FAQ/Strategy Guide by zama1019202

Updated: 11/15/08 | Printable Version

Gotcha Force (Or GF for short.)

Research Guide

Legal Information

Copyright 2008 Nicholas Mercer

All rights reserved. Reproducing, distributing, modifying or posting this
guide anywhere in any form publicly is strictly prohibited by law without
advance written permission. All tradmarks and copyrights belongs to their
individual holder.

Only GameFAQs is allowed to post this guide.


Kudos to my dad who helped fix my spelling and grammar mistakes and to my
brother for getting the game, being an excellent rival and for helping me
test some of the strategies. I also thanks Gamefaqs for posting this, the
GF community (the board if you don't know) for the strategies and
information and to you for reading this guide.

This is dedicated to the GF fans and veterans of the game.

Table of Contents
New Stuff
Borgs & Tiers
Scenarios & Campaigns(S&C)
Theories (A must read!!!)


This is a guide for anything I have come across while playing GF. Gotcha
Force, whether or not you agree with me, actually has a lot of strategy
to it and I don't mean just which borgs to have on a team. I'll go
through things such as how use ALL of the borgs more effectively, how to
use the terrain to your advantage, theories on the Gotcha Force world and
many other things that I can find. Also, since this is a research guide
Iíll be adding things as time goes by (and this will be updated often).

Just to add that I play competitively so this guide is could also be
thought of as a reference to all the strategies and my comments on
everything in Gotcha force.

Note: I test everything in the guide to make sure what I write is true
(the theories are debatable).

New Stuff

This is where I'll say what new stuff I've put into the guide so you (and
me for that matter), can keep track of what has been added to the guide
since I'll updating the guide often.

V.1 10/23/08: Got the guide up and everything seems in place (lets just
hope I don't mess something up).


I'll answer some basic questions here (see the Theories section for
questions on the GF world).

Q. What's this guide for?

A. Read the Intro since thatís what it's for.

Q. Where is the story walkthrough.

A. There is another guide for that already and this guide is for things
that no-one else has put together in a guide yet.

Q. How, why, where, when are you a competitive player.

A. Just know that I am.

Q. You made some spelling errors.

A. That's not a real question but, this is a big guide so not everything
will be perfect. I'll fix any errors as I work on the guide.

Q. Some of your strategies and stuff are not that good and you're either
missing some things or need to change them.

A. Sorry for that. This guide is a constant work in motion so things will
get modified and added as time goes by.

Q. How do I know that your stuff works?

A. Again, read the intro. I test anything and everything that I can test
in the game so that this information is as accurate as it can be (again,
no promises on the theories).

Q. Did you come up with everything in this guide?

A. Not everything. Several things I came across while reading other
guides and such which I then tested to see if they work.

Q. What's your playing mentality?

A. I prefer fast borgs that can pack a punch overall.

Q. What's your favorite Tribes and Borgs?

A. That's a hard one. I tend to like all of the tribes with the Ninja,
Knight, Air and Wing being at the top. As for the borgs, I like Blade
Wing, Kung Fu Master, Orange Fighter, Vampire Knight, Killer Girl, Double
Ninja, Accel. Ninja, Fire Ninja, Beam Samurai, Beam Gunner, Imperial
Knight, Dark Knight, Ruby Knight, Sapphire Knight, Gatling Tank, Anteras,
Neo G-Red, Battle Girl, Tao Master, Cyber Hero, Metal Hero and a lot

Q. How and why did you come up with S&C?

A. I came up with up with S&C as a way to make Gotcha Force more
replayable and fun. S&C's mechanics has some influence from Dungeons and
Dragons or DnD for short. Those of you who have played DnD will noticed
the similarities pretty quickly.

Q. Nice info theories on the Gotcha Force world. Are you really thinking
on writing a guide on what happened before the Gotcha borgs came to

A. Yep.


There are some subjects that I will be talking about that you might or
might not understand which will be explained here so that you would know
what my gibberish means.

Playing Mentality (Or PM for short)

People have a tendency to play games similar to the game that they most
(a fps player would play Gotcha Force like it was a fps game for
instance). The great thing about Gotcha Force is that there is always at
least one borg that fits a playing mentality. You'll see this pop up
mainly in the borgs section since your playing mentality will effect what
borgs you like and do well with in the game.

Note: I also use a lot of terms like "knockack" that come from the other
games that I have played.


A kinks is a term I use for little things that I find while I was doing
something in the game. You'll see these pop up everywhere in the guide
and can have important information or interesting facts.

My Thoughts (I'll put MT for short)

This is where I'll add my specific opinions about things in the game.
This can and will pop up everywhere so keep an eye out for these.


The name sort of expresses itself. Any tactic I find useful will go here.
These pop up mainly in the borg and S&C sections.


While GF appears to just about smashing your opponent to pieces, the
hidden depth of this game is one of the things that I really like about
it. You may recognize many of these following strategies from other games
that you have played. Unlike tactics that focus on a certain object (like
a borg or map), strategies can be used by more and one thing. I'll
explained each strategy in detail below.

Remember that these strategies are for most borgs in general not each
individual borg. That gets covered in the borgs section.


When you juggle your opponent in the air you are basically knocking your
opponent into the air again and again without letting him touch the
ground. It works only on borgs that can be knocked flying into the air
and it's kind of hard to do but very possible. You need to use a borg
that has a weapon that can send borgs flying, is accurate and can fire
fast enough to knock your opponent back into the air before he lands.
This helps if your opponent tries to do a mid-air recovery which makes
him pause for a moment. At most I've juggled my opponents with 2 to 3
hits per juggle (in other words, I've hit a borg into the air 2 to 3
times before the borg touched the ground).


A kind of dodging when you fight up close. When Dancing, stay just inside
your maximum melee range and wait until your opponent tries to attack
(don't stand still though since that's asking for trouble). When your
opponent attacks, dodge to the side of your opponent and counter with a
melee attack. Note that your opponent can dodge your counter attack if
the borg is fast enough (it just looks amazing when two borgs try to use
this on each other and until it becomes a dance of DEATH).

Duck and Cover (I like to call it "peek-a-boo".)

This a very common tactic in shooters where you take a range guy and hide
behind a wall to protect yourself from attacks and then ďpoppingĒ up to
attack when the coast is clear. It might be needless to say that this
works better when using borgs with good range attacks than with melee
borgs but then again, people are creative. This tactic is not as
effective when hiding behind a breakable wall and it's useless against
borgs that have attacks that go through walls but, those kind of borgs
are few compared number of other borgs out there. I tend to use this
tactic a lot so I know it in and out.

Short Hop Dashing (or SHD for short)

This is a fusion between Super Smash Brother's short hop and GF's air
dashing. Since many borgs are slow on the ground, air dashing is a great
way to get around. Two problems though, a lot of borgs have a booster
instead of the normal air dashing which means they can't stay in the air
as long and certain borgs (such as the Flame Ninja for one), needs to be
on the ground to use their more powerful attacks. This is where SHD comes
in. To do it, just jump and then air dash so that your borg is just right
above the floor but not touching it and there you have it. Since you are
not high off the ground you can land almost instantly and either repeat
or do something else right after. This is another move I use a lot.

Kinks: Dashing

Certain homing attacks (like the Fortress beam attacks) lose track of you
if you constantly dash, run, dash, run, etc. Mastering this can make it a
lot easier to dodge these annoying kinds of attacks (though you also have
the explosion to deal with also). Borgs (like Gold Hero), can cancel
their air dashes with a attack and then air dash again. Borgs that can
boost or fly can also do this by dash, rise and repeat which is faster.
By doing this, you can dodge the attacks without worrying about the
explosions that they cause.


A combo is a chain of attacks that you do in a row to cause a lot of
damage without getting hit by your opponent. A basic combo is just
pressing the B-button over and over to hit your opponent. A complex combo
involves using different kinds of B-attack (like dash attack, standard
attacks) and X-attacks. A combo stops when you stop constantly hitting
your opponent. Borgs that can be good at doing combos are "combo-active"
(remember that name).

Team Strategies

Since I'm doing a Strategy section I might as well make ones for teams.
These strategies will deal with using two borgs as a team to get things
done. While I know it might seem hard to keep track of where your
teammate is as well your opponent's position remember that you can press
the Z-button to look at where your partner is.

Cover Fire

A fps tactic where one guy fires at the enemy so that they can't attack
while his partner gets in close for the k.o. Needless to say, this works
well with one melee borg and one ranged borg. Have your ranged borg pin a
enemy borg down with shots while your melee friend gets close to attack
him without worrying about that borg.


In this strat, you have one borg protecting a "One-hit-Wonder"(or OHW)
borg (ICBM tanks, Ultimate Cannon you get the idea). This strat is still
experimental and has some MAJOR flaws. The first problem is unless
everyone youíre fighting against is a CPU, it's highly likely that
everybody will be focused on getting rid of the OHW borg first. The
bodyguard borg should be focused on knocking the other borgs off their
feet in order to let the OHW fire off some of its big shots. The second
problem and the one that makes this plan useless is when there is a
Fortress borg in play. Since they have a lot of HP and can't be knocked
over your bodyguard is rendered useless.

The 5 Rules

I might as well show the 5 rules that you NEED to know in order to be a
good GF commander. Veterans might want this to read just in case I say
something that you didn't know about.

1. Know what your going against and plan ahead.

Also a rts rule as well. If your going against fortress borgs then it's
best to use a range borg that can dash well etc. Which leads to our next

2. Dash a lot and don't stand still.

This goes to those of you who also play Armored Core. Try not to stay
still unless you have a "good" reason to (such as when youíre using the
peek-a-boo strat), and when nobody is shooting at you since it's dumb to
stand there and get hit by an attack that you could have dodged (unless
you can't move). I also can not put enough emphasis on the word
"""DDDAAASSHHH!!!!""". It is THE most vital part of your defense, offence
and means of quick travel.

3. Avoid being overwhelmed by numbers.

A quite a few borgs have trouble fighting against several borgs in melee
at once (like the Imperial Knight). A group of borgs is simply called a
crowd. To deal with a crowd you can do one of four things. The first
thing you can do is to defeat each borg from far away but some borgs
can't fight from a distance well. Second, you can break up the crowd by
sending borgs flying to separate them. The third is to use crowd control
moves (in other words, moves that can hit several guys at once like Ring
Angel's charge-B attack). The last is if you are a veteran with a borg
then you can dance around your opponents and take them out that way (or
you have some sort of "uber" borg).

4. Know your borgs inside and out.

It is important to get use to how your borgs works. You'll find that
understanding how a borg works will help you figure out which borgs
you're good with (I've heard tales of people who defeated entire armies
in story mode with only a Shield Witch, though how big those armies were
is a mystery, but, it's just to give you an idea).

5. Avoid doing something really risky.

In other words, try not to do something that your borg may not survive
unless you have "KNOW" what you're doing, youíre crazy or you just want
to see your borg get fried which means youíre being a jerk. A lot of
battles depend on out living your opponent (especially when playing a
scenario but thatís for later.)

The Guide To All Things Borgs

While some are claimed to be better then others, almost all borgs are
just as powerful as the next (I don't count that cockroach bug). This
section is dedicated to figuring out ways to use every borg more
effectively. I'll organize borgs into their respective tribes which I'll
also talk about.

Note: The personal borgs for most of the characters in story mode like
Sasuke and Nao will be explained as separate borgs because they have some
noticeable differences.


Unlike in GF which classifies each borg in an almost useless way (such as
support or all-around), I'll put each borg into types that are more
useful and will give better clues on what the borg does. Each type is
explained below.

All-Around (or AA for short)

As the name says, AA borgs are made to handle most situations and are
usually the most used type of borg. A perfect example is G Red.


Borgs that focus on getting close to you and smashing your borgs into
dust. These borgs tend to lack any good range attacks if any at all. A
perfect example is the Normal Knight.


These borgs prefer to blast you from far away than get close to you. Most
range borgs don't or can't fight well up close. A perfect example is the
Normal Tank.


The new and "better" type for the originally called "support borgs".
These borgs rely on using their powers (spells, curses, whatever), on
other borgs to win the fight.


Borgs with wings. These borgs tend to be speedy and can fly through the
air making them very maneuverable. A perfect example is the winged


Aircraft are the most restrictive type since it only includes planes and
all fortress borgs. As such, all aircraft borgs are considered similar to
a ranged borgs except that they are always in the air and only 1 of the
aircraft borgs has a melee weapon. A perfect example is the Orange

Note: Many borgs have two or more types which will be shown like this
"Winged Caster". Transforming borgs will have a ď/Ē to split and show
what type is each transformation like in the example:


I have created a tier system for the borgs to list how good they are
against other borgs. These tiers represents how good a borg is in a
variety of situations. Each borg will have two tiers. A overall tier to
measure how a borg performs against other borgs in general and a tribe
tier to measure how well a borg performs against other borgs in its own
tribe. I decided to do this to know where a borg stands with the other
borgs in the game. I won't measure the cost of a borg because a borg that
you are good with will go a lot farther and is worth more than what the
cost might say.

The tiers range from one to five and each tier has it's own meaning
explained below.

1 = The Low Tier

Borgs in this tier will have trouble standing up to other borgs and
requires practice and the right playing mentality to do well with them.

2 = The Low-Mid Tier

These borgs can fare well but are at a disadvantage against a rather
large majority of borgs.

3 = The Mid Tier

These borgs are neither weak or strong.

4 = The Mid-High Tier

These borgs can do well against most borgs and have little weakness.

5 = The High Tier

The most powerful borgs in the game and take skill to defeat.

Note that this is just in general and that someone who has mastered a
borg in one of the lower tiers can still take on the higher tier borgs in
the game.

The Knight Tribe
Basic Playing Mentality: Rpg gamers and Lord Of The Rings fans bring your
Axes and Pikes (sorry, just had to.). Mainly for those who like bashing
others at close range.

Knights like to get up close to bash you with their swords, axes and
whatever pointy things that they can poke you with. Most knight borgs
don't do well at range so they have a special tool unique to their tribe
which is the shield. Shields can block non explosion shots but, it can
take some practice to use it effectively. Some melee attacks can be
blocked while others can go through the shields (odd since shields are
usually meant to protect you from swords and such). Since most knight
borgs are slow in more then one way they can be easily overwhelmed by a
crowd. While most Knight borgs take some practice to use well they can be
a force to be reckoned with.

Kinks: While you may or may not have noticed, all shots (and attacks for
that matter), aim at a borgs heart or the chest if you will so you want
your borg to face at a angle so that your shield takes the brunt of
incoming shots. If you've played with knight borgs long enough you'll
notice that knights stick their shield in front of themselves in the
direction that youíre moving and dashing. While it's not recommended to
charge straight towards your opponent, you can do so to block the shots
with your shield and dodge anything your shield can't block. Melee
attacks are still being debated as to what kind of melee attacks can go
through shields.

The Normal Knight

Type: Melee

Overall Tier: 2

Tribe Tier: 2

The basic Knight borg. The Normal Knight is can easily get overwhelmed by
faster borgs or great numbers and itís slow at recovering after attacking
and the lack of far range weapons doesn't help. This borg does very well
in 1 on 1 melee battles where itís very combo-active and it's shield
grants protection against most attacks if you know how to use it well.
All in all, itís good when you are fighting up close early in a battle
but, don't expect it'll handle as well once the more powerful borgs get
on the field.

Tactics: If youíre fighting one borg at a time and get close enough,
start to dance around your opponent and throw your shield when youíre
near your opponent to stagger him and then short hop dash and unleash an
air B-combo at him to cause some damage. If he's still close to you,
throw your shield to stagger him and repeat. Don't B-dash on the ground
since that attack will knock your opponent far away from you which isn't
a good thing. Always air dash to get around since the Normal Knight is
slow and clumsy on the ground. When you are engaging your opponents, make
sure to keep your shield between you and your opponent at all times and
only throw your shield when no-one is attacking you at the time.

My Thoughts: The Normal Knight is an "advanced" borg which means that he
takes skill to use. In order to use him well, you need to be able to put
his shield between you and any incoming attacks, which takes practice.
The best way to do this is to just go into Vs. mode with P1 with a Normal
Knight, P2 with some other borg (a Normal Ninja would be great for this)
and no CPUs and just practice blocking attacks with your shield. Once
you've mastered using the shield you'll now be in business.

The Sword Knight

Type: Melee

overall Tier: 2

Tribe Tier: 3

The Sword Knight is an upgraded version of the Normal Knight and as such
he still has the same strengths and weaknesses. On the bright side, his
B-attacks are stronger and has more range thanks to energy waves that
comes out to cover extra ground. His shield is also bigger so he can
block attacks more easily. Overall, he's better but still requires a good
amount of practice to use right.

My Thoughts: If you like to use Knight borgs then I suggest using this
borg over the Normal Knight because his strengths out weigh his problems.

Chainsaw Knight

Type: Melee

Overall Tier: 3

Tribe Tier: 3

His attacks can take big chunks out of a borg's hp and instead of a
shield, you get a grappling hook that can catch most borgs and bring them
in close so that you can cut them to ribbons. Oh, the Grappling Hook is
fast and has good range so you won't have much problem catching borgs
with it.

Tactics: First off, you need to get close to your opponent which is what
your Grappling Hook is for. After you get close, you should not use your
normal B-attacks unless you have no-one else to worry about and try to
attack your opponent from the air in order to stay on the move.

My Thoughts: If you like Chainsaw Knight then you should try to get the
alternate color version since it makes him look like a dark knight of

The Ninja Tribe
Basic Playing Mentality: Who doesn't like Naruto and being a shinobi of
the Hidden Leaf Village. Mainly for those who like to be fast and

Ninja are all about not getting hit and are usually well rounded. A
ninja's main weakness is that they don't usually have a lot of hp but,
you shouldn't be getting hit by attacks anyway (otherwise you need more
practice since the Ninja borgs' speed gives you no excuse). Oddly enough,
their most basic ninja is by far one of the most common and best ďgo toĒ
borgs in the game.

The Normal Ninja

Type: All-Around

Overall Tier: 3

Tribe Tier: 3

The Normal Ninja oddly enough is one of the better borgs in the game
because he's fast, has good attacks for any situation and can handle even
higher tier borgs. His only weakness is that he has low hp but since he
can dodge almost any attack this isn't a problem. The only thing keeping
him from getting into the fourth tier is that it take a while to defeat
the high hp and defense borgs. The Normal Ninja is great for just about

Tactic: When being chased by a borg you can let them get close and then
throw a bomb into his face and send him flying. The Normal Ninja's
B-attack when right above a borg is a powerful downward sword strike that
can cause some big damage to your opponent. You can also dance,
peek-a-boo, juggle and combo your opponent if youíre good enough.

My Thoughts: The Normal Ninja is usually used in competitive matches
since he can take on nearly anything that comes at him and is cheap.

The Double Ninja

Type: All-Around

Overall Tier: 3

Tribe Tier: 3

The Double Ninja is the exact same as the Normal Ninja except for one
important thing. He can make a copy of himself. The "clone" always stays
right next to you and copies your every move. This one thing makes him
more powerful then the Normal Ninja since his power is now doubled. If
you get knocked flying, though, it will disappear but you shouldn't be
getting hit anyway. This guy is perfect for those who want an upgrade
from their Normal Ninjas.

Tactics: He has the same tactics as the Normal Ninja. Use your clone
ability when no-one is trying to attack you since there is a delay while
he's creating his clone that others could take advantage of.

My Thoughts: Iím still debating his Tier since he's not easy to hit, does
well at any range and can double his own attack power which, in the hand
of a good commander, can defeat most other borgs.

The Teleport Ninja

Type: All-Around

Overall Tier: 3

Tribe Tier: 4

Teleport Ninja focuses more on melee and dodging and takes some more
skill to use well. His main ability is that he can teleport a small
distance which makes him harder to hit (especially against the more pesky
attacks). He teleports in the direction he's moving and how far he
teleports depends on how fast he's moving. His Teleport Slash is powerful
but is hard to hit with so only use on borgs that are not moving.
Overall, he's a good defensive borg and dancing melee borg though is not
as strong with range attacks.

Tactics: Teleport to dodge attacks that you couldn't otherwise dodge
(make sure to teleport while dashing so that way you can teleport
farther). Once close, dance around your opponent and attack when you see
an opening. Teleport Ninja also can use the Normal Ninja's B-air attack
when he's above your opponent's borg which is a plus.

My thoughts: He's another debatable borg since his teleporting ability
enables him to take on Fortress borgs without taking as much damage
(though it would be a long battle).

The Acceleration Ninja (Accel Ninja for short)

Type: All-Around

Overall Tier: 3

Tribe Tier: 4

The Accel Ninja is the FASTEST borg in the game. He literally uses and is
the epitome of the phrase "hit and run" since thatís his main form of
attack. His X-attack makes him dash at super speed and will cause damage
to anything he runs into. His range attacks are mainly used to turn him
around so that he charge at his opponents again. His speed alone is fast
enough to dodge most attacks which make him hard to hit with range borgs
though melee borgs can time their attacks so that they hit the Accel
Ninja (so be ready to jump). If he has to have a weakness then I have to
go with flying borgs since it's hard to hit a borg in the air with his
main attack (though his kinks seems to counter this somewhat).

Kinks: The Accel remains the only borg to be able to damage other borgs
by simply air dashing into them (its actually more of a glide than a

Tactics: There's a combo that Accel Ninja can do where he charges through
his opponent then jumps into the air while firing off a shot to turn him
around then repeat. Since Accel Ninja's main attack is to charge at his
opponents, they will be expecting it and will try to attack you before
you can get to them so you'll need to dance around your opponent's in
order to throw them off.

My Thoughts: This guy was based on Sonic so Sonic fans will like him plus
he does ballet (dash on the ground as him and you'll see what I mean).

The Gun Tribe
Basic Playing Mentality: All of you shooter fans who like to blast
everything in sight. Mainly for those who like to stay far away from
their enemies.

Gun borgs are the "people like" ranged borgs in the game and all gun
borgs are boys. Gun borgs are good middle of the road borgs for their
ranged abilities while still being fast enough to dodge most attacks. Gun
borgs (and most ranged borgs for that matter) are usually preferred when
fighting borgs that you donít want to get close to (such as fortress

The Girl Tribe
Basic Playing Mentality: Well, I don't have anything more to say other
than ďGIRL POWER!!!Ē. Honestly, this tribe has borgs that could go
into other tribes (mainly Gun), each girl borg might have a different
playing mentality.

As the name suggests this is a all girl tribe. Many Girl borgs focus on
range attacks just like the Gun borgs do though you can tell that they
have a different style. While Gun borgs are more straight foward and Girl
borgs focus more on "hit and run" tactics (mainly where you dash around,
fire off a few shots then repeat). Girl borgs can be very tough to deal
with if your borg is slow.

The Musha Tribe
Basic Playing Mentality: Three words, "samurai are legendary". Mainly for
those who like Knight borgs but who want something a little faster.

All samurai, all the time. Musha borgs are faster Knight borgs without
shields and have good range attacks. Anyway, while Musha borgs are mainly
melee fighters, they can fight at range and can't be as easily crowded
(and for good reason, have you seen some of the Musha borgs X-attacks,
they can hit anyone thats right next to them).

My thoughts: I wonder why do almost of the musha borgs have two long
katanas instead of one long and one short (sorry, I can't remember the
name of the short sword).

The Wizard Tribe
Basic Playing Mentality: Oh what the world would be like if you could put
a spell on someone. Mainly for those who like to, well, curse someone.

Don't be fooled by the name of the tribe, the wizards are actually all
witches ( which is very odd that they didn't name it the Witch tribe
instead), which is kind of disappointing since I would have loved to have
a Gandalf borg. Back to the point, though. The Witch borgs (well, there
are no wizards so it makes sense), are one of the most underestimated
tribes in the game. Their strength lies in using their spells to maximum
effect while employing "hit and run" tactics in the extreme since their
melee attacks are weak and their shots only do 10 hp of damage. I suggest
getting used to fighting in story mode before using these borgs. One last
thing that I forgot to mention is that all Witch borgs have a special
powered up version of themselves, though this seems to be only true with
their spells.

The Idol Tribe
Basic Playing Mentality: Just look at the Wizard tribe because this tribe
is the same except that this borg is a singer.

Now this was a odd idea. Why put this one borg (yes one), into a seperate
tribe since it's the same as a Witch borg. I'm not even gonna bother
putting anything else here since all you to need to know is in that one
Idol borg's description (I wonder though if they had to put her in or
else she would kick their butts, oh well).

The Nurse Tribe
Basic Playing Mentality: Well, this is a fighting game so you'll need all
the healing that you can get.

Nurse borgs are the same as Witch borgs except that these borgs are
focused on healing other borgs. These borgs are more for when youíre
teamed up with a friend in vs mode rather than in story mode since your
partner would be a CPU (and we all know how well they play). In vs. mode,
they can be a life saver in dire times (like when fighting a really tough

Kinks: Did you know that you can jump in the way of a Nurse borg that is
trying to use her heal power and have her heal you instead? I've been
saved more than once by a opposing CPU's heal attack.

The Wing Tribe
Basic Playing Mentality: Anyone who has played Armored Core 4 step up to
the plate. Mainly for those who like flying all over the place.

Wing borgs are Gun borgs that fly and can stand a fight up close. Really,
one of their top winged borgs will tear your borgs apart (no normal sized
borg is safe from him *shiver*). Most CPUs don't do as well with Wing
borgs (well, all borgs anyway). Fight against Sho early in story mode and
you'll feel my pain and what a threat Wing borgs can be. A Wing Borg's
weakness is that they are usually not the best in any catagory (unless
you're fighting... "that" borg).

The Angel Tribe
Basic Playing Mentality: For those girls who like to fly. Mainly those
who like more offensive, flying Wizard borgs.

Angel borgs are are the wing version of the Wizard tribe and are better
(or at least easier to use) then their walking counterparts. Angel borgs
are better fighters (both in range and melee), can fly which makes them
faster and can cast spells (except for one but she has a good reason for
not doing so). Just like the Wing borgs, Angel borgs be very dangerous in
right hands.

The Tank Tribe
Basic Playing Mentality: For those who like to be the "heavy" artillery.
Mainly for those who like to trade speed for more fire power.

Tank borgs are like slow Gun borgs with heavy-duty firepower. They have a
good amount of hp and have powerful ranged attacks while sacrificing
speed and except for a few exceptions, no melee attack (not much of a
worry though since most Tank borgs can easily send borgs flying). Speed
is their greatest weakness since they can't easily dodge big attacks.

The Machine Tribe
Basic Playing Mentality: Who ever likes Mechwarrior, Transformers or just
robots will be in heaven. These borgs are also kind of different from
each other.

The Machine tribe is the biggest tribe in the game and they have some of
the more powerful borgs in the game. One thing that stands out with them
is that the more robotic looking borgs can turn their upper body 360
degrees which means they can shoot while walking backwards. The two other
things that are unique to the tribe is their more powerful borgs can
transform which means you can have up "3 DIFFERENT BORGS AT ONCE" and the
final thing is that some of the borgs can fuse to make a super borg which
is as tough as a fortress until they defuse after a set amount of time. I
can't really put a weakness on the tribe since many of the robots are
just plain different from each other (though the Transformer looking ones
are tough as it is).

The Hero Tribe
Basic Playing Mentality: For comic book and Darth Vader fans (no that
wasn't a typo), beware of the dark side. The borgs are too different from
each other to say for sure.

There are only five borgs in the Hero tribe. One who acts like a Power
Ranger, one who turns into Darth Vader, one who acts like a wing borg,
two similar heroes that makes you say one thing when you play as them,
"cool", and a Shadow the Hedgehog looking guy (plus, he acts like him so
he's neat).

The Air Tribe
Basic Playing Mentality: You aces finally get your new and improved jets.
Mainly for airplane lovers.

A tribe of jet fighters, bombers, UFOs, something in between and a dragon
head (strange but true). All air borgs do very well from extremely high
up in the sky and have a unknown advantage that is explained in the kinks
below. I have taken on entire non-Fortress borg armies (near the end of
the story mind you), with only one of these borgs just to show what
they're capable of. One last thing, they're unaffected by spells.

Kinks: While many have said that you can shoot a borg from any distance
and that is true. Most, if not all ground borgs have a lock-on that can
only hit a dodging borg in a certain range. Going beyond that range and
the red lock on will be just a thin circle and your weapons shoot at the
borgs current position not where he'll be. Any Air or Fortress borg
doesn't have this problem so they can shoot well at any distance.

The Demon Tribe
Basic Playing Mentality: Who ever likes skeleton masks look here. There
are 2 musha like borgs and two "very" unique Wing like borgs so you

Nothing else to say here.

The Fortress Tribe
Basic Playing Mentality: For those who like to use huge capital class
space ships. Mainly for those who don't get bored easily and like to use
something BIG.

Ah, the legendary Fortress borgs. These huge flying borgs can take out
anything and are very tough to beat. There are only two that can actually
move and even then all of the Fortress borgs are very easy to hit
(something must be wrong for you to not hit them). Honestly, there are
only a few borgs that can stand or dodge someone who is a veteran with
them (only 2 of the Fortress borgs have easily dodgable attacks), and can
do a lot of damage to them in a few hits. While it's not hopeless, itís
not easy to go against a Fortress borg. NEVER fight them with slow or
melee focused borgs since a Fortress borg will tear them apart (oh yes,
did I mention that they are also unaffected by spells).

Kinks: The Fortress borgs that can't move can be pushed across the field
by using a fortress borg that can move.

The Knuckle Tribe
Basic Playing Mentality: If you like kung fu, swimming or using magic
swords then this is the place. Nothing else to say beyond that these are
some of the faster and somewhat melee focused borgs.

The only major thing that all of the borgs share is that they fight with
their fists when in melee combat. Like the Hero tribe each borg in the
group is very different in the way they fight (besides the fist thing
that is).

The Death Tribe
Basic Playing Mentality: Cheap and weak and I repeat, cheap and weak.
Nothing else to say here since almost all of these borgs act like borgs
from the other tribes.

The Death borgs are cheapest borgs around. Most of the death borgs are
very similar to the most basic borg of most of the other tribes but with
a lot less hp and cost to use them. Like the Wizard tribe most of the
Death borgs have 2 more advanced forms and in this case it does make them
somewhat more powerful though at a slightly higher cost (though not by
much). If you can fight with a certain kind of borg without getting hit
often then it might be a good idea to put these borgs to use as long as
you "don't" get hit (this is important since they can't take much damage
without getting k.oed).

The Bug Tribe
Basic Playing Mentality: No butterflies but they're insects to say the
least. Those who like something more unique than your everyday borg.

Bug borgs are, well, interesting to say the least. They are hard borgs to
use right off the bat since they do well only in the air and they do in a
way that can throw you off. They have almost no dodging ability (which is
bad), though they can stay in the air much longer then most other borgs.
Like the Witch borgs they have a more powerful version of themselves and
it is those borgs that you need to use in order to do a lot of damage
(plus, they have twice the hp and youíre going to need it). They're not
the worst borg I've seen (that cockroach is the worst borg), so if you
want to use them just practice a lot since they're not for someone who
wants to see results right away.

The Dragon Tribe
Basic Playing Mentality: DnD anyone? Well, for dragon lovers I guess
(though I'm not sure about these dragons).

Dragon borgs are almost like super Bug borgs with fangs, scales and bad
breath that could KILL you. Just like bug borgs they have trouble moving
around on the ground and should stay in the air. Their attacks are
powerful but, while they have a lot of hp it can be reduced rather
quickly if under a constant barrage (no wonder why dragons went extinct).
While I'm not saying that Dragon borgs are bad, they take some time to
get used to using them.


This section is about the terrain on the maps and how to use them.
Knowing how to use the terrain is very important so this will point out
things about different things on a map.

Walls, Pillars, Etc

Hiding behind these is usually essential when using borgs that need to
recharge their shots or charge one. It's also important when youíre low
on health. It's important to move from one wall or pillar to the next
since opposing borgs will always be attempting to move to a position to
attack. If youíre using a range borg then you can use the peek-a-boo
strat (see the strategy section), if youíre using a melee borg then walls
can be use to lure other borgs closer to make it easier to attack. It's
important to note that certain beam attacks can go through objects so
don't count on wall complete safety.

Breakable Buildings

These buildings are used in the same way as a wall except that you
and(or) your opponent can break them.

High Places (tables, cliffs, you know what I mean.)

Being on high terrain acts similar to a wall in that you can protect
yourself from other borgs but better yet is that it can be used to
separate a borg from it's group allowing you to fight in a secluded area.


Being in the air lets you get around faster then you could on the ground
but, sacrifices the cover that you could use to protect yourself. A lot
of combos are done by mixing attacks that are done in the air with ones
that are done on the ground.

Scenarios & Campaigns (also known as S&C)

I created S&C to fill in for the "missing" multiplayer story mode.
Scenarios are battles between two or more players using specific borgs,
maps and rules. Campaigns are groups of scenarios that create a branching
story line. As you get used to playing S&C you can come up with your own
and play those. I'll treat S&C as a separate mode in GF even though you
are using Vs. mode to play it. Those of you who play DnD can consider the
scenarios as encounters and the Campaigns the same as adventures.


Each Scenario is separated into borgs, map and rules. Each player will
have a designated force, team, and team rules which they must follow.
Breaking the rules will result in that player being disqualified and
cannot continue to play or his teammate will be disqualified also.
Completing all of the team rules called objectives will result in a win
for that team.

If in a uneven number of players are playing such as when 1 player is
fighting 2 players the lone player can have up to twice the number borgs
on the Force that he is using such as if a force has 4 Gun borgs then the
lone player can use up to 8 instead.

One more thing, if anything feels unbalanced or not right in a scenario
then feel free to change it. I will continue to tweak each scenario until
they are as balanced and as perfect as can be.

Alright, now with that out of the way lets begin.

Custom Scenario

While I'll come up with my own scenarios, you'll sooner or later want to
make your own scenarios to play. So, this will take you through how to
make your own (after all, I'm going to be busy with the rest of this
guide so this won't get updated as often. Just follow the steps and
you'll be making stuff in no time.

Oh, and make sure to write the scenario down so you don't forget anything
about it.

Step 1: Come up with an idea.

First off, what is going to happen in the scenario, whatís it about,
who's fighting who, and things like that. If you already have a scenario
then go to the next step.

Step 2: Choosing a map and how many players are playing.

Choose a map that bests fits the scenario that you are creating. Also
choose how many players are allowed in the scenario.

Step 3: Objectives and rules.

Now that you have a scenario you need to set what each player or team
needs to do in order to win (such as staying alive for a certain time,
capture a certain area or just beat the heck out of your opponent).
You'll then need to set the rules that the players must follow (such as
no jumping, only attacking in a certain area or staying close to your
partner. If a player breaks the rules then he can be disqualified and if
a player or team completes their objectives then the game stops and they

Step 4: Creating forces.

This very important step. You now need to create the teams of borgs that
each player and team will use. When making a team, make sure that the
teams are as equal as can be though feel free to add or subtract borgs if
a novice is taking on a veteran player.

Step 5: Test it, fix it.

Now to test your map and then fix anything that seems wrong or unbalanced
with it.

Special Effects

The scenario that you make might not be in line with things in the game,
the maps or music. Never fear since I have come up some solutions to your


Most of the maps in the game are in daytime and you may want to have a
more nighttime feel to it. To fix this, you can set the brightness of the
TV to low so that the game has a more nighttimish feel. This is not a
perfect solution but it works... somewhat.


The music in Gotcha Force might not fit the mood or setting of your
scenario. The easy way to solve this is to mute the TV and play whatever
music fits your scenario better on a music player. I get annoyed when I
come up with stories in GF set to some epic music only to hear the GF
music which shatters my thoughts on the GF story (not to say that the GF
music is bad, it just doesn't match the story I came up with). This is
also the best way to keep G-Red from yapping when his personality doesn't
match his personality in the story.

My thoughts: Music can play a vital role in setting the tone for
scenarios or to any given battle (just pit Gold Hero vs. Blade Wing on
the Stone River Map set to the music that was used during the battle
between Obi-wan, his master and Darth Maul during the Phantom Menace to
see what I mean).


A campaign is a set of scenarios that is set to a story. Scenarios are
called missions in a campaign. Most campaigns have some sort branching
storyline which, depending on who wins the mission, will change what
happens in the story and what the next mission will be. Those of you who
play table-top games like Dungeons & Dragons will be used to this mode.
Long campaigns can take a while to go through, though thatís where the
story comes in. A good story drives a campaign and make it worth playing
through. As I said before, who wins each mission will change the story,
sometimes in drastic ways. In some campaigns, the story could even be
affected by the little things that happen in the mission rather then just
who wins the mission. Borgs in a campaign are called characters and each
borg can have a name other than the that they have in the game (a Normal
Knight could be a hero called Strider for instance). A story can be
changed by what happens to the character during a mission (such as if
Strider gets defeated during a mission could mean that Strider dies a
heroic death so that his team could defeat the enemy in the story). This
can really engage players if something happens to a well known and well
liked character during a campaign. Things could not just be affected
through the missions alone, the players could also decide what their
characters do in the story which in turn, affects the missions that are
played. Campaigns themselves can have their own objectives that a player
or players must complete in order to win the Campaign, though this is
optional. Many campaigns can go on for a long time. Some campaigns might
not have an ending if the players playing the campaign like the world and
story a lot and don't want it to end.

Custom Campaigns

Making Campaigns is hard but rewarding work. A campaign has a story and
missions. Unlike scenarios, missions tend to be small at the beginning of
the campaign and get bigger as story goes along. Campaigns are much more
complex to make because there are more things to handle. There are
different kinds of campaigns which I'll go through. To counter this new
complexity, missions can be simplified by having "World" rules which are
set rules that are used through most if not all missions so that new
rules don't have to be made for each mission and so you can focus on the
objectives. There are two kinds of campaigns which are full campaigns and
the template campaigns. A full campaign is a campaign that is that has a
complete story, world, missions and such. A template campaign is a
purposely incomplete campaign that includes an already made world,
characters and such which leaves the players to either finish the
campaign or come up with it as they play it. 

Step 1: Making a story.

A good story is what drives a campaign. While not necessary, they make a
campaign worth going through. There are several parts to a story which
are the worlds, characters and sides. Each I go through and explain.

The World

Where and when is the campaign is taking place. The world can be anything
from ancient Greece to some fantasy world. The campaign can start from
the rise of a hero to being in the middle of a great war. I can't be of
much more help here since the world would comes from your imagination not
mine. Having a well developed world allows you to know what's happening
on a large scale while more undeveloped ones allows more creativity.

The Sides

A side is a faction, nation, team and/or people (you know what I'm
getting at) that work together in the world and story (such as Rohan in
the Lord Of The Rings). In most campaigns, sides are usually controlled
by the players. A side is usually made of characters (like Kou and Mana
are on the Gotcha Force side for instance). The different sides are
usually either allied or against each other (though this is not always
the case). Some sides are simple while others are complicated.

The Characters

A character is person that has some important role to play in the
campaign and story. In the game, a character is a borg that has a unique
name and personality (like G-Red in the Gotcha Force story). A campaign
can have many characters or just a few. All missions should have at least
one character in them even though the character might be a minor one.
Their are three different kinds of characters which will be explained

Personal Characters (PCs for short)

PCs are characters that are controlled directly by their players. As
such, the players decide what their characters do in the story. These
characters are usually created by their players and are like the player's
self in the story. PC characters are usually seen in template or similar
campaigns that gives the players the freedom to affects the story by
their in-story decisions not just what happens in the mission alone. PCs
will appeal to players who want to make their own mark in the story
though more freedom comes at the cost of there being more to handle in
the story.

Story Driven Characters (SDC for short)

SDCs are characters that are controlled by what happens in the story
instead of the players. These characters are usually only affected by the
players through the missions. These characters are easier to handle and
are good for players who want to focus more on the missions though they
won't give them many choices.

Half-Half Characters (HHC for short)

HHCs are characters that are a mix between PCs and SDCs. HHCs are
controlled mainly by the story but lets players to make certain decisions
at points in a story. These characters are structured towards the story
but allows some additional freedom for the players.

A campaign usually has a mix of these characters.

Making a character

A character consists of a personality and a body. Each will be explained


A character's personality is who determines what the character will do.
The character's personality affects the story and in turn affects what
the mission will be. A character's personality will decide things such as
what side the character is on and might later join (for instance: Strider
was once a thief and belonged to the thieves guild which in turn puts him
in player one's control but then leaves the guild and becomes a knight
which then puts him under player two's control).

The character also represents the character's power and experience in the
story. The character's borg also affects how the character is played
during the mission.

Step 2: Mechanics Of A Campaign

Now that we have gotten that out of the way, I'll now focus on how the
mechanics of a campaign works. There are several mechanics to a campaign
which are explained here.

Player Objectives

In certain campaigns, each player might have his or her own objectives
that must be completed in order to win the campaign. This is usually only
seen in full campaigns.

World Rules

These are set rules that are used in every mission in the campaign with
minor exceptions. These rules involve what you can and can't do in a
mission (no-one can jump more than once in the air and dash around in the
Lord Of The Rings unless they had wings for instance).


In some campaigns players may have a certain amount of points that they
can use to recruit new borgs or characters to fight in the missions. The
amount of points that are given to each player can be determined by the
number of missions played, the number of cities or land captured in the
story and things like that. Again, this is not necessary since campaigns
and missions can have can have set characters and armies (borgs that use
their original names) that can't be modified.


Players can join forces in some campaigns in order to accomplish a
certain goal. In more complex campaigns, players can "betray" their
partners and turn on them (usually done during a mission by pressing the
Z-button to lock onto their supposed teammate in order to attack them.
This can make for some surprising twists to a story and campaign.

Step 3: The Missions

A mission is just a scenario that is tailored to the events in the
campaign. What the mission is depends on what happens in the story which
in turn affects the story. Unlike scenarios, missions are usually simpler
in design since a campaign usually has many of them. A mission usually
occurs to settle a battle situation in the story. The result of the
mission (what happens in the mission) can greatly impact the story and in
turn the campaign.

Thatís about it for the custom campaign. These rules might get adjusted
so that you can understand it better and to add or explain more things
that can be done in it.


Any thoughts and questions about the Gotcha Force world.

World Theories

This is where I put my theories on the world of Gotcha Force. I might
also write a journal or book on what life was like on Mega Borg and the
war that took place on it.

 Why canít the Gotcha borgs be defeated by anything besides other Gotcha

This was tested in vs. mode with me controlling one borg and the other
left just standing idle.

If you may have noticed, all shots that are fired at a borg go for the
borg's "heart" and that a borg explodes when defeated. This may mean when
enough damage is done to a borg's heart or core, the heart malfunctions,
resulting in the borg exploding. The Gotcha Box keeps a blue-print of the
borg that includes everything the borg has seen and knows and then
"recreates" the borg as if it was never destroyed.

 Then why can't they be destroyed by anything else?

It might have to do with the weapons that the Gotcha borgs use. While
many of the weapons look like something you can find on earth, they could
be made out of different materials. The swords that they use might be
made out of a special kind of metal, the powder used in the explosions
might have been made using different substances. The most interesting
thing is the guns that the borgs use. When a borg fires a gun, it shoots
out a glowing object. This object might be a laser, plasma or something
of the like. Who knows, we could have something that could destroy Gotcha
borgs that G-Red doesn't know about.

 Why does Galactic Emperor have a brain?

Simple, he's Andross. Well, not really. It's most likely that during the
war on Mega Borg that GE might have once been some sort of giant borg
until his body was somehow permanently damaged beyond repair so he
decided to build a new body which is what you see today.

 Why are some gotcha borgs human like?

Gotcha borgs are not really toys. They are "toy-like" which means they
could be similar to humans (GE's brain is proof that this could be the

 If so, then why do many of the borgs look the same?

As the war on Mega Borg went on, the Gotcha borgs had trouble standing up
to the number of Death Borgs that GE had at his command and decided to
start cloning the borgs (borgs like the Machine borgs were made rather
then born). This is the reason why a lot of the borgs look similar
though, as we have seen, there are different color borgs and borgs like
Sasuke and Nao. This also points out that there were or are ways to
modify the way a borg looks in the blue-prints that I was talking about
in the first theory. GE might have been the one to have created the
cloning technology and the plans for making and using might have been
stolen for the Gotcha borgs own use.

 Wait, if the borgs are clones then what happen to the originals and the
other borgs that weren't cloned?

That is an interesting question. They might have traveled from Mega Borg
in a different direction. Maybe Sasuke, Nao, Musashi, Isaac, Jack and the
rest of the unique borgs that have partnered with the kids might be some
of the original borgs. G-Red doesn't say much about Mega Borg so it's
possible. Another thing is that there is no clue on how long the war went
on so it's also possible that as the war was coming to an end that the
majority of the borgs alive were clones so they may not remember, know or
considered the fact that they are similar and the originals and the
uncloned borgs are just no longer around.

 What is the Gotcha Force box and how and why does it makes capsules and
new borgs?

The GF box is more than just a spaceship. The box itself is designed to
be a home for its passengers and in order to keep more Gotcha borgs from
dying it's possible that it was designed to recreate borgs that lived in
the box that got destroyed (the so called blue-prints). Since when Mega
borg was destroyed the people that made the ships might have known that
some of the GF boxes could have gotten stranded or destroyed and made
some kinds of borgs go extinct and since GE also made clones of the same
kinds of borgs they gave the box the ability to scan borgs that the
passengers came across and gather information on that borg. Once it
finished a blue-print a borg, it would then create that borg (though it
had to do this over and over with each borg it came across and couldn't
just make copies of the same borg). Some borgs had blue-prints that were
to complicated to finish in one go so it created capsules that held a
part of a blue-print needed to complete the blue-print of the borg.

 Why do some borgs have different colors?

This could be a mistake the GF box made when creating a blue print. This
is why capsules with this kind of glitch can only fuse with other
capsules with the same glitch. These glitches could also affect the
different colored borgs in other ways as well.

If borgs can change size, why don't do this in every battle?

As you can see with Planet and Star Hero and the size changing witch
borgs this is possible. The problem is that it takes a lot of energy and
only a few borg can do this on their own. As G-Red said, the Gotcha borgs
needed the energy of the kids to change size and GE also said that he was
draining energy from Orachi (which is mainly the reason why he hypnotized

 Why does Sho hate all borgs and but, has Garuda on his team even though
he is a borg too.

Sho has a story of his own that needs to be explained. In the beginning,
Sho did not act like the way he did during most of the story mode until
GE did something, though I'm not sure what. GE's actions caused Sho to
hate all borgs though he didn't know that GE caused it. Garuda also hated
borgs and he and Sho struck an alliance to get defeat all of the borgs no
matter whose side they were on. Sometime later, Sho discovered what GE
had done and decided to team up with the Gotcha borgs to defeat him. As
for what  made him hate all of the borgs I can't say since I know little
about who he is.

 What about Orachi?

Orachi (I don't know her real name) was a very out going and energetic
girl. The energy that she possessed got GE's attention when he first
arrived and decided to use that energy for his plans to conquer earth. So
he kidnapped and brainwashed her and made her into a commander of the
Death Force. Now while using her to command his army, he was secretly
draining her energy to create more borgs to do his bidding and possibly
for more evil purposes, though he was stopped before he could complete
them. Later in the story, Orachi starts to regain part of her original
self and started to break free of GE's control though she only became
fully freed when GE was defeated.

 Who is G-Red?

This is a question I came across when I was thinking about the story in
story mode. G-Red and GE seem to know each other pretty well and G-Red
got his true power back after attacking the Death base which means that
he lost it before he came to earth. There also isn't another G-Red since
you can only get another G-Red "after" you finish the story which means
that there is only one G-Red (unlike a borg like Sasuke where you can
fight "during" the story). G-Red also knew a lot about Gotcha borgs. He
could have been one of generals during the war on Mega Borg and was made
to be very powerful in order to fight off the waves of Death borgs (which
would explain why he can bash almost every other borg). He and GE might
have met on the battlefield more then once and may have been part of the
reason that GE is now nothing more then a brain. It may even be possible
that G-Red and GE were once on the same side (they might not have been
friends) before GE took on his now known name and tried to take over the
planet. Sometime during the war, G-Red might have been gravely injured
and lost some of his power as a result which might also have happened in
the same battle that wreaked GE's body. GE took that power and kept it so
that G-Red could no longer be as big of a threat as he once was. Once on
earth, GE then stored that power in the Death base to keep it away from
G-Red. The G in G-Red might be short for General. Who knows, G-red's full
name might be General Neo Red (neat, huh).

So what do you think? I'm really thinking about writing a guide on the
Gotcha Force world and history.