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 <http://www.gamefaqs.com>
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
[email protected] 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.