Gihren no Yabou: Zeon Dokuritsu Sensouden For PS2 FAQ 0079.2 MAR 2003 Unpublished work Copyright 2003 of E.L.S. Email: GEN_Revil@yahoo.com This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This guide is prepared exclusively for GameFAQs.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Table of Contents 1.0 Introduction 2.0 Training Mini-Game 3.0 Main Game Menu 4.0 Corps Attack Plan 5.0 Upgrade 6.0 Diplomacy 7.0 Game Data 8.0 Campaign Route 9.0 Special Operations/Battles (FEDs) 10.0 Budget/Diplomacy/Vacation Tips/Pilot 11.0 SIEG ZEON! 12.0 PS2 Gihren's Greed Movie List [1.0] INTRODUCTION Hello all you Gundam Fans out there. This is the third edition of this FAQ(replacing FAQ 0079.1). New and improved with a little more detail and filler info as requested. Special Thanks and Credits to FAQ contributors (BIOSLORD, SATAY, AGUILLE DELAZ, ZEONEIKOU). The tradition carries on to this game. This FAQ may contain mistakes and misinterpretations of the game, when you find them please contact me so that I can correct and update this FAQ. Also, please send additional information about the game that you feel should be included in this FAQ. Other FAQs created: Warship Commander Kurogane no Houkou Nippon Sumo Kyokai Kounin Nippon Oozumou Honbasho Gekitouhen Taiko no Tatsujin : Tatakon de Dodon ga Don [2.0] Training Mini-Game Game starts with the opening salvos of the One Year War from the Zeon perspective. During this mini-game phase invasion routes are preset and you have limited commands available from the main game menu. Good place to learn about Corps attack planning and tactical battle options. After the initial battles are over then you will gain access to the main menu where you can choose to be Zeon or E.F.S.F and begin the real game. [3.0] MAIN GAME MENU -Intelligence- Find out enemy troop concentration areas, steal enemy technology, view your generals/pilot data and view enemy budget/tech level. -Strategy Main area to form your armies, place armies on vacation, add/remove generals/pilots, add units to depleted groups and perform all administrative functions for you armies. -Industry Produce available units for future turns. Produced units end up in a storage area (100max) and form a pool of available units for deployment. Units in the pool can also be cannibalized, returning resources back to you. -Research and Development Research new units and weapons, also upgrade units that you have. Upgraded units increase in performance (firepower, hitpoints, fuel consumption, speed, movement) but also their production cost will increase. Each unit has a limit on their upgrade however newly developed units start stronger then upgraded units and are more cost effective. -Government Budget area, this is where you can adjust the budget for all the other areas. Set your tax rate just below the red% number, usually between 18%-20%. Senate is the source of your power in the game. If this drops (bar moves all the way to the left) you will lose power over your people and will end up suing for peace under the enemies terms. Public support is dependant on the interaction of the other three (Senate, occupied area, anti-war movement). Occupied area will drop (bar moves to the left) when you take over new areas and this in turn will increase the anti-war movement (red bar moves to the right) and impact public support and the power of the senate. Depending on the outcome of these four areas this will impact your taxable level. On a good turn you should be able to set the tax level at >=20% as the war progresses taxable level may drop to <16%. You can set the tax level as high as you want but this will impact public support, anti-war movement, and your power in the senate. -Military Operations Plan attacks and defend from enemy attacks before they hit your area. You plan the area of attack from what is available, some areas will not be available for attack until certain conditions are met. You then choose what routes to take depending on your army composition. You also set the duration of this operation taking into account the time it will take for you army to arrive on station. If you set the duration for 10 turns and the army arrives takes 4 turns to get on station you will have only four turns to occupy the area. I always set my duration to 15T so I do not know what happens if you exceed the duration. -Options This is where you end your turn and move on to the next turn, save your game, look at reference material and adjust the game settings. 1) Intelligence >Player Data >>Army data >>Area data >>Weapons data >>Pilots data >>Corps data >Enemy Data >>Enemy army data >>Enemy area data >>Enemy weapons data >Intel Command >>Intel on enemy army data >>Intel on enemy areas >>Intel on enemy weapons >>Appropriate enemy technology>Type of Technology >Suggestions 2) Strategy >Corps List>Select Corp >>Assemble Corp (COST 0)>Select Unit from List >>>Add/Remove unit to/from Carrier Unit >>>Add/Remove Pilot to/from Unit >>>???? >>>Combine Partial Units in Corp >>>Status >>Move Corp (COST 1)>Pick Route >>Launch/Re-entry (COST 1) >>Pilots (Cost 1) >>>Select Corp Commander (remove from LDR Pool) >>>Add Pilot to Corp (remove from LDR Pool) >>>Remove Pilot (add to LDR Pool) >>Resupply (COST 1) >>Allocate new units from Unit Pool (Cost 1) Note: CORPS turn Blue & Cannot move that Turn >>Move Unit to Pool (COST 0) >Re-assemble Corp >Disband Corp >Vacation (Leave/R&R) >Suggestions 3) Industry >Produce units (Add to Pool) >Cannibalize from Unit Pool >Suggestions 4) Research and Development >Research >Develop new weapons >Weapons upgrade >Suggestions 5) Government >Domestic politics >>Senate >>Public support >>Occupied area >>Anti war movement >Diplomacy >>Side 6 >>Lunar City >>Jupiter Development Enterprise Group >>Anaheim Electronics >>???? >>MIP Company >Budget >Suggestions 6) Military Operations >Attack >Attack Plans>Pick Route (1 per CORPS)>Duration >Defend >Cancel >Increase base defense >Special plans 7) Options >Data save >Game settings >Reference >End Turn [4.0] CORPS ATTACK PLAN Area Tactical Planning Bigger the army you send to an area, meaning more officers and units, more operation points you have to spend on these tactical plans. Each turn you will be asked for a tactical plan for that battle. You can purchase as many as you can afford, your operation points will only increase if a new army joins the battle and will decrease with each plan you implement. 1. Movement Plan Cost Effect a. 30 Enemy Maneuverability -8 b. 50 Enemy Maneuverability –12 (????) c. 30 Enemy Maneuverability -8 2. Movement (Secret Mission)Plan Cost Effect a. 30 Enemy Accuracy -10 b. 50 Enemy Accuracy -15 c. 20 Enemy Accuracy –12 Friend Accuracy –5 (Night?) d. 30 Enemy Accuracy -8 3. Multiple Attack Plan Cost Effect a. 20 ? b. 20 ? c. 30 ? d. 30 ? e. 30 ? f. 50 ? g. 50 ? 4. Defensive Plan Cost Effect a. 40 Friend Accuracy +10 b. 60 Friend Accuracy +15 5. Area Defensive Plan Cost Effect a. 30 Friend Maneuverability +12 b. 40 ? c. 60 Friend Officer Endurance +10%??? 6. Special Unit Help in Attack Plan Cost Effect a. 50 ? b. 80 ? 7. Ace Pilot’s Plan Cost Effect a. 15 Enemy Moral -4 b. 60 Friend Moral +10 8. Sure-Bet plan Cost Effect a. 50 Friend Accuracy +12 Maneuverability -8 b. 50 Friend Maneuverability +12 Accuracy -8 c. 0 ? CORPS Command If you have more than one army in a battle you can individually set who will command them (You or AI) or order different plans. 1. Player Full Command – Corps CO Loyalty -3 2. Corps CO Full Command (entrust) – Corps CO Loyalty +3 3. No Plan 4. Order Attack Plan – Accuracy +5% 5. Order Defensive Plan – Ammo +5%???? 6. Order Assault Plan – Attack +5% 7. Order Defensive Plan – Defense +5%???? [5.0] UPGRADES R&D Weapons Upgrade Upgraded units have their effectiveness increased but future production cost of that unit also increases. Attack Upgrade Improves your firepower and damage you do in combat. >Attack Power +5%, Fuel Usage +8%, Resource Cost +3% Maneuverability Upgrade Improves your chance of not getting damaged and increases you mobility >Maneuverability +5%, Hit points –5%, Fuel Usage +5%, Resource cost +3% >Movement +1 at Level 1 and Level 5 Armour Upgrade Increases you ability to take damage with some loss in ability in other areas. >Maneuverability -3%, Hit Points +8%, Fuel Usage +5%, Resource Cost +3% >Movement -1 at Level 1 and Level 5 Fuel Capacity Upgrade More fuel mean less time needed in bases to refuel and rearm. >Fuel Capacity +10%, Resource Cost +3% [6.0] DIPLOMACY /GOVERNMENT At LV50/LV70/LV90 you receive cumulative bonus every turn you maintain relations above the required LV. Diplomacy LV50 LV70 LV90 Side 6 Funds +2000 Side 6 Route Intel +1 Lunar City Funds +2000 Lunar Route Policy +1 Jupiter D.E.G. Resource +300 Resource +300 Strategy +1 Anaheim(Zeonic) MS +1 MA +1 Development +1 ???? Basic +1 MS +1 Development +1 MIP MA +1 Basic +1 Production +1 Government (Domestic politics) Senate - This drops you lose. Senate will sue for peace under ZEON terms. Keep UP Public support - Influenced by other areas(?). Keep UP Occupied area - Drops when you occupy new areas. Keep UP Anti war movement - Red bar goes up with tax and occupying new areas. Keep DOWN [7.0] GAME DATA Character Data Unit // Military Rank Name EXP Level // EXP Loyalty // Shooting Ability Charisma // Melee Ability Leadership // Endurance Strategy // Reflexes Unit Data 1st Page 2nd Page Name Name Power Weapon Level Hit Points Attack Bonus Maneuverability Maneuverability Bonus Movement Armor Bonus Energy/Fuel Energy/Fuel Bonus Attack Energy Senor Shield Stealth Base Capture Map Movement Weapons Info Unit Info Attack Areas Moveable Areas # of units CORPS Data 1st Page 2nd Page CORPS Unit CORPS Unit CORPS Number // CO Name CORPS Number // CO Name # of Units // Loyalty List of Officers // Status # of Officers // Fatigue Map Movement // Moral Intel // Supply(Air) Maneuverability??? Status Military Rank Max Units in CORP Command Bonus Range General 30 6 Admiral 27 5 Vice Admiral 24 4 Colonel 21 3 Lt Colonel 18 2 Major 15 1 Captain - - Commander - - Lt Commander - - Lieutenant - - Lieutenant J.G. - - Ensign - - EXP Level EXP Sensor Range S 999> S 4 A 600-998 A 3 B 300-600 B 2 C 100-299 C 1 D 50-99 D none E 0-49 Damage Distribution on Stack (3 Groups) Top Group 60% Middle Group 30% Bottom Group 10% [8.0] CAMPAIGN ROUTE Campaign Route E.F.S.F. Hawaii – Peking – Madras - New York – Odessa - Jaburo(Defense) - California - Kilamanjaro -Solomon - A Bao Qu - Granada - Side 3 Campaign Route Zeon Odessa - California - New York - (Kilimanjaro/Madras/Peking) - ??? [9.0] SPECIAL OPERATIONS/BATTLES (FEDs) Odessa (Edited notes from Aguille Delaz's post) - Attack from multiple routes, have the right MS for the terrain. Attack Odessa from Beijing, Madras and Belfast simultaneously. Troops from Belfast should mainly consist of strong MS such as the RX series units and newly developed GMs. Troops from Beijing and Belfast should be mostly bombers with a few escort fighters along with GM land battle type, GM cold climate type and GM desert type. Compared to the army from Beijing and Madras, the Belfast Army contained lesser number of units and became the prime target for the AI. Mountains on the west restricts movement but will allow the Belfast Army to anchor down and bear the brunt of the enemy assault. At the same time the eastern armies were moved quickly across the rugged terrain and occupy the central base and cut off enemy supply lines. - Try to have Whitebase join the operation. Amuro will take out the Tristars and Gundam will take care of the nuke. Otherwise make sure LT GEN Iruran's loyalty >70 so he will report the nuke facility and send people to disarm it. Jaburo(Defense) After the invasion of Odessa and before the invasion of California, ZEON will attack Jaburo. SIDE 3 Gihren will use the Solar Ray during the invasion and cause 30% damage to the invading army. This completes the FED game and "Original" Mode is now available in the games start menu. [10.0] BUDGET/DIPLOMACY/VACATION TIPS/PILOT (Bioslord) Budget/Diplomacy tips: 1. In general, maximize tech research and minimize areas you don't need. 2. Plan ahead, adjust budget for next turn needs. 3. Allocate leftover budget points in Military Operations for base defense. Cost for base defense increases so make sure cost you're not left with too many/not enough points in that area. Base Defense Upgrade Defense Cost 1-14 1 15-19 2 20-25 3 26-30 4 4. Generally Suggestions will save money/budget points. 5. Your budget may gain/lose points in areas next turn based on diplomatic relations. 6. All budget areas have a minimum %. Use that to your advantage. Example: Spend 2 points each turn for two turns in an area, instead of raising the budget once to 4 points. This obviously works better for areas that tend to give options that only cost 1-3 points. On average suggestion and options cost on the FED side. -Intelligence 1-4 -Strategy 1-2 -Industry 1-2 -Research and Development 1-5 -Government 1-9 -Military Operations 1-8 7. Constantly tweak the budget so that you allocate the least percentage to get the same points. This will change according to territory and relations. In particular, don't spend the maximum percentage on an area if it doesn't get you the highest points. Example: If allocating 17-20% to an area gets you 10 points, allocate 17%, not 20%. This leaves you with 3% to allocate elsewhere. 8. You can set both the tax rate and the area allocations in the budget menu. If you have good domestic relations, you can set the tax rate to a certain maximum(somewhere btw 18%-20%) without penalty (red numbers).You can set it higher, but I don't recommend it. You'll need to spend more money making everyone happy. (You have to spend enough as it is when you conquer territory...) Vacations tips If you keep your generals/troops on vacation as much as possible, you get several advantages: 1. You can avoid the revolt that can apparently occur in the Fed and Zeon campaigns near the end (sometime after the Solar Ray incident). 2. You can manufacture more custom/prototype units (vacation can make up for the lost loyalty when overproducing custom/prototype units!) On the other hand, I'm not sure if units on vacation can participate in base defense, so keep them behind the front lines or reinforced with high base defense and/or non-vacation troops. Pilots 1. Match pilots with units they flew in the shows, MSV, etc. I think that characters get a bonus for piloting these units, even if they're not custom (like Amuro in the RX-78-2 vs. Char's custom Gelgoog). The character gallery lists these units for each character. 2. Use the Unit piloting proficiency ratings (ship, land, air, MS, MA). Obviously best results are obtained with an A or B rating. 3. Watch out for melee/shooting differentials! Many characters have a much higher rating in one vs. the other. Give high melee characters units like the Gyan, and give high shooting characters units like the Guncannon, or ships. (Note that most generals have higher shooting because they normally command ships.) Give balanced characters units like the Gundam or Zugock-S. Also, characters with a low dodge are probably best out of the front lines or top of a stack. (Or give them a unit with lots of HP! The Zock is a great damage sink on the top of a stack!) Possible Pilot/Unit combination that give extra combat bonus FEDS Amuro - RX78-2 Hayato - RX75 OR 77 Shiro - EZ8 Jack - ???? Sanders - ???? Matilda - Air carrier ZEON SIDE (ZEONEIKOU) Kelly - Val Waro Giren - Doros carrier. Cima - Zanzibar or her custom Gelgoog Marine. Also noticed that certain characters when given suitable vehicles will be able to ask for upgrades to their craft if it isn't already maxed out on modifications. If Zeon characters are put into Federation vehicles, they almost never suggest modifications. [11.0] SIEG ZEON! In U.C. 0058, under the leadership of Zeon Zum Deikun, Side 3 declared its independence from the Earth Federation and formed an autonomous republic. Fearing that other space colonies would follow Side 3's example, Earth Federation imposed economic sanctions and began a massive military buildup to control the space colonies. In U.C. 0068, under suspicious circumstances, Deikun dies. He was succeeded by his aide Degwin Zabi, who soon after established the Principality of Zeon placed it under the rule of the Zabi family. For the ten years the Zabi Family groomed and prepared the Principality of Zeon for the inevitable conflict with Earth Federation. Zeon side has more ACE pilots and MS units but start with less resources. Your mission is to defeat General Revil and take over earth. ZEON Opening Moves / MS / Special Tips (SATAY) Opening Moves for ZEON 1. Odessa 1st landing can be commenced within Turn 3~4, with 2 units(min) and "entrust" you generals during the attack. Tip for early Zeon campaign (BIOSLORD) Use the HLVs (and sometimes Musai capsules) to repair/refuel units when dropping into an area that has no external supply routes (ie California and Odessa). The HLVs also worked as a damage sink/diversion away from my MS forces. 2. California 2nd landing can be commenced after the 1st landing and should be able to do so in Turn 8~9. I controlled Garma's troop during the battle. After the battle for California, immediately replenish Garma's troop and send him to attack New York. Should be pretty easy taking New York. ZEON MS Tips Gouf B (MS-07B) - Good for ground and air. Gouf custom (MS-07B-3) - Good choice for the star players. (Char/Gato) DOM (MS-09/YMS-09D) - Good for 2 hex distance. (Should be piloted by character with good shooting skills, hitting % increased) DOM TROP (MS-09F) - Good for Ground attacks, can move in all terrain (except space/sea). Should be best MS on the ground for the Zeons. Note: Produce MS before you upgrade anything to save costs. And during the waiting time upgrade whatever you can and by the time the MS is in store. You get fully upgraded MS for the price of it's original. Special Tips 1. Alex - Checking on the secret project in Side 6. Agree to everything, When your adviser request to punish the person. (no/yes) yes - you will lose about 5 characters, no - you will lost 6 characters. For both option you will get Alex, and the FED will not be able to produce Alex. In order to get Alex. You will need to have >LV90 diplomacy with Side 6. 2. V Project/Whitehorse - Scar Faced General will recommend that Char investigate V Project. You will lose 2 characters and Char will request for aid. Another character will be sent to help Char. The chase is to Jaburo, and Char will join the ground forces. Garma, together with Char will track down Whitehorse . Garma will die, and Scar face General will recommend Char's imprisonment. (yes/No option). Scar face General will send Ranba Raru (RR) and his team to pursue Whitehorse. RR will request for help due to the overwhelming power of the Whitehorse. Dozuru will suggest sending in a DOM team to assist RR on the situation but Kishiria will object to this plan stating that the DOM is too precious to lose in case of a FED counterattack. Yes/No Decision. - (YES) You will get the Whitehorse + Guncannon + GunTank in your inventory but will not be able to produce these units. 3. Apsalus Project (My personal opinion, don't develop it when it is brought up by Giniasu.) A. Giniasu will bring up the idea to develop the Apsalus. (Y/N) B. When your Tech LV for MA is around 9~10, he will come in to the picture again and mention the commencement of the project. (Y/N ?) >(YES) Start the project. >> Yuri will propose to cancel the project. (Y/N) If YES to Yuri, the project will be halted. - You will get Apsalus I & II designs. - Lose Giniasu because you stopped his project. - You will get back, Norisu and Aina. If NO to Yuri (Yuri loyalty will drop). - Your adviser/aid will recommend Yuri's proposal to halt the project. (Y/N) - If YES to adviser/aid (stop the project) you will get the above results. - If NO to your Adviser. (continue with project) - Yuri will die in the next turn because he was murdered by Giniasu (I guessed the story is this). - Then later on you will hear news that Giniasu and Norisu are both KIA while engaged in a battle with the FED and Aina will be MIA. - End result you will get Apsalus I, II & III design. Quite a high price to pay to get Apsalus III. (I don't find it that useful either.) Apsalus I HP360 no weapons Apsalus II HP360 weapon dam 45 acc 80 rof 3 rng 1-5 Apsalus III HP420 weapon dam 60 acc 99 rof 3 rng 1-1 3. Other TIPS A. To get proto-type Gouf, you need LV100 in diplomacy with hmmm... the row number 4 group. B. To get Proto-Type DOM, you need LV100 in diplomacy with row number 5 group. C. MIP group, have not tried but there is a MS that you can get when you have LV100 diplomacy with them. In addition you will also need to achieve a certain level in MA LV9~10 tech. (BIOSLORD note)- I think MIP at 100 gets you the Val Varo (which I believe is also a prerequisite for the High Mobility Zeong). (confirmed by SATAY) Zeon Special Defeat Condition (SATAY) There is this special Defeat condition, when you are playing the Zeon side. It happens late in the game and related to the Solar Ray and the Death of Gihren's Father. The scenario is Gihren's Father is having a peace talk with the FED (when the FED launch another major counter attack on the Moon Base, after your adviser confirms the FED's Star Project). Gihren will order the Solar Ray to be fired in the area of the peace talks, your adviser will inform you of the danger and ask if you really want to fire the Solar Ray in that direction, (Option yes/no). I choose YES, and Boom!!! Dad is Dead. Next turn, the adviser will inform that Shiriya (sister) is checking on the incident. Another adviser will then recommend imprisoning Shiriya with some made-up "crime". Option Yes/No, I choose No. Next turn Shiriya will call for a private meeting with Giren and she will shoot Gihren in the head. Special Defeat!!! [12.0]PS2 GIHREN'S GREED MOVIE LIST (BIOSLORD) Available from the beginning: 1 Trailer for Gundam Lost War Chronicles (not included on the expansion disk) Tutorial campaign (the One Week War/Ruum): 2 Eve of the Opening of Hostilities 3 Declaration of War 4 Side Destruction 5 Start of Operation British 6 Colony Drop Operation 7 Battle of Ruum 8 Great War Results 9 The Antarctic Treaty Zeon Campaign: 10 Start of the Earth Invasion Operation 11 Odessa Occupation 12 Conquest of the North American Continent 13 Continuation of the Earth Invasion Operation 14 Contact with Operation V 15 Death of Garma - when Garma is assigned to attack the White Base team 16 Operation V Investigation Report 17 Defense of Odessa 18 Defense of Solomon 19 Capture of Luna 2 20 Start of the Capture of Jaburo 21 Capture of Jaburo 22 Gihren's Garma Zabi Funeral Speech - when Garma dies and Garma Funeral Speech option is chosen 23 Commander-in-Chief Gihren's Speech - when Gihren Speech option is chosen 24 Firing of the Solar Ray-when Solar Ray is used Earth Federation Campaign: 25 Start of Operation V - when Operation V project is chosen 26 Base Recapture Success 27 Counterattack Operation Success 28 Operation V Early Achievements 29 Attack on Side 7 30 Capture of Odessa 1 - when White Base team is not disbanded 31 Capture of Odessa 2 - when White Base team is disbanded 32 Recapture of Odessa 33 Defense of Jaburo 1 - when White Base team is not disbanded 34 Defense of Jaburo 2 - when White Base team is disbanded 35 Capture of Solomon 36 Operation Star One 37 Start of the Capture of Side 3 38 Capture of Side 3 39 Gihren's Garma Zabi Funeral Speech - (trigger has something to do with the status of the White Base) 40 General Revil's Speech - when General Revil Speech option is chosen 41 Firing of the Solar System - when Solar System is used SIEG ZEON