KIDOU SENSHI GUNDAM: RENPOU VS ZION (ARCADE)
MS-14A/14S GELGOOG FAQ

Version 0.90
Copyright Wavehawk and Char 11/25/2001

============
UPDATE BOARD
============
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 <http://www.gamefaqs.com> website, or 
as part of Don "Gamera" Chen'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 
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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 
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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
=================
Republic of Zeon
General Purpose Mobile Suit
MS-14A/14S "Gelgoog"
Full Height: 19.2 Meters
Empty Weight: 42.1 Metric Tons
Loaded Weight: 73.3 Metric Tons
Power Output: 1440 Kilowatts
Main Thrusters: 2 x 24500 kilograms/thrust
Sub Thrusters: 5 x 2500 kilograms/thrust
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.
- When not defending, 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.
- Char's MS-14S Gelgoog is actually one of the prototype Gelgoog mobile 
suits, 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.
- 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 respects, however, both machines are identical.


=============
GELGOOG TIPS:
=============

-------------
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, the GM, and the Gelgoog, but 
not with the Zaku II; I assume it's due to the fixed-format shoulder shield 
it uses. 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 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 G) 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 is 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, 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 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 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, 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 not behind the coliseum, fire, and move behind the 
buildings for cover.
- 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.

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 either 
one Gundam or one GM, 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 ZGok, which will be replaced by a Gog 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 ZGok. 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 replaces it. Your partner 
here will be either the Zgok or the Gog. 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; youll 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 Zgok. Once your partner is destroyed, a 
Zock will replace it.
- FURTHER TACTICS PENDING

Solomon Stage
- This is the first space stage in the game. Enemy MS are any combination of 
GM and Guncannon. Once two GMs or one Guncannon are down, a Gundam will 
replace it. Oddly enough, the GMs seem more nimble and agile in this stage; 
its incredibly difficult to hit them at this point in time, while their 
accuracy has improved.
- FURTHER 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.

========
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.