KIDOU SENSHI GUNDAM: RENPOU VS ZION (ARCADE) RGM-79 GM (MASS PRODUCTION TYPE) FAQ Version 0.85 Copyright Wavehawk 04/05/2002 ============ UPDATE BOARD ============ 03/27/02 - Version 0.85 - Corrected description of Zaku attacks. - Corrected names of enemy MAs - Added the 'Standing Gogg" apparent bug in game. - Re-edited for easier viewing. 02/17/02 - Version 0.80 - First version of GM FAQ. Set at 65 CPL. ======== 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 likenesses 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 it's 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 stick should be controlled by the left hand, and 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 RGM-79 GM: 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 Spray Gun. F - Beam Saber. G+F - 60mm Vulcan Gun. J - Jump Booster. F+J - Jumping Stab. ========= RGM-79 GM ========= Earth Federation Mass-Production General Purpose Mobile Suit RGM-79 "GM" (Gundam Mass Production Type) Head Height: 18.0 Meters Empty Weight: 41.2 Metric Tons Loaded Weight: 58.8 Metric Tons Power Output: 1250 Kilowatts Armor Material: Titanium Alloy Total Thrust: 55480 Kilograms/Thrust Sensor Radius: 6000 Meters Production Run: Mass Production 180 Degree Turn Time: 1.6 Seconds Land Speed: 102 Km/H Armament: - Beam Saber x 1 - 60mm Vulcan Gun x 2 - Beam Spray Gun x 1 - Shield Notes: - The GM (pronounced 'Jim'), or Gundam Mass-Production (some sources call it General Purpose Mass-Production), is the Federation equivalent of the Zion Zaku, and is the 'grunt' MS of the Federation's side. It is still more expensive than the Zaku and packs more firepower, but only really shines in the hands of a skilled player. Virtual On fans can liken the GM to Gundam the way the 10-80 is to Temjin in that game. - The GM functions similarly to the Gundam(Beam Rifle), only with less damage capability, less armor, and shorter range. In short, it is a (heavily) downgraded Gundam. At longer ranges, the GM is cannon fodder to most Zion MS, but at mid- to close-ranges, it can be at least as dangerous as a Gundam. - In the DX version of the game, this MS is not to be confused with the RGM-79(G) GM. The RGM-79(G) or Ground Combat GM is slightly more costly, can select either a 100mm Machinegun or Beam Rifle, has thicker armor, no 60mm Vulcans (no secondary attack whatsoever), and is meant for Ground Combat only. The RGM-79 GM Mass Production can be used in any environment. ======== GM TIPS: ======== "Don't call me GM Head..." - Karen Joshua, The 08th MS Platoon One of the problems of the GM is that the sum of all its weaponry is weaker than most enemy MS including the Zaku. Although the Beam Spray Gun is an effective weapon, most of the GM's high- damage ranged attacks are with the Beam Spray Gun, and that's not saying much as it is the weakest of the Federation beam weapons. It really excels best at close combat. ------------- 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. - If your MS has a shield and is moving backward when it is fired upon, the MS will raise its shield to defend, thus taking no damage. However, the shield itself will be damaged, and it's only a matter of time before that is destroyed. I have observed this with the Gundam and the GM. The Gyan, on the other hand, ALWAYS has its shield up since it houses its primary weapon, but the shield is small. - Donny has noted that in a two-player game, both players shouldn't attack the same enemy MS. In close combat, it's easy for one of you to attack a teammate as well as an opponent; the slashing attacks of the GM's Beam Saber have to be watched carefully. Thus, if a partner GM is already in close combat, STAY AWAY. -------- WEAPONS: -------- BEAM SPRAY GUN - The GM's main weapon. It is far weaker than the Beam Rifle and has less accuracy, but is still a considerable weapon to use in mid to close range combat. Because of its weaker power and shorter range, it is not nearly as good at sniping as most other beam weaponry, but can still do fairly well in the right hands. Take note of a few things: * Beam Spray Guns cannot autofire like autocannon or 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. This is especially true of the GM, as you will rely on the Beam Spray Gun for nearly all of your ranged combat actions. * Beam Spray Guns fire quickly, but are not as accurate as Beam Rifles. * 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 GM should be reasonably quick enough to avoid most enemy shots. - It helps greatly to think of the Beam Spray Gun as a handgun more than a Beam Rifle. It's far weaker than any other beam weapon and is quite innacurate at range. On the other hand, it's quite deadly close-up, and most able GM pilots will try to get as close-in as possible to maximize their MS' abilities. BEAM SABER - The GM Beam Saber is weaker than the Gundam's Beam Saber due to the GM's lower power output, and this reflects in the game. Nevertheless, it's still an effective melee weapon, as it comes out about as fast as the Gundam's Beam Saber. Like all melee attacks, the GM's dashes forward in close combat. The attack has a short range, but is often enough to catch up to a retreating Zaku. - The saber used in combination (F, F) starts out with a diagonal cut from upper-right to lower-left, then the GM pulls back for a forward thrust. It seems that although the damage is less, the two-stroke GM cut on the ground is a definite knockdown if both attacks connect. - The aerial version has the GM move forward and slash downward, similar to the way the Gundam attacks. It especially shines thorough when dealing with Doms in the Black Sea Forest stage, as it allows you to move fast enough to slash at a retreating Dom. In fact, this is my recommended tactic against Doms in this stage (see below). - Pressing the Jump and Melee (J and G) buttons simultaneously will make the GM jump upwards and stab down. Although it's a relatively fast and powerful attack, it has a very small area of effectivity and can be easily dodged by an astute enemy, since the GM's jump looks different in this version. 60MM VULCAN GUN - The Vulcan Gun does relatively little damage, and unlike the other weapons it fires only directly forward, without any tracking ability whatsoever. However it takes practically no time at all to prepare and fire. Though it does weak damage, this slight 'chipping' of armor can sometimes spell the difference between life and death battles with a Zaku. - Vulcan Guns are the fastest ranged weapon in the GM's arsenal. They function similarly to the Zaku Machine Gun in the sense that although they do little damage, a sustained burst can stun an enemy MS. ---------------- ANTI-MS TACTICS: ---------------- MS-05 Zaku/MS-06 Zaku II/MS-06S Char's Zaku - For all intents and purposes, the many Zaku variants are pretty much the same in performance and armor with little difference between each, save for Char's Zaku. The GM's Beam Spray Gun is more powerful, but lacks the accuracy of the Zaku's Machinegun or Bazooka. This is my biggest gripe with the GM; it can't select weaponry like its Zaku counterpart. - The Zaku I fights unarmed, with kicks and punches. It should be no problem for a GM to destroy a Zaku I since the Beam Saber has more power and better reach as well. The Zaku I seems little more than cannon fodder at melee ranges for GMs. - The Zaku II and Char's Zaku posess a Heat Hawk which comes out fast, but roughly equal to the GM's Beam Saber. Zakus usually aren't much of an opponent individually, but their sheer numbers and low cost can swamp you. Also, try using the Vulcan Guns when the GM is facing the Zaku and has a clear shot; this would save you energy that the Beam Spray Gun would normally use, and stunning the Zaku with the Vulcans is a good set-up for an incoming Beam Saber attack. - The Zaku I's special brawl attack is a very slow shoulder rush, not really much of a threat unless it comes from behind or to the side (or you're really, REALLY slow). All of the Zaku IIs will do an aerial body-check (!) by leaping into the air and giving you the atomic elbow (if you ask me the boys at Bandai have to cut down on their WWF intake). - The 120mm Zaku Machinegun (MMP-78) is the standard weapon among all Zaku. Though it is the second weakest primary weapon in the game (only the Agguy's 105mm and Gouf's 75mm cannon are weaker), it packs a lot of ammunition (120 rounds for Zaku I/II, 160 for Char's Zaku) and a sustained burst is powerful enough to stun an enemy MS without knocking it down (ideal for a combination attack). It's also relatively better at tracking, since the hail of shots follow you as you move, unlike the straight-line Beam Spray Gun. Be wary, as the hail of 120mm ammo will hit hard enough to throw your aim and cancel the firing of your weapons. - The 280mm Zaku Bazooka is the second choice weapon of all Zaku variants, and the one most commonly used by human players. Since a bazooka has a lot of power and no recoil, it is an easy favorite. One of its other advantages is area effect; if a bazooka shell explodes, the area explosion will do some level of damage. Finally, the Bazooka is quite effective at knocking down opponents due to its power. The drawback of the Bazooka is that it has a slightly slower firing rate than the Zaku Machinegun, so use that to your advantage. It is possible to shoot the shells as they are fired; if you manage to fire your Beam Spray Gun at the Zaku as it fires the Hyperbazooka, you could get lucky and hit the shell as well. - The Cracker is a Zaku-sized grenade. Though it has a fairly short range and not very accurate, its explosive effect covers enough of an area to damage an MS or at least stun it. It is an indirect-fire weapon, capable of going over obstacles such as buildings in order to hit an MS on the other side. It works exceptionally well when two MS are close together, so try to keep out of range. The Cracker can also be used to knock an MS out of its jump, so be wary of this. Zakus usually pack only a pair of Crackers at a time, but this weapon reloads fairly quickly. - The 175mm Magella Top Cannon is only available to the regular Zaku II (Not to the Zaku I or Char's Zaku II). It is a powerful artillery weapon, and thus suffers disadvantages from it, such as slow rate of fire, and the necessity to stand still while firing. A Zaku is light, thus it has to step back slightly after firing a shot. A GM could anticipate a Magella Top shot, once the Zaku fires, quickly sidestep and counter with the Beam Spray Gun. It will most likely hit, as the Zaku will be caught in mid- recovery. - A Zaku with a Magella Top can go into Sniper Mode, just like the Guncannon and Guntank, but it can only fire the Magella Top in that mode. CPU rarely uses Sniper Mode, but if it does, remember that an MS in Sniper Mode (You can tell since it is kneeling down and not moving) is a sitting duck for a direct-fire or melee attack. - Another Zaku II-only option are the Missile Packs. This replaces the Cracker as a subweapon, while the 120mm gun is the main weapon. The Missile pack carries 6 shots, and it takes considerably longer than the cracker to aim and fire on the ground. Since they are housed on the legs, the Zaku must kneel in order to fire them. They are far more dangerous when fired in air, though, as a Zaku may let three missiles loose at a time in mid-air, and these missiles home in rather well. The GM has less to worry against these since it is more nimble, but don't let yourself get caught with your pants down. A Zaku will often reserve the missiles for the Guncannon and Guntank instead. - Char's Zaku has less armor than the other Zaku, but it packs more ammunition for its MMP-78 and Bazooka. It is also faster and more agile than the other Zaku, and it packs Char's trademark flying kick as well. MS-07B Gouf - The Gouf is tough at short-range combat; after all it was designed for close combat more than any other Zion MS (save for the Gyan). Thus, its 75mm Hand Cannon is the single weakest ranged weapon in the game short of the GM/Gundam Vulcan Guns. As much as possible, avoid close range combat with this MS, as its Heat Sword and Heat Rod(whip) can do serious damage to you at those ranges. - The Gouf is also quite fast--not as fast on its feet as a Dom, but definitely fast enough to keep your GM on its toes. In fact, a lot of Gouf pilots in close combat are like GM pilots--they know that the best kills they can do are in close quarters. It's SPECIFICALLY designed for close combat as opposed to the General- Purpose GM, thus you might be at a slight disadvantage. - The Gouf's Heat Rod can reach up to near medium range, and unlike most attacks, the whip can flail from side to side, thus simply sidestepping it is not enough. The Heat Saber is also quite an effective weapon, especially with the way the Gouf slashes (very wide cutting strokes). But at long range, the Gouf is a literal pussycat as long as you can avoid the 75mm cannon (which doesn't do much for it, either). - Fear the Gouf pilot that gets within close quarters. A skilled Gouf pilot can really put the fear of God into you, as its weapons assortment in melee combat makes the GM Beam Saber look pitiful. In fact, the Gouf's Heat Saber is more powerful than the GM's downgraded Beam Saber. Once a Gouf gets in close, you usually only have a fraction of a second to dodge and counterattack before he destroys you. YMS-15 Gyan - Keep as far away from the Gyan as possible. It's missiles are it's only ranged weapon, powerful enough, but it's nothing compared with it's Spider Mines and Beam Saber. The Gyan is similar to the Gouf in the sense that close combat is its specialty. The Spider Mines it uses are miniature booby-traps; walk into them and they explode like multiple Cracker grenades. One tactic would be to keep at least medium-range distance, and when the Gyan launches the Spider Mines, fire the Vulcans to set them off ayt range. This will set off the Mines and damage the Gyan. The Gyan is also incredibly well-protected. It is the only MS in the game with an indestructible shield (since the shield fires the Missiles). - In close-combat, the Gyan is nimble and tricky to deal with. Try to keep your distance as it does more damage in close combat than a Gouf, as well as to avoid those Spider Mines. - The Gyan underwater sucks hard. While this will probably only happen in vs matches, it's good to know that the Gyan loses most of its agility and speed when submerged, while the GM only suffers a small slowdown. In the Belfast and Jaburo(aboveground) stages, this is the place to get the jump on the Gyan, and possibly the only stage wherein its a sitting duck. MS-09 Dom/MS-R09 Rick Dom - The Dom or Rick Dom is trouble for a GM player at range. The only chance here is to get aggressive and go for melee combat. Remember that melee attacks and air-dash attacks are relatively fast; use this to your advantage in combatting the fast-dashing Doms. - Conserve your Beam Spray Gun shots for times when the Dom has its back turned or is stunned by a Guntank's shots. A Dom will often dodge at the very last second if it can see your shots, thus don't waste them. - My tactic is to get as close to the Dom as possible, then do an aerial Beam Saber attack (jump, then dash forward Beam Saber). This allows the GM to catch up to a Dom and slash at it. The initial attack wills tun the Dom, follow it up with a second slash to knock it down. Repeat as necessary. Unless someone comes up with a better idea, this is the best tactic to use against Doms. - Watch out for the Giant Bazooka. It's the weakest of the Bazookas in the Zion arsenal (due to game balance reasons), but it still packs a punch. Especially in knocking GMs out of the sky. - Remember that the best thing to do would be to keep moving. A stationary GM is a dead GM, especially when dealing with something as fast on its feet as the Dom. MSM-01 Zock - Don't be fooled by its bulky appearance; the Zock is actually a highly maneuverable MS, especially in water stages. It fires a total of eight Beam Cannons, four in front and four behind, so keep to its side where possible. It also has a head-mounted Beam Gun that works well in knocking jumping enemies out of the sky, so don't try to jump-attack it too often, as it will quickly get wise to you. This giant MA costs 1/3 the resource bar, but you'll find that like the Dom, it slides pretty well along flat terrain. - The Zock only turns up in one stage in the story mode: Jaburo underground. At times, you will have the unfortunate opportunity to fight two Zocks at once, which is a pain. - FURTHER TACTICS PENDING MSM-03 Gogg - The Gogg has a different sort of Beam Cannon; instead of straight powerful beams, it shoots a shotgun-like spray of beam shot that has fairly good range as well as damage. It is rather slow on the ground, but packs very thick armor and a pair of homing torpedoes/rockets that can also be a serious problem. - Even though they're called "Torpedoes", these weapons can easily leap out of the water and act like normal rockets with no penalty at all. They're not exceptionally hard to dodge, though. - The Gogg, like the Z'Gok and Agguy, excel underwater. However, this dumpy-looking Marine Mobile Suit is a bigger and relatively easier target to hit than the Z'Gok or Agguy partly due to its size and its slower movement. The Gogg's weakness becomes readily apparent when it engages aboveground; despite its power it packs, it is the slowest Zion MS in the game. - Even though it's slow, the Gogg packs a punch at close range. It only needs to hit you once or twice to do serious damage, so as with all enemies, flank it first before attacking. Beware the Gogg's sudden forward rush attack ("The Headbutt of Love", as fans call it). - It's not all that hard to hit the Gogg with the Beam Spray Gun at range, either. On the ground and out of the water, the Gogg is rather easy to hit, but don't get too cocky or careless. - There will be occasions wherein you will catch a Gogg from behind, simply standing there. I call this the "Standing Gogg" bug, but am unsure if this really is just a bug in the original game (I've not heard of it happening in the DX version), but make the most of it. If you see a stationary Gogg, don't hesitate: attack! MSM-04 Agguy - Otherwise known as "Huggy Bear". The Agguy is the cheapest of the Marine Mobile Suits. It has retractable claws for close combat and a 105mm Autocannon that is slightly weaker than the Zaku Machinegun but not as accurate. Finally, a body-mounted Rocket Cannon rounds out the set. - FURTHER TACTICS PENDING MSM-07 Z'Gok/MSM-07S Char's Z'Gok - Keep AWAY from the Z'Gok. Its close-combat attacks are fast despite its appearance, and it can dish out serious amounts of pain with just one two-hit combo. It also has the advantage in the water, with it's slow but accurate Beam Cannon and the 240mm Rockets. - The Z'Gok's 240mm Rockets fire in a 6-shot burst and come out relatively quickly, slower than a Machinegun but faster than most of the ammo-based big guns. - It's hard to nail down a Z'Gok since it dodges so well for a large machine. Char's Z'Gok is even more nimble. - Underwater, the Z'Gok is king. When jumping underwater it uses no Jump Booster fuel and thus can hover around indefinitely if it wanted to, underwater. Obviously, you do NOT want to deal with this MS underwater. - ALWAYS try to force the Z'Gok onto land. The Z'Gok on land is still a fearsome opponent, but not nearly as bad as it is underwater. In fact, the regular Z'Gok is noticably slower aboveground; its Beam Cannon comes out slower, and it moves slightly slower than it would in water. Use this to your advantage. - Char's Z'Gok is the real threat; it is as fast as Char's Gelgoog(!), and does not seem to suffer the loss of movement thatthe normal Z'Gok has when fighting on land. - Like the Gogg, the Z'Gok also has a charging headbutt, but I rarely see it actually connect. It's a good dash maneuver, though. In the Belfast stages, I often see Z'Goks doing this in order to cover long distances underwater in a hurry. MS-14A Gelgoog/MS-14S Char's Gelgoog - Nothing desribes pain like a Gelgoog. It's like confronting the Zion equivalent of the Gundam, except that the Gelgoog looks meaner. It even has more or less the same loadout: Beam Rifle, Beam Naginata that acts as both melee weapon and shield. The only thing lacking is the pair 60mm Vulcan. - The Twin Beam Naginata is a nasty dual-purpose weapon. It's a damaging melee weapon, but when it's spun by the Gelgoog, it also becomes a powerful anti-Beam weapon shield. Unlike regular shields, it will not shatter with damage, and the Gelgoog is perfectly safe from damage. Don't try to charge in, as the spinning blades can shred you. It's better to sidestep and try to go for a shot angle at the Gelgoog where the spinning Naginata does not protect. - FURTHER TACTICS PENDING MSN-02 Ziong - TACTICS PENDING MA-08 Byg Zam - This huge Mobile armor posesses an I-Field that lessens the damage done by Beam Weaponry somewhat. The only thing you can do to damage it seriously would be to get in close and swing away at the Byg Zam's legs. Not a good idea since the damn thing could just as easily stomp on you. Leave the Byg Zam to the Guntank, Guncannon, or Gundam(Hyperbazooka) MS, they're better equipped to deal with it. - My tactic: Run. MA-04X Zakurello - TACTICS PENDING MAM-07 Grublo - This is the Marine Mobile Armor that turns up in the Belfast stage underwater. It's not very easy to down, but neither is it extremely difficult; you have more to fear from the Z'Goks in the same stage. It attacks with torpedoes, Beam Cannon, and it's arms, but it also keeps swimming around in figure-eight arcs. It's not a hard target to hit or dodge; you can actually afford to ignore it temporarily and concentrate on the Z'Goks, which are a far more serious threat. - The Grublo being a marine MA, it cannot get aboveground. If you're feeling lazy, wait for the Z'Goks to get aboveground and fight them there; at the very least you'll have reduced the number of problems you have to deal with. MAN-03 Braw Bro - This is the Mobile Armor that turns up early in the A Boa Qu stage. Technically, it's a flying Grublo with wire-guided Bits. - FURTHER TACTICS PENDING MAN-08 Elmeth (Lala Sun's MA) - Of the mecha I've encoutnered in the Solomon stage, the Elmeth is the hardest to deal with due to it's accurate BITS units and its maneuverability. - FURTHER TACTICS PENDING ------- STAGES: ------- Side 7 Stage: - Side 7 is the easiest stage in the game. In CPU mode it starts off with a Zaku I and a Zaku II, one will carry a Machinegun while the other will pack a Bazooka. Your partner will be either another GM or a Guntank. When two or three Zaku are destroyed, Char's Zaku (Machinegun) will enter. Avoid the open hills if possible; stay behind the cover of the buildings while Zion drops in front. - Use the buildings as cover as much as possible. Ducking behind a building makes you a bit more difficult to hit from the Zaku machineguns or bazookas. - Try jumping on top of one of the buildings and shooting from there. But be careful as the Zakus may get the same idea and surprise you as you jump. Remember also that the buildings will sometimes crumble due to damage. Grand Canyon Stage: - The CPU match usually starts off with two Zaku IIs, either one with a Machinegun and one with a Bazooka, or both with Bazookas. As with Side 7, when two or three Zaku are destroyed, Char's Zaku (either Bazooka or Machinegun) will enter. - If you start off atop one of the canyon mountains, start off the match by jumping across to the next cliff. While doing so, swap your target and look for the Zaku on your left. - Alternately, you start at the bottom of the mountains and cannot see your opponent. If this is the case, move towards the right and be prepared to dodge a bazooka shot, or to take a potshot at the incoming Zaku. - 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. However, the tightly boxed-in canyon walls are not for the claustrophobic. New York Stage: - The CPU match usually starts off with two Zaku IIs, either one with a Machinegun and one with a Bazooka, or both with Bazookas. As with the previous two stages, when two or three Zaku are destroyed, Char's Zaku (Bazooka) will enter. - The area behind curve of the colosseum wall is open area. Outside, there are some tall skyscrapers, as well as a smaller colosseum-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. Takla Makan Desert Stage: - The CPU game starts off either with the Azzam floating fortress or Gallop hovercraft. For MS, it has either two Zaku IIs or one Zaku II and one Gouf (2vs CPU game). The Zakus here will usually be equipped with the missile pack subweapon. Your teammate will be either a Guntank or a Guncannon. Take note of this; since you're a GM, you'll occasionally need help from the Guntank or Guncannon's cannons for this mission. - Starting off, you can immediately see the two Zion MS and the Azzam or Gallop in view. The second the round starts, your targeting reticule will lock on to the closest enemy (in this case, the Zaku). Don't waste time or ammunition, close the distance as quickly as you can without getting hit. - If I jump and dash forward, I usually fire off the Vulcans. It does little damage, but at least it saves on Beam Spray Gun energy that will become vital later on in the round. - 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. - You can try to take potshots at the Azzam, but according to Donny, it's worth relatively few points, and the GM's Beam Spray Gun doesn't do enough damage to it to really matter (Believe me, I've TRIED). IMHO, going after it with a GM would be a complete waste of time and effort; leave the Azzam kill to the Gundam or Guncannon MS. - Avoid the small 'cages' that the Azzam drops onto you on occasion. They act like the Gouf's Heat Rod, electrocuting your MS for great amounts of damage if you touch the bars. You can avoid damage by staying dead-center of the cage, but it will also leave you a sitting duck for enemy MS to take potshots at. - In the 1-player game, after downing a Zaku, the Gouf makes a flashy entrance from above the highest mountain peak before leaping off and joining the fight. This is a beautiful opportunity; once he leaps, aim and fire off a shot from your beam weapon and watch him fall. Black Sea Forest Area Stage: - The CPU game starts off with two Doms and will keep piling up Doms on you until the end of the match. In this stage there are two forested hills and a wide valley between them. Your partner for this is a Guntank and hopefully a G-Fighter to support you as well. - This is a tricky battle, especially for the short-range GM. The Doms are more powerful, have better armor AND are faster. The Dom has an additional advantage in this stage due to its hovering movement, allowing it to skate from one hill through another smoothly. - The usual tactic I use here is jumping. Lots of times. Since the Dom is infinitely more maneuverable than the GM, the only way the GM can dodge its attacks would be to jump and air-dash or jump and counterattack with the beam saber at close range. See my tactics against Doms, above. Odessa Stage: - The CPU game starts off with one Zaku II (Magella Top) and one Dom. After two Zaku IIs are destroyed, a second Dom will replace it instead. If your partner is a computer, you will be partnered with a Guncannon in this stage. The Federation units usually start at the bottom of the cliff, while Zion units start on top, among the buildings. There are occasions wherein a Fed unit will start on the edge of the cliff, just left of the Zaku II. - There is also a large 'land battleship' called the Big Tray, located far off. This provides some heavy cover fire for the Federation forces. - The CPU MS tend to be hotshots, jumping off the cliff to attack. Use this to your advantage and shoot them as they leap down. Especially the Dom, which has less of an advantage on uneven ground. - Take care when at the bottom; since the CPU Zaku(Magella Top) will fire off a shot at you as soon as it reaches the cliff, it's good to keep yourself on the move. The Beam Spray Gun can't hit very well at range, so you might as well close in. - The buildings and flat area on the top of the cliff are more even ground. If you wish to balance things out, get up there and engage the enemy MS in standard face-to-face combat. Belfast Stage: - This is the first underwater stage in the game (Jaburo underground is the second). Enemy MS are a Z'Gok (or two) and the Grublo, a large underwater Mobile Armor. Destroy the Mobile Armor and another Z'Gok or Gogg replaces it. Fed forces start aboveground and must make their way toward the lake to engage the Zion MS. - One of the immediate dangers of underwater combat is that the water is thick with silt and mud. This makes visibility rather poor. This becomes even more of a problem for the GM since the Z'Gok and Gogg are not only heavily armored, but are powerful at both long-range and melee combat. - The Gogg isn't too difficult since it's slow and big; keep a reasonable mid-range distance and fire the Beam Spray Gun at it; More often than not the Gogg will just stand there and take it, and if it dodges it's quite easy to catch up to. - The Z'Gok is another matter entirely. In the water, it's fast and deadly, as well as quick enough to dodge your shots. Also, since it uses no Jump Booster fuel when underwater, it can hover almost indefinitely. Avoid its Beam Cannons and try to get it from behind, not an easy task in itself. Jaburo Stage (Above): - This is the second underwater stage in the game. Zion MS here are the Gouf, Gogg, and the Z'Gok. Your partner will be a Guncannon, but will later be replaced by a Gundam (Beam Rifle). - Unlike Belfast, you have little choice but to get your feet wet in this stage; waiting for them to come to you still works, but not as well since there's almost no cover to hide behind except the pit directly behind the Federation start position (Similar to the one in the Belfast stage). - Same tactics apply, except that you have to keep moving. The island in the center of the river is a prime sniping area to be on, but it's also easily attacked from below, so be sure you know where the two Zion MS are; It won't do for you to draw a bead on the Z'Gok down below while a Gouf pilot with an evil gleam in his eye sneaks up behind and whacks you one with his Heat Rod. Jaburo Stage (Below): - This is a cavern stage, taking place inside the underground city of Jaburo. Zion MS here start off with two (woefully underappreciated) MSM-04 Agguy MS. Later on, MSM-07S Char's Z'Gok and/or the MSM-01 Zock replaces the downed Agguys. - There are two ways to go about this stage: Destroy the Agguys and Char's Z'Gok will appear, followed by a Zock. Hit the Char Z'Gok as much as possible, but concentrate more on the Zock and how to destroy it. If you destroy the two Agguys and Char's Z'Gok, you'll have two Zocks to worry about, and that can be a SERIOUS problem when you pilot a GM. - The ideal attack sequence should be this: Agguy, Agguy, Agguy, Zock, Char Z'Gok. Although you should not ignore Char's Z'Gok, it's the Zock that is most dangerous. Attack the Zock from the side or slightly at an angle to avoid its powerful 8-shot Beam Cannons. Once the Zock is down, then attack Char's Z'Gok. Remember however that another Zock will appear, so be careful. Solomon Stage - The first space stage. MS here is the MS-R09 Rick Dom and either the MA-08 Byg Zam or MA-04X Zakurello Mobile Armors. Once two Rick Doms are destroyed, either the MS-15 Gyan or the MS-14/14S Gelgoog/Char's Gelgoog replaces it. The Byg Zam, of course, makes up a bigger portion of the Zion resource bar, so destroying it is crucial. Too bad the GM just isn't up to the task of MA-busting. - The Guncannon will have the easiest time of all the Federation MS to destroy the huge Byg Zam. As a GM, the best you can do is keep the other MS busy. If the Byg Zam is out, only one MS is available, so it's not too much to worry about. Once the Byg Zam goes down, then another enemy MS pops out. Concentrate on the enemy MS and leave the Byg Zam be. NOTE: in RvsZ DX, the Byg Zam is more aggressive, so watch out. - The Zakurello is another matter entirely. The Zakurello has thick armor and is quite nimble. It doesn't take as much off the resource bar as the Byg Zam, but it's speed and power make it a problem, not to mention the fact that as a flying MA, its hard to shoot down from the ground. - What is said for the Zakurello also holds true for the Elmeth, but the Elmeth is a more nimble machine and packs a lot more accuracy in firepower due to its BITS systems. A Baoa Qu Stage (Above): - This is apparently the first half of the final stage. MS here are the MS-14/14S Gelgoog (may vary), and the MAN-03 BraBow. Once two Gelgoogs are destroyed, the MSN-02 Ziong 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. - This stage can be annoying to the GM pilot. First, you're up against a powerful MS/MA combination. Second, once you destroy oen MA, another takes its place. A Baoa Qu Stage (Below): - TACTICS PENDING ======== CONTACT: ======== For any further queries or comments, please email cybertrooper@edsamail.com.ph with Subject: RGM-79 GM 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, as well as additional notes on the Azzam. - Quantum amusement, for actually bringing this gem of a game here instead of yet another fighting game.