Mobile Suit Gundam: Giren's Greed
                                         FAQ 0.8
                           By Dan Green, [email protected]

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.