KIDOU SENSHI GUNDAM: RENPOU VS ZION (ARCADE) MS-14A/14S GELGOOG FAQ Version 0.95 Copyright Wavehawk and Char 03/27/2002 ============ UPDATE BOARD ============ 03/27/02 - Version 0.95 - Corrected error: Gelgoog does NOT hold its shield. - Re-edited for easier viewing. - Added some A Baoa Qu tactics. 02/17/02 - Version 0.92 - Minor addenda to stages and tactics. Added Jaburo underground and Solomon stages. - Reformatted MS Statistical Data. - Added Gundam-related Quotable Quotes. 11/25/01 - Version 0.90 - Revised Version; added Char as co-writer of this FAQ. Set at 65 CPL. - Char added DX notes and tactics for Gelgoog. 11/10/01 - Version 0.80 - First version of Gelgoog FAQ. Not posted. ======== LEGALESE ======== This FAQ may only be shown at Gamefaqs website, or as part of Don "Gamera" Chan's Renpou VS Zion FAQ. Any reprinting or publication of part or the whole of this article without the authors' permission is prohibited. Any attempt at copying part or the whole of this FAQ and pass it off as another's work is considered blatant plagiarism and will be punished accordingly and personally by the authors themselves. This is a non-profit FAQ written for free and informational purposes only and not to be marketed for any reason. Know fully well that if this is violated in any way, the writer and the maintainers of the page this FAQ is displayed on are perfectly within their legal rights to sue the pants off of you, since murder is not permissible. The information written in this FAQ is neither sponsored by nor endorsed in any way by software developer Capcom nor by entertainment company Bandai/Sunrise. The names and terms Mobile Suit Gundam, Gundam, GM, Zaku, et al., and the likeness thereof are copyright 1979, 2001 Sunrise animation and Bandai Co. ========== COMMENTARY ========== I am a longtime Virtual On fan. When Capcom first came out with the arcade version of Gundam, I was initially skeptical since their previous mecha game, Kikaioh (Tech Romancer) did not really appeal to me, mainly due to its fighting-game interface. However, I was thoroughly impressed with the result, and currently Renpou vs Zion is one of the few new non-shooting gun games I am currently playing. Nonetheless, I highly recommend reading Donny's general Renpou VS Zion FAQ first before going on to this MS-specific FAQ, as it will save you some trouble later on. ========= INTERFACE ========= Gundam: Renpou VS Zion uses a standard 8-Way joystick and four- button control interface. Ideally, the left hand should control the stick, while the right hand handles the action buttons (unless, of course, you happen to be double-jointed). Long-time players of the Capcom games Spawn: The Devil's Own or Heavy Metal: Geomatrix should feel right at home, as Gundam uses more or less the same game engine, with a few new twists. Here is the control scheme with respect to the MS-14A/14S Gelgoog: NW N NE \ | / G F J W - C - E T / | \ SW S SE N - North. Walk forward. (Tap twice to dash) E - East. Walk right. (Tap twice to dash) W - West. Walk left. (Tap twice to dash) S - South. Walk backward. (Tap twice to dash) NW - Northwest. Walk forward-left. (Tap twice to dash) NE - Northeast. Walk forward-right. (Tap twice to dash) SW - Southwest. Walk backward-left. (Tap twice to dash) SE - Southeast. Walk backward-right. (Tap twice to dash) T - Target selection. G - Beam Rifle. F - Twin Beam Naginata. G+F - Twin Beam Naginata Spin. J - Jump Booster. F+J - Twist Slash. J, Forward dash , F - Flying Kick (Char's Gelgoog only) ================= MS-14/14S GELGOOG ================= Principality of Zeon General Purpose Mobile Suit MS-14A/14S "Gelgoog" Head Height: 19.2 Meters Empty Weight: 42.1 Metric Tons Loaded Weight: 73.3 Metric Tons Power Output: 1440 Kilowatts Armor Material: Super High Tensile Steel Total Thrust: 61500 Kilograms/Thrust Sensor Radius: 6300 Meters Production Run: 140 Mass-Production Types, 25 MS-14S Prototypes 180 Degree Turn Time: 1.5 Seconds Land Speed: 180 Km/H Armament: - Twin Beam Naginata - Beam Rifle - Shield Notes: - The Gelgoog is the only mass-production Zion MS equipped with a portable Beam Rifle. Other MS either carry the weaker Machineguns or the powerful but slow-firing Beam Cannon, but the Gelgoog's rifle is probably the best match against the beam weapon-equipped Federation MS and the Gundam. - The Gelgoog's shield is slung across the MS' back. This provides some protection from behind, but not much, as an attack can destroy the shield and punch right into the Gelgoog as well. Unlike other MS, the Gelgoog does not draw it's shield. The shield is a permanent fixture on it's back. - Char's MS-14S Gelgoog is actually one of the prototype Gelgoog mobile suits (YMS-14), thus has a higher cost and far weaker armor than the standard MS-14A Gelgoog mass-production type. The advantage however, is that the MS-14S is slightly faster, and has longer targeting range than the regular Gelgoog, almost the same as the Gundam's. This is true at least in the game, but actual data from the Gundam series disputes this. - The MS-14A Gelgoog is painted in german grey and dark green. Char's MS-14S is painted in his trademark bright and dark red colors, plus a squad leader antenna. In all other (visual) respects, however, both machines are identical. - Sniping seems easier with the Char Gelgoog, possibly due to the NewType abilities of the pilot. (just as the Gundam's Beam Rifle is horrendously accurate at times). Still, make each shot count. I still have to look further into which MS in the game are 'NewTypes' (i.e. more agile, accurate, and costly). - This FAQ deals mostly with the original Renpou vs Zion version. For a more detailed FAQ on the DX version of the game, check out the Renpou vs Zion DX Faqs section at http://www.gamefaqs.com ============= GELGOOG TIPS: ============= Amuro: "Char! Damn you, why did you return to earth?" Quattro (Char): "To laugh at you." - Mobile Suit Zeta Gundam The Gelgoog is Zion's most powerful all-round mobile suit. It matches or surpasses the Gundam in all aspects except armor, and even there it comes very close. It is the sole Zion MS in the game to pack a fairly accurate Beam Rifle. All of that, and the fact that it's also the most expensive of the Zion MS short of the MSN-02 Ziong. Personally, it's my favorite Zion MS. No real surprise, as this is also the only Zion MS that can go toe-to-toe with a Gundam in a fair fight and do reasonably well against it. The drawback is that, as it was portrayed in the Gundam TV series, all that power, speed, and maneuverability is worthless in the hands of a poorly-trained pilot; a Gelgoog only needs to get blown up twice in the game for a Zion player to lose, not counting partner deaths. Don't get flashy just because you're flying this machine; it might be the last thing you ever do. ------------- GENERAL TIPS: ------------- - First rule of thumb (for ALL players): Stay alert. It's easy to lose yourself in what you're doing, so much so that an enemy could easily get the jump on you. Especially one who's just respawned and falling from the sky. In the upper-right corner is the radar. Red dots are your enemies and the green cone is your MS' field of vision. Be aware of where your enemy is, and keep on your toes. - The Gelgoog has a shield, but unlike other MS, it does not raise the shield to defend from an attack. Instead, the shield acts as protection for the Gelgoog's rear. In place fo a shield is the Naginata Spin. Unlike the shields of other MS, the Naginata Spin is controlled by the player (See Naginata Spin). - Donny has noted that in a two-player game, both players shouldn't attack the same enemy MS as much as possible. This is especially true for the Gelgoog when in close combat; due to the Gelgoog's Twin Beam Naginata, assisting players more often than not get hit alongside the MS the Gelgoog player is striking. In fact, I've noticed that the Gelgoog damages more allies than enemies when ganging up on an enemy MS in close combat. Thus, if a partner Gelgoog is already in close combat, STAY AWAY. - If one Zion player is using a Gelgoog, it's best if the other picks a different type of MS to support him, filling out the inherent weaknesses of the Gelgoog. A good choice would be an MS-09 Dom/Rick Dom due to its ground speed and bazooka. Likewise, the Gelgoog's Beam Rifle should offset the Dom's poor movement firing accuracy (Doms have poor targeting when firing sideways in motion). -------- WEAPONS: -------- BEAM RIFLE - The Gelgoog's main ranged weapon, and the best Zion MS primary weapon in the game. It has shorter range than the Gundam's Beam Rifle, but has more or less the same rate of damage per shot, as well as a straight-line attack (unlike the bazooka, which travels in a parabolic arc sometimes). Because of this, it's the best weapon to use for long-range sniping and shooting down pesky air units (such as the G-Fighter in the Forest stage). - The main advantage the Gelgoog has is in its Beam Rifle. It helps if you've piloted the Gundam (Beam Rifle) and/or the GM previously. If not, take note of a few things: * Beam Rifles cannot auto-fire like machineguns, but are single- shot. * When at less than maximum ammo count and not in use, long-range Beam Weapons recharge slowly (at a rate of 1 shot/10 seconds), so don't waste your shots; make each one count and restrain the urge to empty your clip. * Beam Rifles fire more quickly than Beam Cannons do, thus the Gelgoog can fire off a shot long before a Z'Gok can fire one of its powerful but slow Beam Cannon. * Because of this, Beam Weapons make for ideal sniper weapons at range. Practice sniping at long range with your Beam Rifle, and get a feel of each opponent's moves. * Beam Weapons penetrate through enemy and friendly MS alike. Be aware not only of what you're shooting, but what lies directly behind your target. * When confronted with Beam Weapons, the best defense is to NOT get hit. The Gelgoog isn't as fast as the Dom or Gundam, but is maneuverable enough on ground to avoid straight-line beam attacks. TWIN BEAM NAGINATA - This is the weapon that makes the Gelgoog such a fearsome opponent in melee combat. Although all MS equipped with a melee weapon are considerably dangerous, the twin-beam format of the Gelgoog's Naginata allows it a little more striking area; any MS within the Gelgoog's forward arc (A little more than 90 degrees from the center line) is caught by the Naginata's wide strokes. - Like all melee attacks, an attack with the Beam Naginata will prompt the Gelgoog to dash forward a short distance toward the enemy MS. The Gelgoog's forward dash has considerable range and will often catch up to a retreating Gundam. - The Beam Naginata's one weakness in melee combat is that (assuming both MS draw their weapon at the same time) it is slightly slower than the Gundam or GM's Beam Saber cut. This means that a GM might still get the jump on you by a fraction of a second in melee combat. See Naginata Spin. - The Naginata used in combination (F, F, F) starts out with a diagonal cut from upper-left to lower-right, then horizontally right to left, then finally the Gelgoog spins around counterclockwise to slash the enemy MS horizontally, again right to left. This looks more dramatic than it sounds due to the double-bladed Naginata. Because of these wide-area attacks it is recommended for friend and foe alike to stay away from a Gelgoog in melee combat. - The aerial version of the Naginata has the Gelgoog swinging the Naginata at an angle left-to-right from above. - Pressing the Jump and Melee (J and F) buttons simultaneously will make the Gelgoog do a quick twist and slash toward the enemy MS legs. It is similar to the Dom's spinning slash, but not as fast or wide-reaching. Unlike the Dom attack, this only attacks the MS in front, and does not have the 360 degrees of area that Dom's attack has. - Char's Gelgoog has a special melee attack (available also to the Char Zaku). Jump, forward dash in the air (double-tap the stick forward quickly) and then press the F button. Instead of a slash, the Gelgoog will dash forward with a flying kick than can seriously stun an opponent while giving marginal amounts of damage. However, this attack does not home in very well and only goes straight forward (Virtual On players can relate this to the original Temjin's Gliding Ram, as it functions in much the same way). NAGINATA SPIN - The Twin Beam Naginata can also be spun by simultaneously pressing G and F. This special sub-weapon attack of the Gelgoog is mainly a defensive weapon, as the spinning blade can act as a shield against Beam Weapon attacks. It can also defend against some ammunition-based attacks such as the machinegun or the bazooka, but with fragmentation/explosive attacks, expect to still take a little bit of damage. - Holding down the G+F will maintain the Naginata in a spinning motion, like a propeller blade. The advantage is that you will be protected from frontal attacks, but you cannot move while doing this. Also, if you do the Naginata Spin while jumping, it will automatically deactivate once you land. - Although the Naginata Spin is a close-combat technique, unlike the normal Twin Beam Naginata, it does not automatically lock-on and track an enemy in melee. It is strictly a pointblank-range attack if it is used as such, and is more defensive than offensive. - Also, it is possible for an MS to get in between the Naginata and your Gelgoog (such as when you activate the Spinning Beam too close over a downed opponent), and chop the hell out of you with its own melee attack. - If your enemy is at any distance further than pointblank (i.e. kissing distance) and you want to attack, use your regular Naginata attack instead for melee. Once again, limit the spin attack to defense. Jumping attacks don't work for it either. - Despite its inherent drawbacks, the Naginata Spin makes for a nasty surprise counterattack. When a GM or Gundam charges in from short distance with its saber drawn, use the Naginata Spin and watch a shocked Fed pilot get churned. This is an instant knockdown if it connects. In fact, this is the best use of the Naginata spin, but because of its range (pointblank) and that its area of attack is smaller (directly in front), I would not recommend it to many players. - Another advantage is that if the Gelgoog is already engaged in the Naginata Spin, a sudden normal Naginata attack will come out much faster. This is a good move when confronting an attacking enemy MS like the GM, as you switch from defense to attack in a split-second. - In the DX version, the Naginata Spin does NO damage whatsoever and is now a purely defensive move. It now also has a time limit to the spin. See DX DIFFERENCES, below. ---------------- ANTI-MS TACTICS: ---------------- RX-78-2 Gundam - Of the Zion MS, the Gelgoog is the one most similar to the Beam Rifle-equipped Gundam. Thus this is the more or less the most evenly-matched pair of opponents in the game. The Gelgoog VS Gundam(Beam Rifle) is more or less straightforward; The better pilot wins. There isn't enough of advantage on either the Gelgoog's or the Gundam's side (Assuming both are human players) for one MS to hold any advantage at any range over the other. Any advantages brought in would depend on the MS that are made to be your partners in the game. The DX version grants more advantages to the Gundam, though, as the DX version gives the Gundam better speed and accuracy while downgrading the Gelgoog somewhat. - The Hyperbazooka does less damage than the Beam Rifle, but it still has a few advantages. One is area effect; if a bazooka shell explodes, the area explosion will do some level of damage. Second is that the Bazooka is quite effective at knocking down opponents due to its power. The drawback of the Bazooka is that it has a slightly longer firing rate than the Beam Rifle, so use that to your advantage. Since this only fires one rather than two shells at a time, the area explosion is not nearly as big as those from the Guntank or Guncannon. It is actually possible for a Gelgoog to shoot the shells as they are fired. If you manage to shoot at the Gundam as it fires the Hyperbazooka, you could get lucky and hit the shell as well. This would naturally give additional damage to that which your Beam Rifle caused...Not to mention the emotional damage the Gundam player will receive from having his own bazooka blow up in his face. - The Gundam Hammer is the most damaging weapon in-game, but due to its design, it is limited to melee combat only. This is probably one of the easiest kills for a Gelgoog: Keep the Gundam(Gundam Hammer) at long range and snipe at it using your Beam Rifle. Avoid close-range battles with this type, for even though the Gundam Hammer is slow, it packs a wallop, and can destroy you outright if you're unlucky. Not only that, the Gundam Hammer takes a very long time to recover after firing. The further away a target, the longer the recovery time. Use this to your advantage whenever engaged in melee combat by sidestepping the attack, then counterattacking with the naginata. - Regardless of the type of Gundam, be prepared to sidestep or jump to dodge an incoming beam saber attack at close range. Especially watch out for the Gundam's special melee attack; the sudden jump and slash is easy to dodge, but comes out fast enough to surprise less-experienced players. RX-77-2 Guncannon - The Guncannon is either the easiest or the hardest Fed MS for the Gelgoog to battle against, depending on who you ask. It packs the firepower of the Guntank, but in a smaller and more maneuverable package. It is considerably more difficult to get the jump on a Guncannon than a Guntank because of its maneuverability. Its beam rifle is weaker than the Gelgoog's, but has more or less the same effective range. - The Guncannon seems to excel in areas with few obstacles (such as buildings) and lots of wide areas and hills (such as the Forest stage or the Desert stage). The combination of powerful explosive shells and an accurate Beam Rifle make it a danger to players at mid to long ranges. Although its close combat ability is weak compared to other MS, the Cannon and Rifle more than make up for it. - Like the Guntank, try to get as close to it as possible using whatever cover available to avoid the shots. However, due to its humanoid form, it is more maneuverable than the Guntank and thus won't be as easy a target to hit at long range. Approach the Guncannon as quickly and cautiously as possible, and preferably from behind. - One of the nastiest things a Guncannon can do in close combat is to fire its twin 280mm cannon at pointblank range. This is not only damaging, it knocks down instantly. As usual, keep aware; there is a split second delay as the Guncannon goes through the motions of firing its cannon, so use that as your cue to dodge and counterattack. - With both the Guntank and Guncannon, do NOT try to air-dash into them head on, as their cannons will literally blow you out of the sky. RX-75 Guntank - As long as the Gelgoog can keep out of the range and area of the Guntank's cannons, he has the advantage. At long ranges, the Guntank has more power, but a wily Gelgoog player will be able to snipe-and-run at the slower machine while at the same time trying to close the distance. As much as possible, take cover against a Guntank while at the same time making your way closer to it. - At close range, the Guntank is a sitting duck against the Gelgoog's Twin Beam Naginata. Even so, remember to keep out of the way of those cannons, as they can't possibly miss when you're that close. - With both the Guntank and Guncannon, do NOT try to air-dash into them head on, as their cannons will literally blow you out of the sky. RGM-79 GM - The GM functions similarly to the Gundam(Beam Rifle), only with less damage capability, less armor, and shorter range. In short, it is a downgraded Gundam. At longer ranges, the GM is simply cannon fodder to a Gelgoog. But at mid-to close-ranges, it can be as much of a danger as the Gundam(Beam Rifle). - At long range, feel free to snipe-and-run, but don't lose track of your other enemies. When close-in, be prepared to sidestep or jump to dodge an incoming beam saber attack, like the Gundam. - Watch out for some good GM pilots. The GM has the reputation of being a typical 'red shirt' in all Gundam series, but don't get too cocky. Even if it's not a Gundam per se, the GM can still be a fearsome opponent in the hands of a good human player--most of whom know that the GM excels in mid-to-close range. -------------- DX DIFFERENCES -------------- There are a lot of notable differences between the original Renpou vs Zion (Referred to as Version 1.5) and the Renpou vs Zion DX version for Arcade and Playstation 2. The differences here are as noted by Char: - Char's Gelgoog now has a higher cost (300 -> 375), though the regular Gelgoog remains the same. - Naginata Spin no longer does any damage to anyone if they move into it. - Naginata Spin can no longer be done indefinitely. After a short period of time, the Naginata Spin will deactivate. It's possible that this was done to discourage scrubs that do nothing but defend with the Naginata all the time. - The addition of Beam Saber clashing in DX also applies to the Naginata. - The Gelgoog can no longer jump as high as in the previous game. This is a problem since the RX-78 Gundam has been made faster in DX. - Beam Rifle shooting angle has now been restricted. The Gelgoog can no longer shoot as accurately as before while circling an enemy. This is made even worse when shooting in an air dash. - The range of the Twin Beam Naginata has been reduced; Gelgoog can no longer dash as far to meet an opponent. Damage has also been considerably reduced. - The trademark Char MS flying kick now homes in better, though there's no change in execution time. ------- STAGES: ------- Side 7 Stage: - Side 7 is the easiest stage in the game (unless you're piloting a Zaku). In CPU mode it starts off either with two GMs or a GM and a Guntank in the rear. Your side will be either the Zaku I or Zaku II. When two or three Zaku are destroyed, the Char's Zaku will enter. Avoid the open hills if possible; the Federation MS usually start off (and tend to stay) behind the cover of the buildings while Zion drops in front, making you a big sitting duck, so move fast. - I usually ignore the small Federation tanks as they do very little in the game. However, if you have the opportunity to destroy one and are not currently engaged, go ahead. As much as possible, destroy them with your Naginata, so as not to waste Beam Rifle ammunition. - Use the buildings as cover as much as possible. This is especially vital if you're under fire from a Guntank, as ducking behind a building makes it a bit more difficult for it to hit you with its cannons. - Try jumping on top of one of the buildings and shooting from there. But be careful as GMs may get the same idea and surprise you as you jump. Remember also that the buildings will sometimes crumble due to damage. - This is where you can practice some Beam Rifle sniping. If your teammate engages the GM, feel free to move around and take potshots at the Guntank. Shoot and move; once you've taken a shot, jump or sidestep out of the way, as no Guntank worth its salt is simply going to sit there while you ventilate it at long range. Remember to keep aware of your surroundings! - The Guntank also provides a nifty practice dummy for your melee attacks. Remember that the Gelgoog is faster but weaker in armor, so dodge and avoid the Guntank shots as you get closer. At close range, have fun. Either practice your slashes or (when right next to the Guntank) the Naginata Spin. Remember, however, that the Guntank doesn't get knocked down, so if it turns to face you, you'd best get a move on. - If you're facing a GM, or if you're up against two GMs, keep on the move. Don't allow them to gang up on you (a tactic the CPU does with the Zaku and the GM), divide and conquer. Separate them and try to destroy one while your partner engages the other GM. Most of the basics needed to learn this game are found in the Side 7 stage. Grand Canyon Stage: - The CPU match usually starts off with either two GMs or a GM and a Guncannon. One will be on the ground, the other will start atop one of the cliffs. - If you start off atop one of the canyon mountains, you will notice that the first two Federation MS are clearly visible in your sights. The second the round starts, your targeting reticule will lock on to the closest one (usually the GM). Take advantage of this opportunity and fire off a shot as soon as the match begins, then immediately jump off the cliff using your thrusters. The GM will be knocked down 90% of the time, as it usually starts off the match with a jump. It seems that only the Gelgoog's Beam Rifle has enough accuracy and punch to make this work (I tried this same tactic with the Zaku and Dom Bazookas, with no luck). - Other times you will start on the opposite end of the cliff (Federation side). You can still pull off the same tactic as above, but you'll have to be alert enough to run; since you are on the Federation side, and your teammate is on the far end of the canyon, you might have to do a bit of avoiding until help arrives. This is even more of a problem if the other Fed MS happens to be a Guncannon, since it will lock on to you immediately and fire its cannons or Beam Rifle. - Unless you move quickly, most of the close-combat battles will likely take place along the river found at the bottom of the canyon. The water is a nice touch but doesn't seem to affect movement at all (unlike in later stages). However, the tightly boxed-in canyon walls are not for the claustrophobic. New York Stage: - The CPU match usually starts off with two GMs. Once one is down, a Gundam (Hyperbazooka) will replace it. I have also seen times wherein two Gundams (of different weapons) are engaged, though rarely. - Move quickly. Although the large coliseum-like wall between them obstructs both sides, a GM can move quick enough to take the first potshot at you from afar. Check your radar (upper right corner), and try to get a bead on both GMs. Often, a GM will come in from the left and take a snipe-shot at you just as you jump. Turn this to your advantage; find the GM first (remember to swap targets to find it quicker), and take a potshot at long distance before escaping. My usual tactic is to turn left immediately at the start of the round and find the GM right behind the coliseum, fire, and move behind the buildings for cover. - The area behind the curve of the coliseum wall is an open area. Outside, there are some tall skyscrapers, as well as a smaller coliseum-like crater in the ground, wherein you can also engage your enemy. The skyscraper area, like the buildings in Side 7, provide some degree of cover from enemy attacks, but the heights of most of these buildings make it fairly impractical to jump atop them and snipe. - This will be the first stage you will encounter the Gundam in a CPU campaign. Remember that it's a very agile MS, so don't waste too much rifle ammo on it if you're not sure of a shot. The Gundam here is armed with a Hyperbazooka, so take advantage of this by firing at it when it's about to shoot. Preferably, you must attack it from behind, wherein it cannot see (and thus cannot dodge) your shots. Takla Makan Desert Stage: - The CPU match starts off initially with two Guntanks. Once one is destroyed, either a Guntank or Guncannon will replace it. At times, a Gunperry will provide some assistance to the Fed MS, be wary of its missiles, but otherwise it is not much of a threat. Your partner here starts off as a Zaku, but may later be replaced by an MS-07B Gouf. - This stage appears as a 'dustbowl'. Huge sand dunes border the sides while the center area is mostly open ground with a few dunes here and there. Ideally, try to get on top of the mountains to the side and engage the Guntanks at range. Use hit and run tactics by firing off one shot and then immediately moving aside. At the same time, try to find a way to close in and flank the Guntanks, so that you can finish them off with your Twin Beam Naginata. With luck, you should have relatively few problems nailing the first two Guntanks. - The Guncannon is another matter entirely. It seems to have some advantage in the desert, being faster and more maneuverable than the Guntank but packing more or less the same long-range firepower. And since it packs a Beam Rifle as well, it has considerably more ability in terms of distance. Try as much as possible to take the Guncannon from behind; or if you're feeling lucky you can distract the Guncannon while your partner takes it out. Of the stages, this is where the Guncannon seems to excel. Black Sea Forest Area Stage: - The CPU game starts off either with two Guntanks or one Guntank and one Gundam(Beam Rifle), plus the G-Fighter flying above. If your partner is a computer, you will be automatically partnered with a Dom in this stage. - If you pilot the Gelgoog, take my advice and DESTROY THE G- FIGHTER =FIRST=. The G-Fighter only takes 3-4 shots to down with the Beam Rifle, and this will help a lot, since the air support the G-Fighter provides is an unfair advantage for the Federation. Plus, unlike the small tanks or slow craft in previous stages, the G-Fighter is agile and packs a punch with its cannons. You can opt to ignore the G-Fighter and go straight to the Fed MS, but the G-Fighter will tend to give you more problems later. This is especially bad when you're boxed in with a Gundam, a Guntank, and a G-Fighter altogether in a 3-way Feddy gang-bang on your poor Gelgoog... - If your partner is a Dom, trust him (or the CPU) to keep both Fed MS busy for awhile. He doesn't need to beat them, just keep them occupied until you nail that pesky G-Fighter. As soon as you take it down, immediately assist your buddy. - There are two forested hills and a wide valley between them. The Dom has a noted advantage in this stage due to its hovering movement, allowing it to skate from one hill through another smoothly. The Gelgoog and other MS tend to be slower, so while the Dom is moving about this area, use the Gelgoog to try and snipe at the enemy MS at a distance. Odessa Stage: - The CPU game starts off with one Guncannon and one GM. If your partner is a computer, you will be automatically partnered with a Dom in this stage. The Federation units will start at the bottom of the cliff, while Zion units start on top, among the buildings. Occasionally, Fed units will land on the edge of the cliff. Try and wait for the Feds to come to you. The second they pop up, fire and dodge. - There is also a large 'land battleship' called the Big Tray, located far off. This provides some heavy cover fire for the Federation forces. Unlike the G-Fighter in the previous stage, don't bother targeting the Big Tray; it's too far off and your weapons won't do any discernible damage to it whatsoever. - I often lose at this point in the game due to one reason: The CPU Dom tends to be a hotshot, jumping off the cliff and subsequently getting mauled by the GM, Guncannon AND supporting fire from the Big Tray land battleship in the distance. Like it or not, you'll have to occasionally pull your partner's behind out of the fire. - Diving off the cliff is suicide for the Zion forces as the Feds control that side of the cliff; believe me, I've done that way too many times to know. On the way down, a CPU Guncannon can have a field day blasting you out of the sky, and hitting you again with the Beam Rifle just before you land. - Where possible, try to partner up with another player and wait for the Fed MS to come to you. The buildings and flat area on the top of the cliff are more even ground, as well as the fact that it will be more difficult for the Big Tray to hit you up top. Belfast Stage: - This is the first underwater stage in the game (Jaburo aboveground is the second). Enemy MS are any combination of GM and Guncannon. Once two Federation MS are down, a Gundam (Hyperbazooka) will replace it. Your partner will be a Z'Gok, which will be replaced by a Gogg in some cases. Be wary about the sides of the underwater area--these are similar to the cliffs in Odessa, only underwater. This means that an MS directly above you may bave a serious advantage. - One of the immediate dangers of underwater combat is that the water is thick with silt and mud. This makes visibility rather poor. Second is that speed and reaction time is slower underwater for all except the amphibious MS like the Z'Gok. The Gelgoog suffers as well, but at more or less the same rate as the Gundam, so it generally balances out. - The GMs will be more difficult to hit at close range with the Nagintata, mainly because of the slowdown in speed. Try to snipe at the GMs while they are at the border of your visual range. Remember also that even if you cannot see the GMs, you can still target them. Use that trait to your advantage and try to hit them before they can see you, as GMs have a shorter lock-on range than the Gelgoog (540 as opposed to the Gelgoog's 590-600). Do remember that the effective range of the beam remains the same. - The Gundam (Beam Rifle) can be a problem as you are both evenly matched on land, but the Gundam's slightly stronger armor may give it a slight advantage underwater. All I can say is to not let up your attacks on the lead MS. The sooner you can defeat your opponent, the better. - If you wish, you can try to get up over to the Fed side of the stage and destroy the four Type 66 tanks up top. They are only a marginal loss for the enemy side, but every little bit counts. Jaburo Stage (Above): - This is the second underwater stage in the game. Fed MS here start off with two Guncannons. Once one Guncannon dies, a Gundam (Hyperbazooka or Beam Rifle) replaces it. Your partner here will be either the Z'Gok, Gouf, or the Gogg. It is a river with a single island dead in the middle of it. - The two Guncannon can be a problem early on. Their firepower can really change the way the game goes, as they can hail Beam Rifle and Cannon shots either above or below the waterline. This is one of the more difficult parts of the game; you'll have to constantly watch both radar and your back as the Guncannon may fire from above or below. - For the Gundam, this is as with the Belfast stage. Jaburo Stage (Below): - This is the second half of the Jaburo starts off with Two GMs or a GM and a Guncannon. Once one or the other dies, a Gundam will replace it. Your partner here is either the Agguy or the Char Z'Gok. Once your partner is destroyed, a Zock will replace it. - This is a rather nasty stage with a LOT of hiding places and obstacles. There are a lot of buildings about, as well as stalactites and stalagmites. You'll be doing a lot of hide-and- seek in this stage, both you and your enemy Fed MS. Play their game and engage in hit-and-run tactics yourself; the GMs and Gundams will try to run after you and attack, but a long as you keep using the stage's obstacles to your advantage, you can win. Think of this as a more advanced version of the Side 7 stage. - The next stage after this will be the Space-Based Solomon stage. If you wish, you can replace the Gelgoog with another space-combat MS, but why for? The available Space-Combat MS to Zion are: MS-06F/S ZakuII/Char Zaku, MS-R09 Rick Dom, YMS-15 Gyan, MS-14A/S Gelgoog/Char Gelgoog, and the MSN-02 Ziong. Solomon Stage - This is the first space stage in the game. Enemy MS are any combination of GMs. Once two GMs are down, a Gundam will replace it. Every now and then a trio of Balls dash by, but they do relatively little damage when they shoot, and are fairly inaccurate anyway. - Oddly enough, the GMs seem more nimble and agile in this stage; it’s incredibly difficult to hit them at this point in time, while their accuracy has improved. From what I gather, Federation MS seem to fare much better with the lower gravity in the space stages; this is certainly true in this stage, with the GMs and Gundams being far harder to hit than previously experienced. A Baoa Qu Stage (Above): - This is the first half of the final stage. Enemy MS here are the RX-75 Guntank and the RX-77 Guncannon. Once one MS is destroyed, another Guntank or Guncannon will appear to replace them. - The battle takes place at the very top of the A Baoa Qu asteroid fortress. At the center is a very large tower with outcropping support struts. Both sides start out evenly, opposite each other with the tower in between. - The A Baoa Qu stage has even less gravity than the Solomon stage. Be careful; the gravity is so low that even the Guntank can dodge shots. It can also come as a rude awakening to players trying it out for the first time; often, a jump can send an MS so high up in the air that you may lose track of your opponent. Floating down from a very high jump also makes one an easy target, as well. A Baoa Qu Stage (Below): - TACTICS PENDING ======== CONTACT: ======== For any further queries or comments, please email cybertrooper@edsamail.com.ph with Subject: Gelgoog FAQ if you have any questions, I'll try my best to answer them. Send me no Spam; my mother just unloaded 60 cans of it on me wholesale. ======= BIBLIO: ======= These FAQs I have worked on as of this writing. All game FAQs are available exclusively on GameFAQS. I have also written some material for GURPS. Half-Life: Counterstrike (PC): - Counterstrike Real Weapons FAQ Metal Gear Solid 2: Sons of Liberty (PS2) - Metal Gear Solid 2: Sons of Liberty Real Weapons FAQ Gundam: Renpou vs Zion (Arcade): - MS-14A/S Gelgoog FAQ - MS-09/R09 Dom/Rick Dom FAQ - MS-07B Gouf FAQ - RGM-79 GM FAQ - RX-77-2 Guncannon FAQ ======== CREDITS: ======== - Thanks to Don "Gamera" Chan for his FAQ on Gundam: Renpou vs Zion, which helped give me a head start on this game. - Char, for his help with the differences between the Gelgoog/Char Gelgoog in the DX version of Renpou VS Zion, as well as tactics. - Quantum amusement, for actually bringing this gem of a game here instead of yet another fighting game.