Gundam: Renpou vs. Zeon - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Gundam: Renpou vs. Zeon - Strategy Guide (Page 02).
A beam weapon can penetrate the objects that its
shot hits, except dense objects like buildings and
warships. For example, when a Dom and a GM shoot at each
other, the GM's beam spray gun shot may hit and detonate
the Dom's giant bazoo shot, then hit and stagger the Dom,
then hit a building behind the Dom.
A cannon, like those on the Guntank or Ground Combat
Gundam, doesn't need an unblocked line-of-sight to its
locked-on target to hit the target. Cannon rounds can
arch over the object or terrain between it and its
target.
An attack that damages or destroys a shield doesn't
damage the MS holding the shield.
In a two-player game, both players shouldn't attack the same enemy MS
from the same direction, or from directly opposite directions. A shot aimed
at the enemy MS may hit the friendly MS's back. Or, the shot may hit or miss
the enemy MS, then hit the friendly MS behind the enemy MS.
(The Jet Stream Attack isn't for novice players.)
Some weapons, such as beam rifles and machine guns,
hit and stagger the target MS, but don't knock down the
target MS. Two MSs, such as two Gundams or two Zaku IIs,
shooting at the same target MS can time their shots such
that after the first shot hits and staggers the target
MS, the second shot hits and staggers the target MS again
just as it recovers from the first stagger, and so on
with the third and subsequent shots.
However, beware of target fixation. See and know
where and what the other enemy MS is doing.
5.1 ZION
"kokumin yo! kanasimi wo ikari ni kaete, tate yo!
kokumin!"
- General Gihren Zabi
A confident (or bored) Gyan player may place an
hostile MS to the Gyan's front-left, and cautiously walk
towards the hostile MS.
Because the Gyan's shield is always partially
covering the Gyan's front, the hostile MS's non-explosive
shooting weapon may hit and get absorbed by the Gyan's
shield. (Likewise, I've seen GM and Gundam players place
an hostile MS to the GM or Gundam's left, and side-step
leftwards to approach the hostile MS. When the GM or
Gundam is holding its beam rifle, its shield is facing
its left.)
5.2 FEDERATION
Note: The following strategies, contributed by Gordon
Kam, are based on difficulty level 8, damage level
4, and time limit 180 seconds. YMMV (Your Mileage
May Vary).
From Gordon Kam:
(Note: Gordon Kam's strategies are based on the first
arcade version, difficulty level 8, damage level 4, and
time limit 180 seconds. YMMV (Your Mileage May Vary).)
Basic Strategies (Single Player):
In order to succeed, it is best to defeat the
minimal amount of enemy targets as possible due to the
limit on time and ammo. This is accomplished by first
attempting to defeat the more powerful MS. For example,
in Side 7, there are 3 types of enemies: Zaku, Zaku II,
and Char Zaku II. The resource that a Char Zaku II will
take from the enemy resource bar is more than a normal
Zaku II would, and thus this method would allow you to
defeat the minimal amount of MS as possible.
In some stages, you would be coming up against enemy
MA. It is often difficult to defeat an enemy MA because
there are two other MSs that are currently attacking
either you or your NPC. So concentrating your fire on a
MA would leave yourself open to enemy attacks. As a
general rule of thumb, MA that has high mobility is
ignored and hope they don't shoot you at a bad time.
Again, exceptions to a rule, in A Baoa Qu Outside,
sometimes the Newtype MA Elmeth, piloted by Lalah Sone,
will become your enemy. The Elmeth's Bits can take
approximately 200 HP from you. It would be in your
best interest to take it out before you are obliterated,
although this is only possible with some MSs.
As mentioned before, destroying the minimal enemy
units is the key since time and ammo are not on your
side. Also, depending on computer AI level and a whole
lot of luck, your NPC is usually not long for this world.
The computer has a tendency to run into the thick of
things, ignoring the overwhelming odds, and charge the
opposition. Personally, this doesn't bother me initially,
but when your NPCs die, they take a portion of your
resource bar with them. This I cannot overlook, and
neither should you. It is often more convenient to let
the NPC handle an enemy by himself and let you take your
time at dealing with one enemy. However, sometimes the
NPC will die and it will quickly become a 2-on-1 game on
you. This at most times is inevitable, and the game could
end due to the NPC dying off. When your resource bar is
reduced to about 20 percent, it is time to protect what
is left of your NPC.
Against the Zaku II:
The Zaku II is the Zion's mass-produced MS and can be
found in many stages in this game. Due to the Zaku II's
lower cost than the GM, playing as the Federation side,
you will have to kill more units in general.
The Zaku II's major weakness is its low mobility, low
HP, and weak weaponry. The Zaku II can only carry
conventional weapons such as: Zaku machine gun, Zaku
bazooka, crackers, Magella Top cannon, and missile pods.
All Zaku IIs also carry a heat hawk as a melee weapon.
- Zaku machine gun: Most often you will be fighting
against the Zaku II equipped with this weapon. It has
continuous 5 round fire. Depending on the type of Zaku,
the speed at which the bullets come at you can vary. A
single bee sting will annoy you, but a hundred bee stings
can kill you. Keep this in mind when fighting the Zaku IIs
with machine guns. They don't do a lot of damage, but it
is easy to get nicked with a few every time they get near
you, and multiply that with the amount of Zaku IIs you have
to kill, it can be very dangerous. Avoiding machine gun
fire is not difficult, but that still depends on the MS
you are using.
- Zaku bazooka: The Zaku IIs carry this in Stage 2
mostly. Bazookas have some homing capabilities at
long-range. It is easy to get hit by them if you do not
move to avoid them early. As for other missile type
weapons, they are slower moving, but this is also how
they can hit you when you don't pay attention. Bazookas
are only powerful in long-range and short-range. In
medium-range, you are usually moving to get into firing
position and easier to avoid the bazooka round. In
short-range, they can be dangerous. When holding a
bazooka, the Zaku IIs will fire directly in your direction.
So at close-range, when they decide to fire, they will
turn and fire at you. The effective range of the bazooka
round is farther than the machine gun and the blast
radius even larger, so it is easier to get hit up close.
It would be advisable to keep your distance against a
bazooka.
- Cracker: This is also a very common weapon. The
cracker is a secondary weapon that appears with machine
guns, bazookas, and cannons. This is a fragmentation
device versus an explosive. When it is thrown and lands
at the target lock location when it is released, the
explosion will fragment and cause collateral damage in a
small region. This is the least damaging of the Zaku II's
weapons and often doesn't do full damage, since it
requires an enemy to stand still.
- Magella Top cannon: It is a long gun that fires
single rounds rather slowly. This only appears in one stage
and that is in Odessa. These cannons are the Zaku II's
solution for long-range fire. The single round travel speed
is comparable to the Guntank and the Guncannon's. When fired,
the Zaku II will bounce back due to recoil. This is not very
intimidating, since the animation for the gun is so long.
However, when your back is turned, it can catch you off by
surprise.
- Missile pods: This is another sub weapon for the
Zaku II and can only accompany the machine gun. These
missiles can cause a lot of damage if they all hit.
However, when they are fired, the Zaku II must stand still,
which in this game means "Shoot me please." You can see
them coming, but don't be fooled at long-range. They do
have homing capabilities, so watch out.
- Heat hawk: The Zaku II's last resort. These weapons
are slower than any Federation melee weapon. They don't
pose much of a threat, due to its slow speed and lack of
range. They do serious damage, however, but all that is
needed is to stay a comfortable distance from the Zaku II.
From Don "Gamera" Chan:
Against the Zock:
The Zock's quadruple Mega Particle Cannons are very
awesome, though they have a relatively long lag time
between shots. Stay to the Zock's left or right, and shoot
at it before it can turn towards and shoot at your MS. When
the Zock is facing your MS, jump out of its front arc.
5.3 STAGES
These stages currently don't include the new stages
in the DX version.
Side 7:
Zion units: Zaku, Zaku II, Char Zaku II
Federation units: GM, Guntank; Type 61 main battle
tank
"ko, kore ga... ta, tatakai..."
- Amuro Rei
Great Canyon:
Zion units: Zaku II, Char Zaku II; Gau
Federation units: GM, Guncannon; Midea
New York:
Zion units: Zaku II, Char Zaku II; Gau, Magella Attack
Federation units: GM, Gundam; White Base
"watasi no otouto! syokun no aisitekureta Garma
Zabi ha sinda!
naze da?"
- General Gihren Zabi
"bouya dakara sa."
- Major Char Aznable
Takla Makan Desert (Xin Jiang Uygur Autonomous
Region, People's Republic of China):
Zion units: Gouf, Zaku II; Azzam, Gallop, MS trailer truck
Federation units: Guncannon, Guntank; Gunperry
IMO, when the player begins a game from this stage,
the CG animation of the Mobile Suits entering this stage
is way cool. It has Mobile Suits, armour (tanks), and
infantry (soldiers) on the ground, and close air support
(fighters) in the air.
Destroying the Azzam is worth relatively few points.
Black Sea South Coast Forest Area (Turkey):
Zion units: Dom; Dodai YS
Federation units: G Fighter, Midea
Odessa (Ukraine):
Federation units: Big Tray
Belfast (Northern Ireland, United Kingdom):
Zion units: Zgok; Grabro
Federation units: Gunperry
Jaburo Aboveground (Venezuela):
Zion units: Gogg, Gouf, Zgok
Federation units: Guncannon
BGM: "Ai senshi" by Inoue Daisuke
Jaburo Underground (Venezuela):
Zion units: Acguy, Char Zgok, Gogg, Zgok, Zock
Federation units: GM; Type 61 main battle
tank
BGM: "Ai senshi" by Inoue Daisuke
(When the CPU deploys two Zocks, their multiple Mega
Particle Cannons are very deadly.)
Solomon:
Zion units: Char Gelgoog, Rick Dom; Byg Zam
Federation units: Ball
(I haven't seen anyone destroy the Byg Zam, and don't know whether it
has I Field, that is, whether the ByG Zam is vulnerable to beam weapons.
Eventually, Jones Kingsu said he destroyed the Byg
Zam a couple of times (but still lost because of his
lousy AI partner), and noticed the Byg Zam does have I
Field, since his Gundam's beam rifle doesn't seem to
hurt it.)
A Baoa Qu Outside:
Zion units: Gelgoog, Rick Dom, Ziong; Elmeth
(I don't know whether a Federation MS can hit the
Elmeth's Bits?)
A Baoa Qu Inside:
Zion units: Gelgoog, Rick Dom, Ziong; Zanzibar
"hurueru ka sora [kanzi: utyuu]
meguriae yo inoti"
- Kidou Senshi Gundam III: Meguriai Sora
6. LINKS
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The official HP of Kidou Senshi Gundam: Renpou VS Zion DX.
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The official HP of Kidou Senshi Gundam: Renpou VS Zion.
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Some HPs with hints, info, message boards, reviews,
screen shots, strategies, and urawaza for Kidou Senshi
Gundam: Renpou VS Zion.
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Gundam Project, by fellow Usenetters and Gundam fans,
Keith Rhee and Mark Simmons.
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The official HP of "GUNDAM THE RIDE: Uchuu Yousai A
Baoa Qu" in the Fujikyu Highland amusement park in
Fujiyoshida, Yamanashi, Japan.
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Mobile Suit Z GUNDAM WEB, the time-limited (till 30
September 2001) official HP of the TV anime Kidou Senshi
Zeta Gundam.
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Frau Bow.Com, by Hanabatake Sanjuurou of Japan. A Frau
Bow fan page. (-_-;)
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Selios' Lairs, by Jean-Luc Barbera of France.
"Selios' Lairs is primary a fan site on different
things I enjoy a lot, some of which are not well known
outside Japan or by rare fans worldwide.
"Les Antres de Selios sont avant tout un site de fan
sur differentes choses que j'apprecie beaucoup, dont
certaines sont tres meconnues en dehors du Japon hormis
de rares fans de part le monde."
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Inoue Daisuke fan pages.
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News articles about Inoue Daisuke's death.
__
Don "Quess Paraya haters unite!" Chan
(No offense to Kawamura Maria han.)
*1 "Sakuretsu!"
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