KIDOU SENSHI GUNDAM: RENPOU VS ZION (ARCADE) MS-09/R09 DOM/RICK DOM FAQ Version 0.95 Copyright Wavehawk 03/27/2002 ============ UPDATE BOARD ============ 03/27/02 - Version 0.95 - Corrected spelling errors - Minor additions to A Baoa Qu stage. 02/17/02 - Version 0.92 - Reformatted MS Statistical Data. - Added Gundam-related Quotable Quotes. 02/01/02 - Version 0.90 - Minor updates to data and stages. Not posted. 11/25/01 - Version 0.80 - First version of Dom/Rick Dom 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 licenses thereof are copyright 1979, 2001 Sunrise animation and Bandai Co. ========== COMMENTARY ========== Unlike Don, I have been 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 controls the stick, 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 MS-09/R09 Dom/Rick Dom: NW N NE \ | / S F J W - C - E T / | \ SW S SE N - North. Walk forward. E - East. Walk right. W - West. Walk left. S - South. Walk backward. NW - Northwest. Walk forward-left. NE - Northeast. Walk forward-right. SW - Southwest. Walk backward-left. SE - Southeast. Walk backward-right. T - Target selection. S - 360mm Giant Bazooka. F - Heat Saber. S+F - Beam Scatter Gun J - Jump Booster. F+J - Spin Attack (360 degree melee) ====================== MS-09/R09 DOM/RICK DOM ====================== Principality of Zeon Land Combat/Space Combat Mobile Suit MS-09/R09 "Dom"/"Rick Dom" Head Height: 18.6 Meters Empty Weight: 62.6/43.8 Metric Tons Loaded Weight: 81.8/78.6 Metric Tons Power Output: 1269/1199 Kilowatts Armor Material: Super High Tensile Steel Total Thrust: 58200/53000 Kilograms/Thrust Sensor Radius: 5400 Meters Production Run: Mass-Production 180 Degree Turn Time: 2.1 Seconds Land Speed: 90/110 Km/H Walking, 240Km/H Hovering Armament: - 360mm Giant Bazooka (10 Rounds) - Beam Scatter Gun (2 Shots) - Heat Saber Notes: - The Dom is Zion's ultimate Land Combat Mobile Suit, and the fastest ground MS of the One-Year War period. This is because of a hovercraft-like lift jet system in its legs, which allow it to hover-skate around the battlefield with incredible speed despite its thick armor and large size. - The Rick Dom is a modification of the Dom designed to replace the Zaku in Space Combat, using Rocket Engines instead of lift jets. "Rick" is a shortcut of "Reconfigured", thus a Rick Dom is a Reconfigured Dom for Space Combat. The Dom/Rick Dom is a dangerous opponent to deal with since there is no other Federation MS in its class, and the fastest playable unit in the game. - The Dom/Rick Dom is capable of walking normally in the Gundam series, but for purposes of this game, they only hover. You can see them walking during the cutscenes, though. - Even though they're technically the same MS, once you reach the Space Stages, you will have to re-choose your MS. If you like piloting the Dom, the Rick Dom should be no different. - Although they have slight statistical differences, the Dom and the Rick Dom are practically the same machine game-wise. Both pack the same weaponry and have about the same speed, and perform the same regardless of land or space combat. ================== DOM/RICK DOM TIPS: ================== "This one's for my buddy Mash!!!" - Ortega, Mobile Suit Gundam Short of the Gelgoog, the Dom is one of the best Zion MS in the ground stages of the game (at least in the original version of Renpou vs Zion). It has a combination of speed and armor above the Federation GMs and can give a Gundam or Guncannon a tough time in combat. The very first time I played it, the first thing that came to mind was that the Dom had a lot of unfair advantages. But don't let that get to your head; the Beam Scattering Gun does very little for the Dom, and at times its hover maneuverability can become a hindrance in stages with not- so-smooth surfaces or very tight corners. ------------- 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 Dom has no shield. Thus, you must rely on maneuverability to get you out of trouble. - Donny has noted that in a two-player game, both players shouldn't attack the same enemy MS. The Dom's special spin attack is one of those reasons, since it's 360 degrees of cutting area can just as easily destroy a teammate as an enemy MS. - If one Zion player is using a Dom, it's best if the other picks a different type of MS to support him, filling out the inherent weaknesses of the Dom. I tend to do best with a Gelgoog/Dom combination as the Gelgoog's Beam Rifle should offset the Dom's poor movement-firing accuracy (Doms have poor targeting when firing on the move due to their hover jets, whereas the Gelgoog's Beam Rifle is quite accurate). -------- WEAPONS: -------- GIANT BAZOOKA - The Dom's main firing weapon, and one of the most powerful non- Beam weapons in the Zion arsenal. In the game, the Giant Bazooka actually does less damage than a Zaku Bazooka or the Gundam's Hyperbazooka, a far cry from the deadly one-shot killer shown in the series. This is most likely another game balance issue, as a Dom armed with a more powerful bazooka would probably trounce any and all opposition. Still, the Giant Bazooka is an effective combat weapon. - Though not as powerful as a Beam Weapon, Bazookas still have a few notable advantages, as well as some disadvantages: * Ammo weapons do not recharge constantly, but reload after their magazine or ammo drum is completely emptied. However, they reload much faster than Beam Weapons. * Bazooka shells explode, thus giving an area effect to the damage. Surrounding MS and vehicles are be hit by the blast radius. If an enemy MS manages to destroy the shell too close, the explosion will still damage it. Firing at pointblank range can also damage the MS firing the weapon. * Bazooka and Cannon shells often knock down an MS instantly. Cannon more than bazooka. Since the Dom's Giant Bazooka has weaker damage, it does not hit nearly as hard, and there are times it does not knock down an enemy MS. * Unlike Cannons, Bazookas do not have any recoil. * Bazooka shells sometimes travel in an arc, and they have some limited homing abilities, unlike the straight-line Beam attacks. - Like all the MS, the Dom can only track with its Bazooka within a certain angle; too wide an angle and the shot misses. But the Dom has a slightly sharper angle than most MS; less than 40 degrees from center. We can chalk this up the the Dom's non- rotating head; unlike the other Zion or Federation MS, the Dom's head does not move. Thus, even if the Dom is a much faster ground MS than any other available to Zion and the Federation, it still has to attack in a more or less forward arc. - I will borrow a term from FPS games here. It is possible to circle-strafe an enemy MS at mid to close ranges. All MS can circle and attack the enemy, but only the Dom can continuously move around the enemy target in a circle and fire while circling around this opponent. This is the technique to remember when using the Dom; circle and strafe your opponent. Just remember to keep the Dom facing the opponent while doing so, or else it may miss. - Further on the circling technique: Ideally the Dom must use its agility and speed to get into a position wherein it can do the most damage and the enemy cannot defend or counterattack; It's not healthy to meet your enemy head-on; the Dom is not for those who wish to charge in straightforward (despite what the Gundam anime depicts). You will want to attack your opponent's flanks and rear. Likewise, your enemy will also have an advantage by getting behind you; the Dom has a rather large blind spot. HEAT SABER - Though it's called a Heat Saber, this weapon more or less functions just like the Beam Sabers used by the Gundam and GM. It does the same amount of damage as the Gundam's Beam Saber. - Like all melee attacks, the Dom will dash forward a short distance toward the enemy MS before attacking. Sometimes the Dom will do a shoulder bash instead of a slash, but I so far have not discovered what the requirements are for this move (Possibly a 'push' move when an enemy is too close?). - One of the serious problems of the Heat Saber is that the Dom pauses a second in mid-movement to draw it. Basically, a Dom that is skating away from an opponent will suddenly stop and freeze while it draws its saber. Though all of the MS with Melee weapons pause when drawing their weapons (i.e. the Zaku's Heat Hawk or the Gundam's Beam Saber), this can be a potentially fatal mistake for the Dom on the ground, since a Dom will come to an immediate dead stop just to draw its weapon. Good pilots will take advantage of that to score a good hit on the otherwise hard-to- hit Dom. As much as possible, try to fight the urge to quick-draw your weapon, as this will leave the Dom wide-open to a counterattack. - The combination (F, F, F) starts out with a cut from upper- right to lower-left, then followed by an iai-style horizontal cut to the waist, ending with a vertical slash down the centerline. - The Dom's aerial melee attack makes the MS charge forward and stab the enemy MS from above, similar to the way the GM's aerial stab works. - Pressing the Jump and Melee buttons simultaneously will make the Dom do a spinning slash. This is a clockwise attack that starts directly in front and hits everything within a 360 degree arc in range of the Dom, and is quite possibly one of the Dom's fastest melee moves. This is a good sudden attack to make when dashing into melee range, as it does not have the freeze time that the normal saber-drawing would have, as well as a near- instantaneous attack. However, remember that this only works for MS in very close range, and it will hit friendly MS as well as enemy MS in range. BEAM SCATTER GUN - The Beam Scatter Gun does very little damage, and seems to be a pointblank-range weapon only. I've only used it effectively a few times, and only in desperation. Otherwise, it seems to be even more useless than the GM/Gundam's Vulcans. For the weapon to work, the enemy MS must be in melee range. It does not knock the enemy down, and you have to be literally kissing the enemy for it to do anything plausible. - What it is good for is stunning attacking MS and destroying shields; I've been able to stun GMs that were about to attack using this, and it bought just enough time for the Dom to counter with its own Heat Saber. ---------------- ANTI-MS TACTICS: ---------------- RX-78-2 Gundam - The Beam Rifle-equipped Gundam is one of the best Federation MS that can deal with a Dom. A Gundam's Beam Rifle can shoot you as you fire the Giant Bazooka, blowing up the shell and adding the explosive damage of your own shot to the hit from the Beam Rifle. Because of this, always remember to keep in motion, and never stick to a pattern; a wily Gundam pilot will be able to predict your movement and fire the Beam Rifle just as you skate into range. Use the Dom's speed to your advantage in every way possible. - The Gundam's Hyperbazooka functions just like the Dom/Rick Dom Giant Bazooka, only more powerful. Thus it has many of the same advantages and drawbacks. It is possible 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. Note, however, that beam weapons usually work better in countering bazooka shots than another bazooka is. Keep the Dom moving while in combat, and try to avoid that bazooka shell. - The Gundam Hammer is the most damaging weapon in-game, but due to its design, it is limited to melee combat only. Keep the Gundam(Gundam Hammer) at range and circle around it, firing the bazooka as you circle. The Dom is usually fast enough to avoid being hit by the Gundam Hammer, but don't get careless. Even though the Gundam Hammer is slow, it packs a wallop, and can destroy a Dom in two or three hits. Still, 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 a spinning saber attack. - 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. Where possible, use the spinning saber attack when in close range; you can't afford to pause in mid-combat against a Gundam. Obviously, it will be the most difficult MS to deal with as a Dom. RX-77-2 Guncannon - The Guncannon is a somewhat easy target for the Dom due to its slower speed. It is no less dangerous, however, as its twin cannons pack a punch even at close range, and it also packs a Beam Rifle like the Gundam's, only slightly weaker. This MS 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)...basically the same stages a Dom has the advantage in, albeit for different reasons. 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. - Once again, the circling attack is best when fighting the Guncannon, but be erratic; Guncannon pilots are usually good shots, and will not hesitate to take advantage of one of your mistakes. Like the Guntank, try to get as close to it as possible using whatever cover available to avoid the shots. Due to its humanoid form, it is more maneuverable than the Guntank and not an easy a target to hit at long range. - One of the nastiest things a Guncannon can do in close combat is to fire its twin 240mm 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. RX-75 Guntank - On reasonably flat terrain, the Guntank is a sitting duck against a mobile Dom. As long as a Dom can move, it will have no problems. However, beware the Takla Makan stage, as some of the cresting sand dunes turn from relatively smooth to a sheer drop-- causing the Dom to suddenly stop and provide a Guntank with a picture-perfect shot. Watch carefully where you're going. Otherwise, the Dom has the advantage over the Guntank in the Takla Makan stage. - 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. Flank and attack; this is the way of the Dom. 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. 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. - One of the things a GM can do to a Dom is to jump and attack with its beam saber. This is more or less the same thing a Gundam can do, altering between a Beam Spray Gun shot and a Beam Saber attack from above, both at close range. At these close ranges, the GM's mobility can even out the speed advantage that the Dom has. ------- 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, take the fight to the building areas. This is vital; the Dom's maneuverability rests on how much smooth surface it can skate over, so naturally you pick the place where your MS will excel. 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. - 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 Heat Saber or Beam Scatter Gun, so as not to waste too much ammunition. - 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. - The Guntank provides a nifty practice dummy for both melee and ranged attacks. Practice the circle-strafe around the Guntank and find the firing angle that is best. Remember that at a certain angle the Dom will fire off target (especially when moving), so as much as possible try to keep the Dom moving in a way that is facing your enemy. The Guntank is ideal for this as it is slow. - In close combat, try and practice the spinning saber against the Guntank from behind. Remember that although the saber itself will cut in 360 degrees, it always starts the cut directly forward. Try to get the 'feel' of this attack, as it will often save you from death in sudden melee engagements against the GM. - Keep on the move against the GM. Although they are not as fast as the Dom, they are still reasonably fast enough to be a threat, especially in close combat. Don't allow them to gang up on you (a tactic the CPU does with both Zaku and GM), divide and conquer. Separate them and try to destroy one while your partner engages the other. Most of the basics needed to learn this game are found in the Side 7 stage. Great 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. Your partner will be a Zaku(Bazooka). Later on, Char’s Zaku may replace it. - 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. - 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 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 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. - The area behind curve of the coliseum wall is 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. - As usual, try to keep on even ground while attacking. Be especially wary of the GMs in this stage as they seem to be more aggressive than in previous stages, and will most likely try and mix it up with you and your partner in close combat. 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. - 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. Go right towards the sand dunes, avoid the Guntank shots as much as possible--remember that there are two of them, so keep on the move and try to close the distance from the side. - When your partner engages one of the Guntanks, start circle- strafing the other Guntank. Just be wary of the other Guntank, as it might ambush you while you're attacking its partner. When possible, don't waste too much bazooka ammo on a Guntank, as it might leave you empty just when the other Guntank or Guncannon drops in for a visit. - Alternatively, you could start off by climbing the mountain area 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 Heat Saber. This is a tactic that works better for a Gelgoog, though. - The Guncannon seems to perform rather well in the desert. Since it packs a Beam Rifle as well, it has considerably more accuracy 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, but if you've mastered the circle-strafe, it's no big deal. This is one of the few stages wherein the Guntanks are more of a worry than the GM or Guncannon. Black Sea Forest Area Stage: - The CPU game starts off either with two Guntanks or one Guntank and one Gundam(Beam Rifle). Additionally, the Federation may have the G-Fighter flying above. If your partner is a computer, you will be automatically partnered with a Dom in this stage, and occasionally a Dodai Ys fighter. Sometimes, the Computer will drop two Gundams in on you, but it's only happened to me once (both CPU). - 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. In fact, the Dom should be able to take down two to three Guntanks before the Gundam arrives. Assuming that you're only up against two MS, this stage should be no problem. - This equation changes when the G-Fighter comes into play, however. The G-Fighter's air support can completely throw you off; a lot of times I've played this stage as Dom, Zaku, or Gelgoog only to be knocked down by the G-Fighter. The G-Fighter in itself will not be able to kill you, but it often hits your MS at the most inopportune times, stunning or knocking you down just as you're about to make that all-important shot, or just as the Guntank or Gundam turns to shoot you. - If your partner is a human player in the Gelgoog, you have to trust him to nail that pesky G-Fighter. Your duty will be to keep the two MS busy, which is a tall enough order without the G- Fighter doing strafing runs with its beam cannon. 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. - There is also a large 'land battleship' called the Big Tray, located far off. This provides some heavy cover fire for the Federation forces. - 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. Worse is the fact that shooting at the Big Tray is pointless; you can't lock onto it unless you're close by. - 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. Wait for the Federation MS to get up the cliff and knock them down as they go. For the Dom this is vital, as its ground maneuverability does not apply to going up and down cliff surfaces. - 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: - The CPU game starts off with two GMs. If your partner is a computer, you will be automatically partnered with a Z'Gok in this stage. The Federation units will start at the edge of shore near the base, while Zion units either start on the other shore or underwater. - One word of warning: the Dom is a complete DISASTER in underwater combat. Even though it is still reasonably fast, the water hinders the speed, and your vision will be impaired by the amount of silt in deep water. This will force you to go into mid- to-close combat range--ranges wherein the GM and Gundam you will be fighting against excel. The bazooka does not seem to be hampered much by the water, though. - If playing through Belfast in a Dom, GET ABOVEGROUND FAST. As much as possible, don't get into the water unless you really have to, and only if it's unavoidable (like rescuing an idiotic teammate). - The environment can also be difficult; there are quite a few ridges and small trenches underwater, which additionally hamper the Dom's movement. Since vision underwater is poor, it's sometimes too late to avoid a ridge or drop in this stage. Even worse are the sides where the sea meets shore, as they can stop a Dom dead in its tracks. - The Z'Gok is exceptional in this stage, as it is not hampered by the water and packs both the armor and firepower to be effective in a maritime environment. But unless you manage to coax the enemy MS to fight aboveground, the Dom will more or less be sitting this one out. Jaburo Stage (Above): - The CPU game starts off with two Guncannons. Once one is destroyed, a Gundam (Bazooka or Beam Rifle) will replace it. If your partner is a computer, you will be automatically partnered with a Z'Gok or Gouf in this stage, and it will be replaced with another Z'Gok, Gouf, or a Gogg. The Federation units will start at the edge of shore near the base, while Zion units either start on the other shore or underwater. - Unlike the Belfast stage, the chances of keeping combat aboveground are nil in the first part of the Jaburo stages. The structure is a large river separating the two start points, and a small island in the middle. - The Guncannons obviously have the advantage at the very beginning, as they can launch their 240mm Twin Cannon or fire their Beam Rifle off just before leaping into the river for combat. 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. - The Dom, as mentioned in the Belfast stage, is a disaster in underwater combat. But since most of the combat in the Jaburo stage is underwater, there's not much choice but to engage if pressed. Alternatively, if you have a human partner, convince him to either hang back or make it to the other side as quickly as possible, forcing the Fed MS to follow onto dry land, where the Dom will regain its advantage. 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. The area inside Jaburo is very crowded, alternating with large open areas. Keep the Dom moving in the open areas, but watch out for when the Gundam attacks. The buildings are set up close together, making it a bit more difficult for the Dom to maneuver. - The GM and Gundam will engage in in hit-and-run tactics ducking between obstacles to avoid your fire. Think of this as a more advanced version of the Side 7 stage, with a lot more obstacles to get around. - This is the last stage that will be available to the MS-09 Dom. The next stage after this will be the Solomon stage, and thus you will have to replace the Dom with a space-combat MS. Naturally, the MS-R09 Rick Dom is exactly the same as your MS-09 Dom, so if you don't intend to change tactics and MS, stick with it. Otherwise, you can opt to choose among the available Space-Combat MS to Zion: 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, and the first stage wherein you can use the MS-R09 Rick Dom. Enemy MS are two 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. - The Rick Dom fares well enough in space, but the GMs and Guncannons can make use of the lower gravity to match your speed somewhat. They're still not going to be able to catch the Rick Dom in terms of dash speed, but the maneuverability of Federation MS seems to improve drastically in space combat (see my RvsZ Gelgoog FAQ). 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: Dom/Rick Dom 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. - Quantum amusement, for actually bringing this gem of a game here instead of yet another fighting game.