Full includes unit picture behind
character picture)
Character Events [On/Off/Full]
Battle Animation [On/Off]
Hex Grid Lines [On/Off]
System Save (Use this to save progress in unlocked characters/units
for gallery)
Save
Return to Title Screen
End Strategy Phase
Proceed
Cancel
*** Information Summary Screen/Menu ***
Hit the left or right shoulder buttons to switch between factions.
If Intelligence is not fully funded, some of the numbers will be blank
for non-player factions
------------------- ------------------------------------------------------
| Unit List | |<| Faction name Faction HQ area |>|
|-----------------| |----------------------------------------------------|
| Pilot List | | Funds income per turn | # of bases |
|-----------------| |-------------------------| # of other areas |
| Buildable Units | | Resource income per turn|--------------------------|
|-----------------| |-------------------------| # of units total [0-200] |
| Area List | | Basic Tech Level [0-30] |--------------------------|
------------------- | MS Tech Level [0-30] | # MS | # MA |
| MA Tech Level [0-30] | # ground | # air |
| Enemy Tech Level [0-30] | # space | # ships |
------------------------------------------------------
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| Chaos | | | | | Law |
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*** Armor/Sub-Flight Unit Discard ***
When selecting an individual unit in the Strategy or Battle Phases, there is
a new command available on certain units. This new command discards the
external booster armor on the Axis Zssa unit or Dodai/Base Jabber on
other units. The armor/sub-flight unit will automatically be restored at
the beginning of each Strategy Phase if not in battle. It will also be
restored at the beginning of each Battle Phase turn if the unit is inside
a carrier unit. It will not be restored if the unit is just sitting on
a base hex but not in a carrier unit.
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*** 3. Alignment System ***
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The player's faction has a gauge displayed at the bottom of the main summary
screen with Chaos on the far left, and Law on the far right. There are
markers at 25, 50, and 75%. The Complete Guide (see Reference section) uses
a scale from 0-1000 points for the Alignment gauge. I've chosen to represent
it as a Law % from 0-100%. Each turn, the gauge will move slightly to the
right (towards Law). Various choices can move the gauge to the left or right.
It's very easy to move the gauge to the left, but more difficult to move it to
the right (other than the incremental move each turn). As the gauge moves
to Law, various bonuses are awarded. As the gauge moves to Chaos, extra
operations are available. At total Chaos, riots occur and the player must
pay a lot of money to suppress them.
Law Effects:
Above 70% Law: +4000 resource bonus every 10 turns
Above 75% Law: +10% Basic/MS/MA Tech bar bonus every 10 turns
Above 80% Law: +4000 money bonus every 10 turns
Above 90% Law: Resource bonus changes to +10000 every 10 turns
Above 95% Law: Basic/MS/MA Tech bar bonus changes to +20% every 10 turns
At 100% Law: Money bonus changes to +10000 every 10 turns
Chaos Effects:
Every turn the player faction illegally occupies Von Braun or Side 6, a
penalty of -5% Law is incurred for each illegally occupied area.
Note that some scenarios allow them to be occupied without penalty.
Operations are available at any Law % to plunder money or
resources. These raise 3000 funds or resources and incur a -5% Law penalty.
Below 40% Law: An operation is available (for 5 turns) to improve PR.
This costs 12000 and restores +20% Law.
Below 35% Law: An operation is available (for 5 turns) to steal enemy
technology. This will add 30% to the Enemy Tech Level bar and incur a
-10% Law penalty.
Below 30% Law: Operations are available (for 5 turns) to plunder money or
resources. These raise 5000 funds or resources and incur a -10% Law penalty.
If the Strategy Phase begins below 10% Law, riots occur and all operations
are grayed-out other than paying 10000 to suppress the riots. This operation
sets Law to 11%. Riots will end (without paying) above 11% Law.
WMD:
Using Nuclear Weapons (Zaku IIC or GP02) incurs -10% Law penalty.
Using the Solar Ray/Solar System/Colony Laser/Colony Drop destroys 30%
of enemy units in the targeted area and incurs a -10% Law penalty.
These are available as operations. Once selected, the player will be asked
to use the weapon at the beginning of each targetable battle phase that turn.
The Solar Ray/Solar System/Colony Laser are available to use below 40% Law.
A Colony Drop is available to use below 10% Law.
The Solar Ray can be used by Giren (in Part 2), Delaz, Kishiria, Garma,
and Casval.
The Solar System can be used by Revil (in Part 2).
The Colony Laser can used by any faction who controls Gryps 2.
A Colony Drop can be done by Giren (anytime :) and Revil (in Part 2).
In addition to the above effects that are consistent for each scenario, each
scenario has a number of characters that join or leave based on Law %. There
are also a number of plot branching points based on the Law %.
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*** 4. Newtypes ***
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Each Newtype pilot has a hidden stat called "Newtype Level". This number
is used in calculations for various bonuses during battle. Higher level
Newtypes hit and dodge better (even more in Psycomuu-equipped units), and
get more hits from bits/funnels. Here's a list of Newtypes along with their
maximum Newtype Level and the Experience Level that they "awaken".
5 D Camille, Lalah, Amuro, Haman, Quess
4 C Scirocco, Elpe Puru, Puru Two, Char, Cuzco Al, Four, Zero, Judau, Sara
3 B Sharia Bull, Marion, Layla, Rosamia, Guinea, Hathaway, Puru Clones,
Mashymere(Enhanced), Chara(Enhanced)
2 A Enhanced Humans 2-4, Sayla, Gates
1 S Gremmy, Fa, Mirai, Revil, Katsu, Siddore
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*** 5. Unlockable Scenarios ***
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Each unlockable scenario has the player face two opposing factions, and the
game ends when they are both defeated. There is no Char's Counterttack.
The exception is Char's Neo Zeon, where Char faces Revil (why not Bright
Noah? Revil is long dead at that point...)
*** Scirocco's Titans ***
Unlockable by achieving Total Victory with Jamitov's Titans.
Opponents are Axis and AEUG (Quattro).
At turn 50, if you have Basic/MS/MA Tech each at 25 and have at least 100000
funds, you get a YES/NO question.
If you answer YES, you get the plans for The O and lose half your funds.
Bonus Characters:
After 80 turns, Hathaway joins at 100% Law, leaves below 50%
After 80 turns, Kayra and Chien join above 90% Law, leave below 40%
Dale(ZZ), Danny, and Deune (the Jamru Fin "3D" pilots) join below 25% Law,
leave above 60%
Haman, Mashymere and Chara join below 10% Law, leave above 50%
*** Delaz Fleet ***
Unlockable by achieving Total Victory with Revil's EF.
Opponents are EF and Titans.
At turn 50, if your Intelligence Gauge is maxxed at 100%, you get a YES/NO
question. If you answer YES, you get the plans for the GP02.
Bonus Characters:
After 80 turns, Haman joins at 100% Law, leaves below 50%
After 80 turns, Mashymere, Chara, and Gotton join above 90% Law, leave below
40%
After 80 turns, Gadibu, Didou, and Meroe join below 25% Law, leave above 60%
After 80 turns, Gremmy, Rakan, and Puru join below 10% Law, leave above 50%
*** Kishiria's Legitimate Zeon ***
Unlockable by achieving Total Victory with Giren's Zeon.
Opponents are EF and Zeon.
At turn 50, if you have at least 100000 funds, you get a YES/NO question.
If you answer YES, you get the plans for the Psyco Gundam and Bound Doc
and lose half your funds.
Bonus Characters:
Amuro joins at 100% Law, leaves below 50%
Sayla and Mirai join above 90% Law, leave below 40%
Cima, Cosell, and Kurt join below 25% Law, leave above 60%
Scirocco, Sara, and Siddore join below 10% Law, leave above 50%
*** Garma's New Life Zeon ***
Unlockable by achieving Total Victory with Giren's Zeon.
Opponents are EF and Neo Zeon (Casval).
At turn 50, if you have at least 100000 funds, you get a YES/NO question.
If you answer YES, you get the plans for the Zabi Custom Big Zam
and lose half your funds.
Bonus Characters:
Amuro and Bright join at 100% Law, leaves below 50%
Kai and Hayato join above 90% Law, leave below 40%
Cima, Cosell, and Kurt join below 25% Law, leave above 60%
Kishiria and Ma Kube join below 10% Law, leave above 50%
*** Casval's Neo Zeon ***
Unlockable by achieving Total Victory with Revil's EF.
Opponents are EF and Zeon.
At turn 50, if Casval's experience is above 600 and your Law is
maxxed at 100%, you get a YES/NO question.
If you answer YES, an EF fleet invades Grenada, but Amuro, Bright, Ryu,
Sleggar, Kai, Hayato, Sayla, and Mirai defect to you.
Bonus Characters:
Amuro, Mirai, and Sayla leave below 60%
Sleggar, Kai, and Hayato leave below 45%
Ryu and Bright leave below 30%
After 80 turns, Haman, Mashymere and Chara join below 25% Law, leave above 60%
After 80 turns, Quess, Nanai, and Guinea Kishiria join below 10% Law, leave
above 50%
*** Quatro's AEUG ***
Unlockable by achieving Total Victory with Brex's AEUG.
Opponents are Titans and Axis.
At turn 50, if your Law is maxxed at 100%, you get a YES/NO question.
If you answer YES, you lose 20% Law and recruit Judau, Roux, Beecha, Mondo,
Elle, and Ino.
Bonus Characters:
After 80 turns, Hathaway joins at 100% Law, leaves below 50%
After 80 turns, Kayra and Chien join above 90% Law, leave below 40%
Meccha, Milly, and Emily join above 70% Law, leave below 15%
Judau, Elle, and Ino leave below 50%
Amuro, Camille, and Fa leave below 40%
After 80 turns, Nanai, Guinea, and Lyle join below 25% Law, leave above 60%
After 80 turns, Quess joins below 10% Law, leaves above 60%
*** Gremmy's Axis ***
Unlockable by achieving Total Victory with Haman's Axis.
Opponents are AEUG (Quattro) and Axis.
At turn 50, if your Law is below 10%, you get a YES/NO question.
If you answer YES, you get Puru Clones 1-5, plans for the MP Quebley and Quin
Mantha,
and your Law goes to 0%.
Bonus Characters:
Roux joins at 100% Law, leaves below 50%
Beecha and Mondo join above 90% Law, leave below 40%
Chara, Nii, and Lance join below 25% Law, leave above 60%
Mashymere and Iria join below 10% Law, leave above 50%
*** Char's Neo Zeon ***
Unlockable by achieving Total Victory with every other faction (only the
default ones?)
Opponent is EF.
At turn 50, if your Intelligence gauge is above 81% and your MS level is
maxxed at 30, you get a YES/NO question.
If you answer YES, you and the EF get the plans to the Nu Gundam and you
lose 10% Law. If you answer NO, only the EF gets the plans to the Nu Gundam
and your Law goes to 100%.
Bonus Characters:
Sayla joins at 100% Law, leaves below 50%
Hathaway joins above 90% Law, leaves below 40%
Puru Clones 1 and 2 join below 25% Law, leave above 60%
Puru Clones 3, 4, and 5 join below 10% Law, leave above 50%
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*** 6. References ***
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http://www.gamefaqs.com/console/psx/game/576900.html
There are a number of excellent FAQs for the previous PS1/DC/PSP game that
apply mostly to Threat of Axis.
http://www.boren.org/james/gg/girenhelp.html
This is a web site (in English!) with screenshots and menu translations from
the previous PS1/DC/PSP game. This is essential if you don't read Japanese
or haven't played the previous games. Note that the Diplomacy Menu no longer
exists in Threat of Axis, but the other menus are nearly identical.
Mobile Suit Gundam: Gihren's Greed "The Fear of Axis" Complete Guide
ISBN 978-4-7577-4202-4
Published by Enterbrain, Inc.
This is an excellent reference book for the game, available at
http://www.amazon.co.jp/ for only 1700 yen! They will ship the book outside
of Japan, and you can order in English. The book is mostly in Japanese, but
has lots of pictures. Some of the factual game material in this document was
translated from this book.
http://www39.atwiki.jp/imperatorgiren/
This is a Japanese Wiki site on the game. It was very helpful before the
Complete Guide was published, and is still useful since it can be run through
a web translator.
http://giren.buzama.com/
This is a Japanese website featuring logs of gameplay with several factions,
including some screenshots.
http://giren-akusizu.gundam-musou.net/
This is a Japanese web site with some useful tips and strategies on the game.
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*** 7. Legal Stuff ***
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All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Since Bandai-Namco owns nearly everything related to Gundam, it seems a bit
silly to restrict use of this document. Additionally, I make no guarantee
that I'll update it. Therefore, this document may be altered and
distributed freely without prior notice or permission from the author.