______________________ / \ \ -------------------- / | ==================== | | ROCKMAN ZERO 3 | | ==================== | / -------------------- \ \______________________/ Written by Chen Guojun / Cyber Akuma / Mech Gouki / God of Truth / Ultimate Reality _________________ / \_____________________________________________________________ ================= VERSION HISTORY ================= Version 2.7 18-05-05 [Current Version] Updated the Attack Power values, and Boss behavior. Reconstructed the Chips section and Weapons section. Version 2.6 10-05-05 Refined the Weapons section. Revised the Section on Boss Invincibility and Combo Values. Version 2.5 06-05-05 Corrected Circular Shield Invincibility. Added infinite rolling info. Added Icy surface info. Corrected information on Spin Slashes. Changed Combo to combination. Added more Boss EX Attacks. Detailed the new Invincibility theory of Attack Combo Values. Version 2.4 27-04-05 Results and Ranking Level information completed. I will add the Boss EX Attacks and Cyber Space entrance/exit next. Version 2.3 02-02-05 Boss details now completed. Version 2.2 22-12-04 Added even more to the boss details. Implemented more tables. Version 2.1 15-12-04 Implemented a new format to fit in 80-Character width. Added more to the Boss Section. Version 2.0 12-11-04 Finally, the Walkthrough is complete. I will continue on the Boss Section next. Version 1.95 02-11-04 Corrected information on the Extended Air Slash. Added on the Walkthrough. Almost completed. Version 1.9 20-10-04 Very slow progress. To make matters worse, my computer monitor shorted out. Added more to the walkthrough. Progress will be very slow, but at least existant. Version 1.8 13-09-04 Added information on Combinations. Still not complete yet. But at least progressing. Version 1.6 13-07-04 Added more to the Walkthrough. Nearly complete. Still a bit more to go. Version 1.4 17-06-04 Even more additions. Slowly progressing. Version 1.2 03-06-04 More additions. At least we're getting somewhere here. Version 1.0 24-05-04 Undergone some reformatting and updating. Most information has been completed. The Complete Walkthrough is in progress. Version 0.9 16-05-04 Added more information on Cyber Elf. Added details on attacks. Version 0.8 14-05-04 Added more information. Version 0.6 11-05-04 First release. ________________________________________________________________________________ ________________________________________________________________________________ __________ / \____________________________________________________________________ ========== - CONTENTS - ========== 1. Introduction 2. Basics 3. Secret Disk 4. Weapons - Weapons - Cyber Elf Enhancements - EX Skill - Boss Behavior - Elemental Properties - Invincibility - Special Effects 5. Cyber Elf - Details - Nurse Cyber Elf - Animal Cyber Elf - Hacker Cyber Elf 6. Chips - Head Chip - Body Chip - Foot Chip - Subtanks 7. Walkthrough - Stage Summary - Complete Walkthrough - Boss 8. Mission Results 9. Strategy Guide 10. Secrets - Game Modes - Mini Games - Miscellaneous - Combinations 11. Frequently Asked Questions 12. Credits 13. Legal Information ________________________________________________________________________________ ________________________________________________________________________________ ______________ / \________________________________________________________________ ============== - INTRODUCTION - ============== More information will come soon. The walkthrough is only a stage summary of all the important objects. The complete walkthrough and Boss strategy are still in progress. However, most of the other information will be complete in here. This guide is best viewed in 800x600 screen resolution, in size 10 font, in Wordpad or Internet Explorer. This guide is designed to fit in I.E. or Wordpad default settings. This guide follows the names that are used in the Japanese version of Rockman Zero series, not the American or Europe version. The main focus of this guide is on the mechanics of the game. It is recommended that you get at least one other walkthrough if you need strategies or tips. A lot of the information here came from Rods Website. If you can read Japanese, you can try going there. ________________________________________________________________________________ ________________________________________________________________________________ ________ / \______________________________________________________________________ ======== - BASICS - ======== - Life Points - Zero starts with a life Gauge of 16 Max Life Points. Zero's Life Gauge limit may be increased by 4 Cyber Elves, each one increasing the Life Gauge by 4. There is also a Cyber Elf that doubles this Life Gauge by adding an additional colour. You can have up to a Maximum of 64 Life Points. When Zero's current Life Points reaches 0, he will be destroyed. There are certain things that can restore Zero's Life. These include items like Small Life Energy. Others may include Cyber Elf effects. Zero can also restore Life using Subtanks. Whenever Zero's Life Gauge is full, and he is restored life, these surplus life is instead added into the Subtank. Each Subtank stores up to 32 Life Points. You can use them to fully restore your life when you need. - Retries - Retries are basically Zero's lives in the game. If Zero dies somewhere close, you can still continue at the stage Start Point. You can store up to 9 Retries. - Fatalities - Zero can face instant death in certain situations. If he is crushed by solid objects or falls through a bottomless pit, he will be instantly destroyed. Another 2 forms of instant death includes touching Spikes, or touching Magma. However, you may use Cyber Elf Puchitt to prevent these 2 from becoming fatal, and deal Zero 8 damage instead. Whenever Zero dies, he will restart at the stage Start Point. - Movement - Zero's Jump height can be determined by how long you press the Jump Button. The longer you press the button, the higher the jump. Zero can do a Double Jump with the Double Jump Foot Chip effect. Zero can Dash by pressing the Dash Button, or pressing tap forward then press forward again. Dashing will slightly lower his height. If a Jump is done while Dashing, the Jump distance will increase. You will see trailing shadows in a Dash or Dash Jump. Zero can cling on to walls, and jump off them. There is no limit to this. Zero can also do Dash jumps this way. To cling on walls, jump towards it with the direction held towards it. By holding the "Dash" button while jumping, you can do a Dash Jump off the wall. (You can also do a Dash Jump off the Wall while clinging by tapping the Direction of the Wall twice before Jumping off. (In the right timing, Zero can immediately do a Dash Jump, without holding the Dash button, if he jumps off immediately from a Dash jump off the floor or wall at the right timing.) - Terrain - In water, Zero's jump height and distance is increased. His jump movement is slightly slowed down. Zero can jump on the water surface if he has Splash Jump Foot Chip effect. On Icy surfaces, there will be inertia. Zero will face slight lag when moving forward, and will continue to move forward a slight distance, even when he stops. The effects of Spike Foot Chip can negate this. Zero cannot cling to Icy Walls. In Sinking ground, Zero will keep sinking in unless he has Light Body Chip equipped. When he sinks, his movement will be severely slowed down. Jumping will only help get him above the sinking ground, and he won't be able to jump full height unless he is out of the sinking ground. There is a bottomless pit below for every sinking ground. Zero can climb on Ladders, attack from them and jump off them. If he is hit, he would be knocked off the ladder, but he can immediately climb it back. Press "Up" to climb on to a Ladder. Press the Jump button to get off. Zero can jump up through non-solid platforms. He can also jump down through a non-solid platform by holding "Down" while Jumping. - Damage - If Zero is hit, he will be stunned and stop whatever he was doing. He would also be knocked back a small distance, if he does not have protection from being knocked back. The knockback distance may vary among attacks. There are also some attacks that can hold on to Zero and may continue to damage him gradually. Struggle with the controls to escape. Whenever Zero is hit, he will start flashing white for a short period of time. This is the Invincibility Time. During this time, he is immune to most attacks. The Time of this is approximately 1.5 Seconds (90 Time frames). There are certain attacks that can freeze Zero instead of damaging him. During this time, he will be paralyzed. You can struggle with the controls to free him, or he will recover when hit by an attack (without being stunned). - Attacks - Zero may Attack with Weapons at different situations for different effects. Zero may hold down an Attack Button to charge up the Weapon. (Attack mode A and C shares one Charge for 2 Weapons, while Attack Mode B is seperate.) A green light is for Half-Charge, yellow light is for Full-Charged. - Mission - After completing a Mission, you may revisit that Stage with some changes. A Mission is a first visit to the Stage. When you complete a Mission, your Result Ranking Score will be calculated. Your Points will be calculated based on your performance, and your Rank Level will be given. Your Codename will also depend on your performance, and it is determined by what you did in the Mission. When you complete the Mission, you will get the Chip in that mission (if applicable). You will also get an EX Skill if your Rank Level is S or A before the results. This only applies to the 12 Missions which you can get EX Skills from. Revisits to the stage do not count as Missions, and do not have Results Ranking Score. Having an "A" or "S" level will also cause certain Bosses to have additional attacks. - Items - You can find Items scattered throughout a stage. They can be found in the stage itself, or dropped by destroyed enemies. Items dropped by enemies will dissappear after a short time. Having Cyber Elf Baiss will Double the effect of all Items. ------------------------------------------------------------------------------ | Item: Small Life Energy | ------------------------------------------------------------------------------ | Appearence: A small red cube | ------------------------------------------------------------------------------ | Obtained: Dropped by normal enemies; Coropp Soropp Cyber Elf Effect | ------------------------------------------------------------------------------ | Effect: It restores 4 Life Points to Zero. If Zero's Life Gauge is full, | | it will add 4 Life Points to Subtank. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Item: Large Life Energy | ------------------------------------------------------------------------------ | Appearence: A normal red capsule | ------------------------------------------------------------------------------ | Obtained: Dropped by normal enemies; Found in stages | ------------------------------------------------------------------------------ | Effect: It restores 8 Life Points to Zero. If Zero's Life Gauge is full, | | it will add 8 Life Points to Subtank. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Item: Full Life Energy | ------------------------------------------------------------------------------ | Appearence: A large red box | ------------------------------------------------------------------------------ | Obtained: Found in stages | ------------------------------------------------------------------------------ | Effect: It restores Zero's Life Points completely. If Zero's Life Gauge is | | full, it fully fill up one Subtank. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Item: Small E Crystal | ------------------------------------------------------------------------------ | Appearence: A small blue cube | ------------------------------------------------------------------------------ | Obtained: Dropped by normal enemies; Enetas Cyber Elf Effect | ------------------------------------------------------------------------------ | Effect: It adds 4 E Crystal Points to your total. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Item: Large E Crystal | ------------------------------------------------------------------------------ | Appearence: A blue container | ------------------------------------------------------------------------------ | Obtained: Dropped by normal enemies; Found in Stages | ------------------------------------------------------------------------------ | Effect: It adds 16 E Crystal Points to your total. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Item: Retry | ------------------------------------------------------------------------------ | Appearence: A "Z" Symbol | ------------------------------------------------------------------------------ | Obtained: Dropped by normal enemies; Found in Stages | ------------------------------------------------------------------------------ | Effect: It gives you 1 retry. | ------------------------------------------------------------------------------ ________________________________________________________________________________ ________________________________________________________________________________ _____________ / \_________________________________________________________________ ============= - SECRET DISK - ============= Secret Disk List **************** This section is a list of all the Secret Disk. For information on location and methods of obtaining the Secret Disks, look in the walkthrough section. ------------------------------------------------------------------- |Disk ID No. | Disk Name | Disk Type | ------------------------------------------------------------------- | 001 | Auto Charge | Head Chip | ------------------------------------------------------------------- | 002 | Auto Recovery | Head Chip | ------------------------------------------------------------------- | 003 | Quick Charge | Head Chip | ------------------------------------------------------------------- | 004 | Frog | Foot Chip | ------------------------------------------------------------------- | 005 | Splash Jump | Foot Chip | ------------------------------------------------------------------- | 006 | Ultimate Foot | Foot Chip | ------------------------------------------------------------------- | 007 | File A | Data File | ------------------------------------------------------------------- | 008 | File B | Data File | ------------------------------------------------------------------- | 009 | File C | Data File | ------------------------------------------------------------------- | 010 | File D | Data File | ------------------------------------------------------------------- | 011 | File E | Data File | ------------------------------------------------------------------- | 012 | File F | Data File | ------------------------------------------------------------------- | 013 | File G | Data File | ------------------------------------------------------------------- | 014 | File H | Data File | ------------------------------------------------------------------- | 015 | File I | Data File | ------------------------------------------------------------------- | 016 | File J | Data File | ------------------------------------------------------------------- | 017 | File K | Data File | ------------------------------------------------------------------- | 018 | File L | Data File | ------------------------------------------------------------------- | 019 | File M | Data File | ------------------------------------------------------------------- | 020 | File N | Data File | ------------------------------------------------------------------- | 021 | Maltina | Nurse Cyber Elf | ------------------------------------------------------------------- | 022 | Milpy | Nurse Cyber Elf | ------------------------------------------------------------------- | 023 | Elpy | Nurse Cyber Elf | ------------------------------------------------------------------- | 024 | Silpy | Nurse Cyber Elf | ------------------------------------------------------------------- | 025 | Relpy | Nurse Cyber Elf | ------------------------------------------------------------------- | 026 | Artan | Nurse Cyber Elf | ------------------------------------------------------------------- | 027 | Jiktan | Nurse Cyber Elf | ------------------------------------------------------------------- | 028 | Mott | Nurse Cyber Elf | ------------------------------------------------------------------- | 029 | Dott | Nurse Cyber Elf | ------------------------------------------------------------------- | 030 | Kyurif | Nurse Cyber Elf | ------------------------------------------------------------------- | 031 | Rulf | Nurse Cyber Elf | ------------------------------------------------------------------- | 032 | Sulf | Nurse Cyber Elf | ------------------------------------------------------------------- | 033 | Tirif | Nurse Cyber Elf | ------------------------------------------------------------------- | 034 | Yurif | Nurse Cyber Elf | ------------------------------------------------------------------- | 035 | Berif | Nurse Cyber Elf | ------------------------------------------------------------------- | 036 | Wirif | Nurse Cyber Elf | ------------------------------------------------------------------- | 037 | Krif | Nurse Cyber Elf | ------------------------------------------------------------------- | 038 | Snokk | Nurse Cyber Elf | ------------------------------------------------------------------- | 039 | Matikk | Nurse Cyber Elf | ------------------------------------------------------------------- | 040 | Miyakk | Nurse Cyber Elf | ------------------------------------------------------------------- | 041 | Ajikk | Nurse Cyber Elf | ------------------------------------------------------------------- | 042 | Tobukk | Nurse Cyber Elf | ------------------------------------------------------------------- | 043 | Murakk | Nurse Cyber Elf | ------------------------------------------------------------------- | 044 | Maiira | Nurse Cyber Elf | ------------------------------------------------------------------- | 045 | Miuura | Nurse Cyber Elf | ------------------------------------------------------------------- | 046 | Coropp | Nurse Cyber Elf | ------------------------------------------------------------------- | 047 | Soropp | Nurse Cyber Elf | ------------------------------------------------------------------- | 048 | Puchitt | Animal Cyber Elf | ------------------------------------------------------------------- | 049 | Barett | Animal Cyber Elf | ------------------------------------------------------------------- | 050 | Maaya | Animal Cyber Elf | ------------------------------------------------------------------- | 051 | Kwappa | Animal Cyber Elf | ------------------------------------------------------------------- | 052 | Ganble | Animal Cyber Elf | ------------------------------------------------------------------- | 053 | Baaeid | Animal Cyber Elf | ------------------------------------------------------------------- | 054 | Baareef | Animal Cyber Elf | ------------------------------------------------------------------- | 055 | Pitappa | Animal Cyber Elf | ------------------------------------------------------------------- | 056 | Pitappu | Animal Cyber Elf | ------------------------------------------------------------------- | 057 | Beetakk | Animal Cyber Elf | ------------------------------------------------------------------- | 058 | Beenaip | Animal Cyber Elf | ------------------------------------------------------------------- | 059 | Archim | Animal Cyber Elf | ------------------------------------------------------------------- | 060 | Archil | Animal Cyber Elf | ------------------------------------------------------------------- | 061 | Baiss | Hacker Cyber Elf | ------------------------------------------------------------------- | 062 | Delpeena | Hacker Cyber Elf | ------------------------------------------------------------------- | 063 | Rizetas | Hacker Cyber Elf | ------------------------------------------------------------------- | 064 | Cortas | Hacker Cyber Elf | ------------------------------------------------------------------- | 065 | Shootas | Hacker Cyber Elf | ------------------------------------------------------------------- | 066 | Maltas | Hacker Cyber Elf | ------------------------------------------------------------------- | 067 | Iretas | Hacker Cyber Elf | ------------------------------------------------------------------- | 068 | Enetas | Hacker Cyber Elf | ------------------------------------------------------------------- | 069 | Busras | Hacker Cyber Elf | ------------------------------------------------------------------- | 070 | Seibaras | Hacker Cyber Elf | ------------------------------------------------------------------- | 071 | Rodras | Hacker Cyber Elf | ------------------------------------------------------------------- | 072 | Boomeras | Hacker Cyber Elf | ------------------------------------------------------------------- | 073 | Clockle | Hacker Cyber Elf | ------------------------------------------------------------------- | 074 | Mettras | Hacker Cyber Elf | ------------------------------------------------------------------- | 075 | Mettrika | Hacker Cyber Elf | ------------------------------------------------------------------- | 076 | Mettolf | Hacker Cyber Elf | ------------------------------------------------------------------- | 077 | Mettrala | Hacker Cyber Elf | ------------------------------------------------------------------- | 078 | Mettrom | Hacker Cyber Elf | ------------------------------------------------------------------- | 079 | Keeknight | Hacker Cyber Elf | ------------------------------------------------------------------- | 080 | Sarknight | Hacker Cyber Elf | ------------------------------------------------------------------- | 081 | Teiknight | Hacker Cyber Elf | ------------------------------------------------------------------- | 082 | Stoparla | Hacker Cyber Elf | ------------------------------------------------------------------- | 083 | Stopeena | Hacker Cyber Elf | ------------------------------------------------------------------- | 084 | Stopool | Hacker Cyber Elf | ------------------------------------------------------------------- | 085 | Stopeita | Hacker Cyber Elf | ------------------------------------------------------------------- | 086 | Stoporsa | Hacker Cyber Elf | ------------------------------------------------------------------- | 087 | Hammerga | Hacker Cyber Elf | ------------------------------------------------------------------- | 088 | Hammerj | Hacker Cyber Elf | ------------------------------------------------------------------- | 089 | Hammerbo | Hacker Cyber Elf | ------------------------------------------------------------------- | 090 | Eiina | Hacker Cyber Elf | ------------------------------------------------------------------- | 091 | Ecoy | Hacker Cyber Elf | ------------------------------------------------------------------- | 092 | Echyun | Hacker Cyber Elf | ------------------------------------------------------------------- | 093 | Enarta | Hacker Cyber Elf | ------------------------------------------------------------------- | 094 | Ewarne | Hacker Cyber Elf | ------------------------------------------------------------------- | 095 | 80 EC | E Crystal | ------------------------------------------------------------------- | 096 | 100 EC | E Crystal | ------------------------------------------------------------------- | 097 | 200 EC | E Crystal | ------------------------------------------------------------------- | 098 | 150 EC | E Crystal | ------------------------------------------------------------------- | 099 | 40 EC | E Crystal | ------------------------------------------------------------------- | 100 | 100 EC | E Crystal | ------------------------------------------------------------------- | 101 | 100 EC | E Crystal | ------------------------------------------------------------------- | 102 | 50 EC | E Crystal | ------------------------------------------------------------------- | 103 | 80 EC | E Crystal | ------------------------------------------------------------------- | 104 | 100 EC | E Crystal | ------------------------------------------------------------------- | 105 | 100 EC | E Crystal | ------------------------------------------------------------------- | 106 | 40 EC | E Crystal | ------------------------------------------------------------------- | 107 | 500 EC | E Crystal | ------------------------------------------------------------------- | 108 | 100 EC | E Crystal | ------------------------------------------------------------------- | 109 | 100 EC | E Crystal | ------------------------------------------------------------------- | 110 | 100 EC | E Crystal | ------------------------------------------------------------------- | 111 | Omega | Boss Data | ------------------------------------------------------------------- | 112 | Deathtantz Mantisk | Boss Data | ------------------------------------------------------------------- | 113 | Chilldre Inarabbitta | Boss Data | ------------------------------------------------------------------- | 114 | Blazing Flizard | Boss Data | ------------------------------------------------------------------- | 115 | Hellbat Silt | Boss Data | ------------------------------------------------------------------- | 116 | Clie | Boss Data | ------------------------------------------------------------------- | 117 | Plie | Boss Data | ------------------------------------------------------------------- | 118 | Anubistepp Necromances | Boss Data | | | V Generation | | ------------------------------------------------------------------- | 119 | Hanumashin R | Boss Data | ------------------------------------------------------------------- | 120 | Blizzack Stagroff R | Boss Data | ------------------------------------------------------------------- | 121 | Copy X MK2 | Boss Data | ------------------------------------------------------------------- | 122 | Tretesta Kelberian | Boss Data | ------------------------------------------------------------------- | 123 | Glachier Le Cactank | Boss Data | ------------------------------------------------------------------- | 124 | Cubit Foxstar | Boss Data | ------------------------------------------------------------------- | 125 | Volteel Biblio | Boss Data | ------------------------------------------------------------------- | 126 | Panteon Hunter | Enemy Data | ------------------------------------------------------------------- | 127 | Panteon Guardian | Enemy Data | ------------------------------------------------------------------- | 128 | Panteon Aqua | Enemy Data | ------------------------------------------------------------------- | 129 | Panteon Fist | Enemy Data | ------------------------------------------------------------------- | 130 | Panteon Base | Enemy Data | ------------------------------------------------------------------- | 131 | Dustlock | Enemy Data | ------------------------------------------------------------------- | 132 | Gyro Cannon | Enemy Data | ------------------------------------------------------------------- | 133 | Grand Cannon | Enemy Data | ------------------------------------------------------------------- | 134 | Tile Cannon | Enemy Data | ------------------------------------------------------------------- | 135 | Pillar Cannon | Enemy Data | ------------------------------------------------------------------- | 136 | Heavy Cannon | Enemy Data | ------------------------------------------------------------------- | 137 | Capsule Cannon | Enemy Data | ------------------------------------------------------------------- | 138 | Generator Cannon | Enemy Data | ------------------------------------------------------------------- | 139 | Eye Cannon | Enemy Data | ------------------------------------------------------------------- | 140 | Shrimporim | Enemy Data | ------------------------------------------------------------------- | 141 | Volcale | Enemy Data | ------------------------------------------------------------------- | 142 | Crabeggar | Enemy Data | ------------------------------------------------------------------- | 143 | Petatria | Enemy Data | ------------------------------------------------------------------- | 144 | Shortroid | Enemy Data | ------------------------------------------------------------------- | 145 | Seymeran | Enemy Data | ------------------------------------------------------------------- | 146 | Lamp Lot | Enemy Data | ------------------------------------------------------------------- | 147 | Lemingles | Enemy Data | ------------------------------------------------------------------- | 148 | Cata Tank | Enemy Data | ------------------------------------------------------------------- | 149 | Top Gabyoll | Enemy Data | ------------------------------------------------------------------- | 150 | Snake Cable | Enemy Data | ------------------------------------------------------------------- | 151 | Garisnee | Enemy Data | ------------------------------------------------------------------- | 152 | Crossbine | Enemy Data | ------------------------------------------------------------------- | 153 | Flopper | Enemy Data | ------------------------------------------------------------------- | 154 | Purple Napple | Enemy Data | ------------------------------------------------------------------- | 155 | Moth Zero | Enemy Data | ------------------------------------------------------------------- | 156 | Baton Ring | Enemy Data | ------------------------------------------------------------------- | 157 | Melnet | Enemy Data | ------------------------------------------------------------------- | 158 | Shut Counter | Enemy Data | ------------------------------------------------------------------- | 159 | Shark Seal X | Enemy Data | ------------------------------------------------------------------- | 160 | Shelluno | Enemy Data | ------------------------------------------------------------------- | 161 | Icebon | Enemy Data | ------------------------------------------------------------------- | 162 | Shell Crawler | Enemy Data | ------------------------------------------------------------------- | 163 | Cannon Hopper | Enemy Data | ------------------------------------------------------------------- | 164 | Vile | Character Data | ------------------------------------------------------------------- | 165 | Ciel | Character Data | ------------------------------------------------------------------- | 166 | Celvo | Character Data | ------------------------------------------------------------------- | 167 | Andrew | Character Data | ------------------------------------------------------------------- | 168 | Aluet | Character Data | ------------------------------------------------------------------- | 169 | Iboo | Character Data | ------------------------------------------------------------------- | 170 | Ronishol | Character Data | ------------------------------------------------------------------- | 171 | Peroke | Character Data | ------------------------------------------------------------------- | 172 | Otrish | Character Data | ------------------------------------------------------------------- | 173 | Irondell | Character Data | ------------------------------------------------------------------- | 174 | Dowa | Character Data | ------------------------------------------------------------------- | 175 | Menart | Character Data | ------------------------------------------------------------------- | 176 | Pikk | Character Data | ------------------------------------------------------------------- | 177 | Halpyuia | Character Data | ------------------------------------------------------------------- | 178 | Farbnil | Character Data | ------------------------------------------------------------------- | 179 | Leviathan | Character Data | ------------------------------------------------------------------- | 180 | Phantom | Character Data | ------------------------------------------------------------------- ________________________________________________________________________________ ________________________________________________________________________________ _________ / \_____________________________________________________________________ ========= - WEAPONS - ========= ================================================================================ - Weapons - *********** -------------------------------------------------------------------------------- - Buster Shot - --------------- Details: - The Buster Shot is a long range weapon that fires bullets directly forward in a narrow coverage. Charge up to fire larger and more powerful shots. - All shots cannot pass through solid walls/floors. - Half-Charged Shots and Full-Charged Shots may pass through enemies if the Shot manages to destroy the enemy. Normal Shots may not pass through enemies at all. All Shots cannot pass through enemies that they did not managed to destroy. - Zero can fire up to 3 shots on screen at one time. Zero cannot fire more Shots if 3 Shots are already on the screen. Zero may fire again after the Shots disappear from the screen. (May be enhanced to 4 Shots with Cyber Elf Shootas.) - Zero may charge up to Half-Charge to use the Half-Charged shot. A Half-Charge (green) is approximately 1/3 time of a Full-Charge (yellow). - The effects of deflected shots are visible. (Does not apply for EX Skills.) - Using this weapon while Standing, Walking, Dashing, Jumping, Ladder Climbing, Wall Clinging, will all have the same effects. - Using the Buster Shot will not affect Zero's movements. Zero can continue actions normally while using Buster Shot. Recovery is almost immediate. - A Ground Dashing Normal Shot will deal damage of Attack 3 instead of the usual Attack 2. - Normal Shot: (Applies to all Normal Shots except for Ground Dash.) Attack 2 Combo Value 0 - Ground Dash Normal Shot: (Applies only to Ground Dash Normal Shots.) Attack 3 Combo Value 0 - Half-Charged Shot: (Applies to all Half-Charged Shots.) Attack 6 Combo Value 1 - Full-Charged Shot: (Applies to all Full-Charged Shots.) Attack 12 Combo Value 1 (Attack Element dependant on Elemental Chips.) -------------------------------------------------------------------------------- - Z-Saber - ----------- Details: - The Z-Saber is a close range weapon that has wide coverage. Each Slash has varying slash pattern, and speed. A Full-Charged attack activates a high Geyser. - There are different slashes for different situations, such as Standing, Dashing, Walking, etc. Range patterns and recovery differ for each Slash. - Standing and Dashing slashes have longer recovery time. Walking slash have quick recovery. 3rd stand slash have very slow recovery. All the other slashes are pretty average in recovery. Each Slash has their own speed and recovery time. - Using the Full-Charged Slash while Standing, Jumping, Ladder Climbing, Wall Clinging, will all have the same effects. - Using the Full-Charged Slash while Walking or Dashing will end up with Zero Standing. - When using the Stand Saber Slash, Zero may perform up to 3 Slashes. You may vary the timing of the slash slightly, depending on when you press the Button. Zero can cancel the 1st Standing Saber Slash to the 2nd Standing Saber Slash, and cancel that to the 3rd Standing Saber Slash or Cyber Elf Special Slashes. - When using an Air Slash (Jump Slash, Jump Spin Slash, or Full-Charged Slash), hold the "Down" direction to keep the Saber extended in another attack. This is the Extended Air Slash. This will last until Zero lands, or until you let go of the "Down" direction. An extended Air Slash is non-elemental, even if used after a Full-Charged Attack. It has a different Attack from a Normal Jump Slash. - Zero will continue to move forward a little while using Dashing slash. - When using Walking Slash, Zero may continue actions normally without affecting his actions. Recovery is almost immediate. However, there will be a slight lag continues Walking and using an Attack. - With the exception of the Full-Charged attack, all Saber Slashes count as Cutting attacks. (Including EX Skills and Cyber Elf effects.) - Walking Slash: Attack 6 Combo Value 1 - Dashing Slash: Attack 10 Combo Value 1 - Jump Slash: Attack 8 Combo Value 1 - Wall/Ladder Slash: Attack 8 Combo Value 1 - Extended Air Slash: (Regardless of what Attack which this had followed.) Attack 10 Combo Value 1 - 1st Standing Slash: Attack 8 Combo Value 1 - 2nd Standing Slash: Attack 8 Combo Value 2 - 3rd Standing Slash: Attack 8 Combo Value 3 - Full-Charged Slash: (Applies to all Full-Charged Slashes.) Attack 16 Combo Value 1 (Attack Element dependant on Elemental Chips.) -------------------------------------------------------------------------------- - Recoil Rod - -------------- Details: - The Recoil Rod is a close range weapon that attacks in seperate directions, and have special abilities. Charge up for extra coverage and extra effects. Use the direction "Up" or "Down" to attack in the corresponding directions. - Normal attacks can attack in 3 directions: Upforward, Forward, Downforward. - Full-Charged attacks can attack in 3 directions: Up, Forward, Down - To attack in these corresponding directions, hold the Direction "Up", or "Down" before using these attacks. - Zero cannot aim the direction of a Normal or Full-Charged Stab while clinging a wall or climbing a ladder. The Stab Attacks will always be Forward, away from the Wall. - Using this Weapon while Walking or Dashing will end up with Zero Standing. - While standing Zero can use the 1st Standing Stab attack, then immediately cancel/follow up with the 2nd Standing Stab attack. (These 2 attacks can be repeated by cancelling.) The direction of the attacks may be altered during this. - Zero can destroy certain blocks, or push objects away with a Full-Charged Attack. The Recoil Rod also has special effects on certain objects and enemies, which the other Weapons do not have. - A Full-Charged attack can send certain normal enemies flying away in the direction of Zero's Attack. Enemies send flying away this way will be destroyed regardless of Life when they hit the solid floor/wall. The direction and angle of which they are sent flying will depend on the direction of Zero's Attack and the angle the Attack hits the enemies. - Only certain normal enemies will be sent flying away. They can be sent flying away, even if the Recoil Rod Attack would be strong enough to destroy them. - A Full-Charged attack can stun certain Bosses/Midbosses, at certain situations. - If Zero uses a Full-Charged attack directly Down on the ground while standing, or off an enemy in the air, he will bounce right off directly up in a high height, after he attacks Down with the Full-Charged Stab. Zero can swerve left or right during this Boost Jump. The Boost Jump may be done while Dashing on the ground, to increase left or right travelling distance. Zero can also Dash jump and use this Boost Jump on an enemy to have the same effects. Note that the Full-Charged attack must hit the solid floor while standing or the enemy while in the air, in order for this to work. It is possible to use a Double Jump after this (provided that a Double Jump isn't already used before Boost Jumping off an enemy). - A normal Enemy sent flying away will deal damage of Attack Power equal to their Touch Attack, while flying away, for each hit dealt. This may damage both Zero and any enemies. - A Full-Charged attack can deal up to 2 hits on normal enemies. - Cyber Elf Rodras effect will not affect Attack of enemies sent flying away. - Jump Normal Stab: (Applies for all 3 directions, and Wall/Ladder Stab.) Attack 8 Combo Value 1 - 1st Standing Stab: (Applies for all 3 directions.) Attack 8 Combo Value 1 - 2nd Standing Stab: (Applies for all 3 directions.) Attack 8 Combo Value 2 - Full-Charged Stab: (Applies for all 3 directions and all Full-Charged Stabs.) Attack 8 Combo Value 1 (Attack Element dependant on Elemental Chips.) -------------------------------------------------------------------------------- - Shield Boomerang - -------------------- Details: - This is a defensive weapon used to reflect enemy shots. It is also used as a boomerang weapon to attack far enemies with the Full-Charged attack. - Zero holds up the Shield when you hold the Weapon Button. This itself does not attack enemies or deal any damage. - When Zero holds up the Shield, any Energy Bullets that touch the Shield gets Reflected. Reflected Energy Bullets deal damage of Attack 2, and damage Enemies. They are Reflected in the opposite direction they were going. (Energy Bullets are small yellow shots.) - Zero can Walk or Jump normally, without hampering his movement, while the Shield is held up. However, Zero cannot Dash while the Shield is held up. - While Zero cannot Dash while holding the Shield, he can use if during a Dash Jump. Also, Zero can Dash Jump off a Wall while holding the Shield. - Using this weapon while Standing, Jumping, Ladder Climbing, Wall Clinging, will all have the same effects. - The Full-Charged Shield Boomerang flies in an arc. It flies upward if launched on the ground, and flies downwards if launched in the air. It will also arc downwards if you are going down on a Conveyor Belt, and arc upwards while climbing a ladder. - Using the Full-Charged Attack while Walking or Dashing will end up with Zero Standing. - The Full-Charged Shield Boomerang cannot pass through walls and deflecting enemies when Zero launches it. However, it will pass through enemies and solid walls/floors when it returns to Zero. - The Boomerang will keep trying to reach Zero when returning. When it touches Zero, it disappears, and Zero can use the Shield Boomerang again. - Once Zero uses the Full-Charged Boomerang (including EX Skills), Zero cannot use the Shield Boomerang again, whether to Charge or to Hold, while it still has not returned to him. - Zero can hold up the Shield while climbing a ladder, but he may not climb up or down the ladder while the Shield is held up. Zero also cannot climb onto the ladder while the Shield is held up. - The Charge Time for the Shield Boomerang may not be enhanced by Chips or Cyber Elves. - Note that it is actually possible to make the Boomerang travel around Zero repeatedly, until he touches it. - All Full-Charged Shield Boomerang attacks (including EX Skills), are considered as Cutting type attacks. - Cyber Elf Boomeras effect will not affect Attack of Reflected Energy Bullets. - Full-Charged Boomerang: (Applies to all Full-Charged Attacks. Excludes EX Skills.) Attack 12 Combo Value 1 (Attack Element dependant on Elemental Chips.) -------------------------------------------------------------------------------- ================================================================================ - Cyber Elf Enhancements - ************************** -------------------------------------------------------------------------------- Buster Shot ----------- -Shootas- Zero may fire up to 4 Buster Shots instead of 3 at any one time. Basically, up to 4 Shots may exist on the screen at the same time. -Busras- The Attack Power of all Buster Shot Attacks is increased by Attack 1. Applies to EX Skills as well. -------------------------------------------------------------------------------- Z-Saber ------- -Rizetas- When using standing Saber Slash, hold "Up" before activating the 3rd Standing Saber Slash to use an Upward Slash instead of a normal 3rd Standing Saber Slash. - 3rd Standing Upward Slash: Attack 10 Combo Value 3 -Cortas- When using standing Saber Slash, hold "Down" before activating the 3rd Standing Saber Slash to use a Straight Wave Slash instead of a normal 3rd Standing Saber Slash. - 3rd Standing Straight Wave Slash: Attack 8 Combo Value 3 -Maltas- In the air, hold "Up" before activating a Jump Saber Slash to activate a Spin Jump Saber Slash. - Spin Jump Saber Slash: Attack 4 Combo Value 1/2/3/4/5/6 While Dashing, hold "Up" or "Down" before activating a Dash Saber Slash to activate a Spin Dash Saber Slash. While performing a Spin Dash Saber Slash, press the Z-Saber Weapon Button repeatedly to have Zero continue the Spin Dash repeatedly. The Spin Dash Saber Slash will automatically end with a Normal Dash Saber Slash when finished. The hits of the Spin Dash Saber Slash will cycle through the Combo Values when done repeatedly. - Spin Dash Saber Slash: Attack 6 Combo Value 1/2/3/4 -Iretas- Zero may use the Z-Saber Attacks to Nullify Energy Bullets. This only applies to normal Saber Slashes and the techniques added by Cyber Elves. This does not apply for EX Skills, or a Full-Charged Saber. -Seibaras- The Attack Power of all Z-Saber Attacks is increased by Attack 1. Applies to EX Skills as well. -------------------------------------------------------------------------------- Recoil Rod ---------- Rodras- The Attack Power of all Recoil Rod Attacks is increased by Attack 1. Applies to EX Skills as well. -------------------------------------------------------------------------------- Shield Boomerang ---------------- Enetas- If Zero activates the Shield just before an Energy Bullet hits, at the right timing, instead of being reflected, it will be transformed into a Small E Crystal. Boomeras- The Attack Power of all Shield Boomerang Attacks is increased by Attack 1. Applies to EX Skills as well. -------------------------------------------------------------------------------- ================================================================================ - EX Skills - ************* ---------------------------------------------------------------------------- | | | | | | Reflect Laser | V-Shot | Burst Shot | Blizzard Arrow | | | | | | ---------------------------------------------------------------------------- | | | | | | Reppuugeki | Rakusaiga | Tenretsujin | Zaneidan | | | | | | ---------------------------------------------------------------------------- | | | | | | Thousand Slash | Soul Launcher | Crawl Shield | Circular Shield | | | | | | ---------------------------------------------------------------------------- All EX Skills must be obtained by fighting the 12 Bosses at A or S level. EX Skills are not obtainable in Hard Mode. Unless otherwise stated, Attacks are Non-Elemental. Elemental changes in Attacks will be detailed. -------------------------------------------------------------------------------- EX Skill Name: Reflect Laser Obtained: Copy X MK2 Weapon: Buster Shot Effects: - With no Elemental Body Chips equipped, a Full-Charged Buster Shot is changed into a laser beam that bounce off walls/floors up to 4 times. - This Attack Replaces the Full-Charged Buster Shot Attack, with no Elemental Body Chips equipped. This Attack is Non-Elemental. - The Beam will not pass through enemies unless it manages to destroy them, and will not pass through Deflection. Damage: - Reflect Laser: Attack 10 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- EX Skill Name: V Shot Obtained: Volteel Biblio Weapon: Buster Shot Effects: - With the Thunder Body Chip equipped, all Buster Shots will be changed. All attacks of the Buster Shot will be 2 Shots fired, in 2 directions up and down (approximately 30 degrees deviation). - This move Replaces all Buster Shot Attacks, with the Thunder Body Chip equipped. - Normal Shots and Half-Charged Shots remain as Non-Elemental. The Full-Charged Shot is Thunder Elemental. - Attack Damage and Combo Values are default with the Buster Shot. Damage: - Buster Shot: (All Attack Properties are same as the original.) Default -------------------------------------------------------------------------------- EX Skill Name: Burst Shot Obtained: Blazing Flizard Weapon: Buster Shot Effects: - With the Flame Body Chip equipped, a Full-Charged Buster Shot is changed into a fireball that explodes on contact. The Explosion caused will deal additional hits on a wider area. - This move Replaces the Full-Charged Buster Shot Attack, with the Flame Body Chip equipped. - The Fireball causes an Explosion upon contact with an Enemy or wall. The Fireball will also cause the Explosion after travelling a maximum range of half-screen. - The Fireball Attack is Flame Elemental. The Explosion Attacks are Flame Elemental. Damage: - Fireball: Attack 6 Combo Value 1 (Flame Elemental) - Explosion: Attack 2 Combo Value 2/3/4/5/6 (Flame Elemental) -------------------------------------------------------------------------------- EX Skill Name: Blizzard Arrow Obtained: Blizzack Stagroff Weapon: Buster Shot Effects: - With the Ice Body Chip equipped, a Full-Charged Buster Shot is changed into an Iceball that generates 3 Icicle shots forward slowly one at a time. The Iceball will not change the position from where it was fired. The Icicles have slightly varrying heights. The first is in the middle, second on top, and third below. - This move Replaces the Full-Charged Buster Shot Attack, with the Ice Body Chip equipped. - The Icicles cannot pass through walls. An Icicle cannot pass through enemies unless it manages to destroy them. - The Iceball Attack is Ice Elemental. The Icicle Attacks are Ice Elemental. Damage: - Iceball: Attack 10 Combo Value 1 (Ice Elemental) - Icicle 1: Attack 4 Combo Value 2 (Ice Elemental) - Icicle 2: Attack 4 Combo Value 3 (Ice Elemental) - Icicle 3: Attack 4 Combo Value 4 (Ice Elemental) -------------------------------------------------------------------------------- EX Skill Name: Reppuugeki Obtained: Tetresta Kelberian Weapon: Z-Saber Effects: - The Dashing Z-Saber attack is replaced with a Saber Thrust Attack that has longer range, more hits and damage, but more narrow coverage. - This move Replaces the Dashing Saber Slash Attack. - The Saber Thrust Attack is Non-Elemental. Damage: - Saber Thrust: Attack 12 Combo Value 1/2/3 (Non-Elemental) -------------------------------------------------------------------------------- EX Skill Name: Rakusaiga Obtained: Hellbat Silt Weapon: Z-Saber Effects: - Press "Down" + Z-Saber Weapon in the air, to activate this move. Zero will attack with the Z-Saber directly downwards in a Saber Plunge attack. This Attack will end only when Zero reach the floor (or pit), or stop if Zero gets hit. Equip Thunder Chip for extra effects. - With the Thunder Body Chip equipped, the Plunge Attack becomes Thunder Elemental. In addition, when Zero lands on the floor with this Saber Plunge Attack, 2 Spark Balls will travel along the ground/slopes away from Zero in seperate directions. - The Spark Balls will disappear when they reach a wall or edge of a floor. They cannot pass through Enemies or deflection. - The Saber Plunge Attack is Non-Elemental or Thunder Elemental, depending on on whether the Thunder Body Chip is Equipped or not. The Spark Ball Attacks are Thunder Elemental. Damage: - Saber Plunge: Attack 16 Combo Value 5 (Non-Elemental / Thunder Elemental) - Spark Ball: Attack 8 Combo Value 1 (Thunder Elemental) -------------------------------------------------------------------------------- EX Skill Name: Tenretsujin Obtained: Hanumashin R Weapon: Z-Saber Effects: - Press "Up" + Z-Saber Weapon on the ground, to activate this move. Zero will jump up as he attacks with a Rising Upper Slash. The longer you press the Weapon Button, the higher the jump, as well as the small distance forward. When the move ends, Zero may continue with Air actions. Equip Flame Chip for extra effects. - Effects that affect Zero's Jump will also affect this move. - With the Flame Body Chip equipped, the Rising Upper Slash becomes Elemental. In addition, the Jump height of this move extends slightly. - The Rising Upper Slash Attack is Non-Elemental or Flame Elemental, depending on whether the Flame Body Chip is Equipped or not. Damage: - Rising Upper Slash: Attack 14 Combo Value 4 (Non-Elemental / Flame Elemental) -------------------------------------------------------------------------------- EX Skill Name: Zaneidan Obtained: Chilldre Inarabbitta Weapon: Z-Saber Effects: - Press "Down" + Z-Saber Weapon on the ground, to activate this move. Zero will activate a Straight Slash, at the same time, releasing a Triangle Wave forward. The wave will pass through walls and enemies, and travels half screen distance, before ending. Equip Ice Chip for extra effects. - With the Ice Body Chip equipped, the Triangle Wave becomes Ice Elemental, and travels full screen distance. The Straight Slash will not change in Element. - The Triangle Wave will activate and hit first, before the Straight Slash activates and hits. - The Straight Slash Attack is Non-Elemental. The Triangle Wave Attack is Non-Elemental or Flame Elemental, depending on whether the Flame Body Chip is Equipped or not. Damage: - Straight Slash: Attack 10 Combo Value 3 (Non-Elemental) - Triangle Wave: Attack 6 Combo Value 1 (Non-Elemental / Ice Elemental) -------------------------------------------------------------------------------- EX Skill Name: Thousand Slash Obtained: Deathtantz Mantisk Weapon: Recoil Rod Effects: - On the ground, press the Recoil Rod Weapon button repeatedly to activate this move. Zero will use a forward close-range Multi-Stab Attack, that covers a wide area, and deal many hits. This can be done infinitely, as long as you tap the Weapon Button repeatedly. - This move can be immediately cancelled/followed up from the Standing Recoil Rod Stabs. - This move repeats and cycles through a varying range of Multi-Stab Attack Combo Values. - The Multi-Stab Attacks are Non-Elemental. Damage: - Multi-Stab: Attack 6 Combo Value 1/2/3/4 (Non-Elemental) -------------------------------------------------------------------------------- EX Skill Name: Soul Launcher Obtained: Cubit Foxstar Weapon: Recoil Rod Effects: - An Full-Charged Recoil Rod Upwards Stab (Air or Ground), will add an attack of a large Soul Orb rising upwards. When this large Soul Orb hits an enemy/object, or ceiling/wall, or after a certain time has passed, 4 small Soul Orbs will split, spread out in even distance, then land on the floor/wall before disappearing. Equip Flame Chip for extra effects. - This move is an added effect to the Full-Charged Recoil Rod Upwards Stab (Air or Ground). This EX Skill does not affect the Full-Charged Stab in any way apart from this. - With the Flame Body Chip equipped, all Soul Orb attacks become Flame Elemental. Also, when they land on the floor, they will burn for a short time before dissappearing. The Attack Power will also be changed. - Effects that alter Zero's Jump height, will also alter the behaviour of all Soul Orbs. - The Soul Orb Attacks are Non-Elemental or Flame Elemental, depending on whether the Flame Body Chip is Equipped or not. Damage: - Soul Orbs: (Applies to without the Flame Chip equipped, and to all Soul Orbs Attacks.) Attack 8 Combo Value 1 (Non-Elemental) - Soul Orbs: (Applies to with the Flame Chip equipped, and to all Soul Orbs Attacks.) Attack 10 Combo Value 1 (Flame Elemental) -------------------------------------------------------------------------------- EX Skill Name: Crawl Shield Obtained: Anubistepp Necromances V Generation Weapon: Shield Boomerang Effects: - A Full-Charged Shield Boomerang attack is changed to an Attack using the Boomerang at wide range. The Boomerang will travel along the ground and slopes, but will not travel past walls. The Boomerang will travel forward while falling. When the Boomerang returns, it is bounced up a little, then it returns to Zero. - This Attack Replaces the Full-Charged Shield Boomerang Attack. - With the Thunder Body Chip equipped, as the Boomerang travels along the ground/slopes, a trail of Electric Sparks will be left on the ground for a short time. - The Full-Charged Shield Boomerang is a Full-Charged Attack, therefore, the Element of this Attack is dependant on the Equipped Elemental Chip. The Electric Sparks Attacks are Thunder Elemental. Damage: - Full-Charged Shield Boomerang: Attack 12 Combo Value 1 (Attack Element dependant on Elemental Chips.) - Electric Spark: Attack 4 Combo Value 1 (Thunder Elemental) -------------------------------------------------------------------------------- EX Skill Name: Circular Shield Obtained: Glachier Le Cactank Weapon: Shield Boomerang Effects: - Press "Down" + Full-Charged Shield Boomerang attack to activate this move. The Boomerang will circle around Zero for a short while. The Boomerang will circle around Zero for 4 Orbits. It will circle Zero clockwise if Zero activates it as he face left, and circle Zero anti-clockwise if he face right. The Shield follows Zero as he moves, and will not change the direction it circles, until it finishes. - With the Ice Body Chip equipped, the Boomerang circles Zero 6 Orbits instead. - The Circular Shield is a Full-Charged Attack, therefore, the Element of this Attack is dependant on the Equipped Elemental Chip. Damage: - Full-Charged Shield Boomerang: Attack 12 Combo Value 0 (Attack Element dependant on Elemental Chips.) -------------------------------------------------------------------------------- ================================================================================ - Boss Behavior - ***************** Bosses and Midbosses react differently from other normal enemies. Whenever a Boss or Midboss is hit, Invincibility time will be triggered for that Boss. Bosses and Midbosses are also more resistant towards elemental attacks compared to other enemies. They take damage differently compared to normal Enemies. All Bosses and Midbosses take 1/2 the damage of all Attacks. The Formula for the damage that Bosses receive is: Final Damage = Int( Damage / 2 ) If Damage < 1 and Damage > 0, Damage = 1. In other words, Bosses take 50% of the damage, rounded down. Bosses will take at least 1 Damage, as long as the Attack is above 0. (Elemental Attributes can reduce the Attack to 0.) ================================================================================ - Elemental Properties - ************************ There are 3 elements in the game: Flame Ice Thunder There are some bosses with Elemental Attributes Types, which may be one of the 3 Elements. Whenever using Elemental attacks on such Bosses, your damage will change. ----------------------------------------------------------- | -Bosses- | ----------------------------------------------------------- | Flame Type | | - Weak against - Thunder ( x 1.5 damage) | | - Strong against - Flame ( x 0.5 damage) | | - Immune to - Ice ( 0 damage) | ----------------------------------------------------------- | Ice Type | | - Weak against - Flame ( x 1.5 damage) | | - Strong against - Ice ( x 0.5 damage) | | - Immune to - Thunder ( 0 damage) | ----------------------------------------------------------- | Thunder Type | | - Weak against - Ice ( x 1.5 damage) | | - Strong against - Thunder ( x 0.5 damage) | | - Immune to - Flame ( 0 damage) | ----------------------------------------------------------- The above only applies to Bosses and Midbosses. It does not apply to normal enemies. You can see the effects of the Elemental Attack, if they are weak against the Element. For normal enemies, they are affected by Elemental Attacks differently. ----------------------------------------------------------- | -Normal Enemies- | ----------------------------------------------------------- | Flame Type | | - Weak against - Thunder ( x 1.5 damage) | | - Strong against - Flame ( x 0.75 damage) | | - Resistant to - Ice ( x 0.5 damage) | ----------------------------------------------------------- | Ice Type | | - Weak against - Flame ( x 1.5 damage) | | - Strong against - Ice ( x 0.75 damage) | | - Resistant to - Thunder ( x 0.5 damage) | ----------------------------------------------------------- | Thunder Type | | - Weak against - Ice ( x 1.5 damage) | | - Strong against - Thunder ( x 0.75 damage) | | - Resistant to - Flame ( x 0.5 damage) | ----------------------------------------------------------- Certain Bosses can be stunned by their Elemental Weakness. But note that it is possible for Bosses and normal enemies to be stunned by attacks they are not weak against. Extra Effects- Other effects of Elemental Attacks may happen. Flame: Burns away certain objects which cannot be destroyed normally. No effect on normal enemies Ice: Freeze normal Enemies, and prevent them from doing Touch Damage Attack. This lasts for a few seconds. When this happens, the normal Thunder: Paralyze normal Enemies, and prevent them from doing Touch Damage Attack. This lasts for a few seconds. Miscellaneous: Other effects may also happen, such as using Thunder Elemental Attacks to Power up the Generators at the Energy Facility. Note that when normal Enemies are paralyzed by Ice or Thunder Attacks, they will have a split-second of Invulnerability, which can cause any attack to completely miss. ================================================================================ - Invincibility - ***************** Only Midbosses and Bosses have Invinicbility. Normal enemies do not have Invincibility. Whenever you Attack and hit a Boss, the Boss will start flashing white, for a short period of time. During this period of time, most of your Attacks will not Hit or damage him. This is the Boss Invincibility Time. Any Attack may hit while the Boss is not Invincible, but when the Boss is Invincible, most attacks will not hit the Boss. However, note that it is possible for Attacks to continue to Hit the Boss during the Invincibility Time. This is where Combo Value comes in. All Attacks have a Combo Value. The Combo Value denotes the Attack's priority of how they ignore Invincibility. When an Attack hits and damages a Boss, it will trigger Boss Invincibility. For another attack to continue to hit and damage the Boss, this attack has to have a higher Combo Value than the previous attack. And for the next attack to ignore Invincibility, it must have an even higher Combo Value. When an Attack Hits and Damages a Boss, the next Attack must have a higher Combo Value in order to continue to Hit and Damage the Boss, during the Boss Invincibility Time. If an Attack has an equal or lower Combo Value to that of the last Attack that managed to Hit and Damage the Boss, than the attack will not Hit at all. The Invincibility Time for a Boss is 1.5 Seconds (90 Time Frames). This will start counting down from the last Attack that managed to hit the Boss. Note that Attacks like Spin Jump Saber Slash and Burst Shot has hits with varying Combo Values. Each hit has a higher Combo Value than the previous. Certain attacks also cycle back and forth through Combo Value. This applies to the Thousand Slash and Spin Dash Slash. In the case of the Thousand Slash, while the attacks are similar in hits and damage, they actually cycle from Combo Value 1, 2, 3, and 4, and then cycle back to 1 again. That's how it works. It goes from 1,2,3,4,1,2,3,4,1,2, and so on, as long as you keep the attack repeated. Here are some examples: E.g. 1 You activate a Recoil Rod attack (Combo Value 1) and hit the Boss. The Boss now has Invincibility. You then jump in with the Saber Slash to attack it (Combo Value 1). The Jump Slash will not hit and damage the Boss, since it does not have a higher Combo Value than the previous Attack. E.g. 2 You can fire a Normal Buster Shot at a Boss (Combo Value 0). You then immediately use a Full-Charged Shield Boomerang (Combo Value 1). The Boomerang will still hit and damage the Boss, even after Invincibility, since it has a higher Combo Value. E.g. 3 You start off an attack against a Boss with a Stand 1st Slash (Combo Value 1). Then a Stand 2nd Slash (Combo Value 2), and next a 3rd Slash (Combo Value 3), and finally, a Jump Slash (Combo Value 1). The first attack will not be stopped, since there is no Invincibility. The second attack has a higher Combo Value than the first attack, so it will hit too. The third attack has an even higher Combo Value than the second attack, so it will hit too. The forth attack, will not hit at all, since it does not have a higher Combo Value than the previous Attack. E.g. 4 You use a Burst Shot Attack on a Boss. The Shot hits, followed by 5 explosion hits. While the Explosion hits look the same, and have the same damage, they actually have different Combo Values. ================================================================================ - Special Effects - ******************* Deflection- Certain parts of Enemies or Objects can Deflect certain attacks. When this happens, the Enemy or Object will not take damage. You will also hear a Deflecting sound. For Weapons like Buster Shot, you can see the effects of a Deflection. Note that a deflection may block out certain attacks from the front. (For example. You use Saber Slashes on a Lamp Lot from the shielded side. Even though your Saber Slashes can hit the portion of the Lamp Lot that is not the shield, it will still be considered to be Deflected.) Cutting- Attacks such as the Saber Slashes and the Charged Shield Boomerang, count as Cutting Attacks. When you use Cutting Attacks, on certain enemies, you will see animation changes (and possible delay of dropped items). Cutting Attacks also may have certain effects on Enemies or Objects. (E.g. Shell Crawler.) ================================================================================ ________________________________________________________________________________ ________________________________________________________________________________ ___________ / \___________________________________________________________________ =========== - CYBER ELF - =========== ================================================================================ Description *********** - Changes - Unlike the previous 2 Rockman Zero series, the Cyber Elves system has changed. Now, there are certain Cyber Elves that may be used over and over, without dying. - System - There are 3 classes of Cyber Elf. They are Nurse class, Animal class, and Hacker Class. Generally, Nurse Cyber Elf affects your life points, Animal Cyber elf affects your basic abilities and provides support, Hacker Cyber Elf modifies your weapons and changes the stage. However, their effects are not all that distinct. You may use E Crystals to upgrade and evolve some of the Cyber Elves. All Cyber Elves are collected from Secret Disks. Using Fusion Cyber Elves that only have temporary effects will reduce your Result Ranking score for that mission. Some Cyber Elves may have a permanent effect. These Cyber Elves, once used (as Fusion), will permanently empower you. However, your Ranking score at the end of every mission will be permanently deducted. - Cyber Elf Types - Cyber Elves are now classified as Fusion type or Satellite type. This is denoted by an "F" symbol (fusion) or "S" symbol (satellite) for the Elf. For Fusion Elves, once they are used, they will die, and you cannot use them ever again. Their effects may be temporary or permanent. Using Fusion Cyber Elves may also cause your Ranking score at the end of each mission to decrease in points. Using temporary Fusion Elves cause your Elf rating at the Results Ranking to decrease only for the Mission you use it in. Using permanent Fusion Elves will cause your Elf rating at the Results Raking to decrease for every Mission. For Satellite Elves, their effects are reusable over and over. You can use up to 2 Satellite Elves at any one time, and you can deactivate them when you access the menu. Their effects will stay in place until you deactivate them. They will not die, and will not affect your Results Ranking score. This is the menu: Satellite 1 - Activate a Satellite Elf for the first slot. Satellite 2 - Activate a Satellite Elf for the second slot. Fusion - Activate a Fusion Elf effect. E Crystal - Give a Cyber Elf E Crystal to enhance/change their abilities. List - Shows a list of all the Cyber Elves you have collected. - Cyber Elf upgrades- Cyber Elves may be upgraded with E Crystals. Their Upgrade Symbols are as follows. Blue Circle - The Cyber Elf is ready to be used. Red Cross - The Cyber Elf may not be used. It is already dead, or already in effect in Ultimate Mode. Yellow Arrow - The Cyber Elf is ready to be used, but may be upgraded with E Crystals to further enhance his/her abilities. L1 symbol - The Cyber Elf needs one more upgrade with E Crystals to be ready to be used. Upgrading it will evolve the Elf's appearence. L2 symbol - The Cyber Elf needs two more upgrades with E Crystals to be ready to be used. Upgrading it will evolve the Elf's appearence. Green/Blue - The Cyber Elf is ready to be used. Giving it more E Crystals Cycling Arrows will convert it to Fusion or Satellite type. There is no limit to the amount of times you can do this. - Cyber Space - In most stages, you may see a holographic Door. When you enter it, the entire stage will turn green. This is Cyber Space. The entire stage becomes green, and there is a limit on how far you can go in Cyber Space, before you have to enter another Cyber Door to return back to the normal stage. Cyber Elves may have a small "A" letter at their type symbol. If the Cyber Elf has an "A" symbol, it means that this Cyber Elf will automatically fuse with you when you enter Cyber Space. When you enter Cyber Space, all A type Cyber Elf that you have collected, will automatically fuse into you, with their effects in place. Their effects will only last as long as you are in Cyber Space. This will not kill the Cyber Elf, and their effects will be activated, even if they are not upgraded and not ready to be used normally yet. Once you exit Cyber Space, their effects stop. Note that after you complete a mission, 5 points will be deducted from the mission score for each Cyber Space you have entered in that stage. Also, no enemies can drop Secret Disks while you are in Cyber Space. -E Crystals- E Crystals are collected from Items and Secret Disks. They are used to give Cyber Elves to change and evolve them. You can store up to 9999 E Crystals. - Points - Using Fusion Elves will deduct points from your Result Ranking Score. Temporary Cyber Elves reduce the score only for the Mission that they are used, while permanent Cyber Elves affect all Missions. Using Satellite Cyber Elves will not affect your Score at all. On a general basis, for Temporary Cyber Elf, if you use them in a Mission, your score will be deducted as follows for that Mission. If the Cyber Elf has only one evolution state, you will lose 1P. If the Cyber Elf has two evolution states, you will lose 5P. On a general basis, for Permanent Cyber Elf, if you use them your score will be permanently deducted from all Missions as follows. If the Cyber Elf has only one evolution state, you will lose 1P. If the Cyber Elf has two evolution states, you will lose 5P. If the Cyber Elf has three evolution states, you will lose 10P. Starting Status L2 = 3 Evolution States Starting Status L1 = 2 Evolution States ================================================================================ Nurse Elf ********* -------------------------------------------------------------------------------- Cyber Elf: Maltina (021) Type: Fusion <=> Satellite "A" Permanent Upgrade: L2 (300)=> L1 (700)=> Mature Convert (300) Effect: Zero's Life Gauge is Doubled. There will now be a green Coloured Life Gauge over the yellow Life Gauge. This doubles the capacity of Life Points of the basic Life Gauge. -------------------------------------------------------------------------------- Cyber Elf: Milpy (022); Elpy (023); Silpy (024); Relpy (025) Type: Fusion <=> Satellite "A" Permanent Upgrade: L1 (250)=> Mature Convert (200) Effect: Zero's Life Gauge is increased by 4 bars. -------------------------------------------------------------------------------- Cyber Elf: Artan (026); Jiktan (027) Type: Fusion Permanent Upgrade: L1 (400)=> Mature Effect: Zero receives 1 Subtank. -------------------------------------------------------------------------------- Cyber Elf: Mott (028); Dott (029) Type: Fusion Upgrade: L1 (200)=> Yellow Arrow (100)=> Mature Effect: You get 3 Retries. Enhance => You get 5 Retries. Using this in a Mission will reduce your Result Ranking Elf Score by 5 for that Mission. -------------------------------------------------------------------------------- Cyber Elf: Kyurif (030); Rulf (031); Sulf (032); Tirif (033); Yurif (034); Berif (035); Wirif (036); Krif (037) Type: Fusion Upgrade: Yellow Arrow (100)=> Mature Effect: Restores 8 Life Points to Zero. Enhance => Restores 16 Life Points to Zero. Using this in a Mission will reduce your Result Ranking Elf Score by 1 for that Mission. -------------------------------------------------------------------------------- Cyber Elf: Snokk (038); Matikk (039); Miyakk (040); Ajikk (041); Tobukk (042); Murakk (043) Type: Fusion Upgrade: Yellow Arrow (100)=> Mature Effect: Fully restores Zero's Life Gauge to max. Enhance => Fully restores Zero's Life Gauge to max, and fills 1 Subtank. Using this in a Mission will reduce your Result Ranking Elf Score by 1 for that Mission. -------------------------------------------------------------------------------- Cyber Elf: Maiira (044); Miuura (045) Type: Satellite Upgrade: Yellow Arrow (100)=> Mature Effect: Any Energy Bullet that touches you will instead restore you 1 Life Bar. Enhance => Any Energy Bullet that touches you will instead restore you 2 Life Bars. (Note that being hit by an Energy Bullet still counts towards the total damage received, even if absorbed.) -------------------------------------------------------------------------------- Cyber Elf: Coropp (046); Soropp (047) Type: Satellite Upgrade: Yellow Arrow (100)=> Mature Effect: Will fly around the screen, and produce a Small Life Energy every 15 seconds. Enhance => Will fly around the screen, and produce a Small Life Energy every 10 seconds. -------------------------------------------------------------------------------- ================================================================================ Animal Elf ********** -------------------------------------------------------------------------------- Cyber Elf: Puchitt (048) Type: Fusion <=> Satellite "A" Permanent Upgrade: L2 (200)=> L1 (500)=> Mature Convert (300) Effect: Spikes and Magma Damages Zero by 8 points instead of becoming fatal. -------------------------------------------------------------------------------- Cyber Elf: Barett (049) Type: Fusion <=> Satellite "A" Permanent Upgrade: L1 (300)=> Mature Convert (100) Effect: Zero's normal Walking and normal Jump speed increases. The Speed increase is approximately 1/4. Effects will not accumulate with Quick Foot Chip. -------------------------------------------------------------------------------- Cyber Elf: Maaya (050) Type: Fusion <=> Satellite "A" Permanent Upgrade: L1 (70)=> Mature Convert (100) Effect: Zero climbs Ladders faster. The Speed increase is approximately 1/4. -------------------------------------------------------------------------------- Cyber Elf: Kwappa (051) Type: Fusion <=> Satellite "A" Permanent Upgrade: L1 (200)=> Mature Convert (200) Effect: When Zero cling on walls, he slides down slower, to approximately 1/2 the normal Speed. When clinging on the the wall, hold "Down" direction to slide down at normal speed. Effects will not accumulate with Frog Foot Chip. -------------------------------------------------------------------------------- Cyber Elf: Ganble (052) Type: Fusion <=> Satellite "A" Permanent Upgrade: L1 (250)=> Mature Convert (100) Effect: When Zero is damaged, he will not be knocked back. Effects will not accumulate with Absorber Body Chip. -------------------------------------------------------------------------------- Cyber Elf: Baaeid (053); Baareef (054) Type: Satellite Upgrade: Mature Effect: Will prevent Zero from falling into pits by lifting him. When Zero falls into a pit, he will float for a short while, and you can control the direction slightly. -------------------------------------------------------------------------------- Cyber Elf: Pitappa (055); Pitappu (056) Type: Satellite Upgrade: Mature Effect: If a normal enemy is present, the Cyber Elf will attach himself to it for 1 second. while attached, the enemy is paralyzed. -------------------------------------------------------------------------------- Cyber Elf: Beetakk (057); Beenaip (058) Type: Satellite Upgrade: Yellow Arrow (100)=> Mature Effect: It will constantly fire shots horizontally. Rate of approximately 1 per Sec. Attack 1. Enhance=> It will constantly fire shots aimed at enemies. Rate of approximately 1 per Sec. Attack 1. Invinicibility caused by this attack will be ignored by other attacks. Will not count as a hit. -------------------------------------------------------------------------------- Cyber Elf: Archim (059); Archil (060) Type: Satellite Upgrade: Mature Effect: Will constantly fire bomb-like shots. The Shots are Attack 1.5, the explosion is Attack 2. Invinicibility caused by this attack will be ignored by other attacks. Will not count as a hit. (This does not apply to itself. The Explosion cannot ignore Invincibility from the Shot.) -------------------------------------------------------------------------------- ================================================================================ Hacker Elf ********** -------------------------------------------------------------------------------- Cyber Elf: Baiss (061) Type: Fusion <=> Satellite "A" Permanent Upgrade: L2 (200)=> L1 (500)=> Mature Convert (300) Effect: All normal Items collected will have double the Effect. -------------------------------------------------------------------------------- Cyber Elf: Delpeena (062) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (300) Effect: All normal Enemies destroyed will have a 100% Item drop rate. -------------------------------------------------------------------------------- Cyber Elf: Rizetas (063) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: When using standing Saber Slash, hold "Up" before activating the 3rd Saber Slash to use an Upward Slash instead of a normal 3rd Saber Slash. Attack 5. -------------------------------------------------------------------------------- Cyber Elf: Cortas (064) Type: Fusion <=> Satellite "A" Permanent Upgrade: L1 (150)=> Mature Convert (100) Effect: When using standing Saber Slash, hold "Down" before activating the 3rd Saber Slash to use a Straight Slash Wave instead of a normal 3rd Saber Slash. Attack 4. -------------------------------------------------------------------------------- Cyber Elf: Shootas (065) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: You may fire up to 4 Buster Shots on screen instead of 3 at any one time. -------------------------------------------------------------------------------- Cyber Elf: Maltas (066) Type: Fusion <=> Satellite "A" Permanent Upgrade: L1 (150)=> Mature Convert (200) Effect: In the air, hold "Up" before activating a jump Saber Slash to activate a Spin Jump Saber Slash. While Dashing, hold "Up" or "Down" before activating a Dash Saber Slash to activate a Spin Dash Saber Slash. During a Spin Dash Saber Slash, press the Weapon Button for the Z-Saber repeatedly to continue with the Spin Dash Saber Slash. Spin Jump Attack 2, Spin Dash Attack 3 -------------------------------------------------------------------------------- Cyber Elf: Iretas (067) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: Zero may use the Z-Saber Attacks to Nullify Energy Bullets. This does not apply for EX Skills or the Full-Charged Saber. -------------------------------------------------------------------------------- Cyber Elf: Enetas (068) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: If Zero activates the Boomerang Shield just before an Energy Bullet hits, instead of being reflected, it will be transformed into a Small E Crystal. -------------------------------------------------------------------------------- Cyber Elf: Busras (069) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: The Attack Power of the Buster Shot increases by Attack 1. -------------------------------------------------------------------------------- Cyber Elf: Seibaras (070) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: The Attack Power of the Z-Saber increases by Attack 1. -------------------------------------------------------------------------------- Cyber Elf: Rodras (071) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: The Attack Power of the Recoil Rod increases by Attack 1. -------------------------------------------------------------------------------- Cyber Elf: Boomeras (072) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: The Attack Power of the Shield Boomerang increases by Attack 1. -------------------------------------------------------------------------------- Cyber Elf: Clockle (073) Type: Fusion <=> Satellite "A" Permanent Upgrade: Mature Convert (100) Effect: Your charge time for Weapons is reduced. You can charge Weapons much faster. This does not apply to the Shield Boomerang. The Charge Rate is approximately 3/4 of the original Charge Time. Effects will not accumulate with Quick Charge Head Chip. -------------------------------------------------------------------------------- Cyber Elf: Mettras (074); Mettrika (075); Mettolf (076); Mettrala (077); Mettrom (078) Type: Fusion Upgrade: Mature Effect: Certain Normal Enemies will be changed into Mettorls for this visit to the stage. Using this in a Mission will reduce your Result Ranking Elf Score by 1 for that Mission. -------------------------------------------------------------------------------- Cyber Elf: Keeknight (079); Sarknight(080); Teiknight (081) Type: Fusion Upgrade: L1 (300)=> Mature Effect: Certain Normal Enemies will be wiped out for this visit to the stage. Using this in a Mission will reduce your Result Ranking Elf Score by 5 for that Mission. -------------------------------------------------------------------------------- Cyber Elf: Stoparla (082); Stopeena (083); Stopool (084); Stopeita (085); Stoporsa (086) Type: Fusion Upgrade: Mature Effect: Certain Normal Enemies will be totally paralysed for 30 Seconds. Using this in a Mission will reduce your Result Ranking Elf Score by 1 for that Mission. -------------------------------------------------------------------------------- Cyber Elf: Hammerga (087); Hammerj (088); Hammerbo (089) Type: Fusion Upgrade: L1 (300)=> Mature Effect: The Boss of the stage will lose half of the remaining Life. This effect last for only one Retry, and will be lost if you die after you activate this. Using this in a Mission will reduce your Result Ranking Elf Score by 5 for that Mission. -------------------------------------------------------------------------------- Cyber Elf: Eiina (090); Ecoy (091); Echyun (092); Enarta (093); Ewarne (094) Type: Fusion Upgrade: Mature Effect: Zero's Rank Level is now Level A. Using this in a Mission will reduce your Result Ranking Elf Score by 1 for that Mission. -------------------------------------------------------------------------------- ================================================================================ ________________________________________________________________________________ ________________________________________________________________________________ _______ / \_______________________________________________________________________ ======= - CHIPS - ======= ================================================================================ - HEAD CHIP - ********************************************************************** -------------------------------------------------------------------------------- Name: Normal Symbol: Default Head. Location: Starting Effect: - Starting Head Chip. -------------------------------------------------------------------------------- Name: Quick Charge Symbol: A helmet with lines coming out of the centre. Location: Secret Disk 003 Effect: - Zero's Charge Time for Weapons is reduced. Zero can charge Weapons much faster. This does not apply to the Shield Boomerang. The Charge Rate is approximately 3/4 of the original Charge Time. - The effects of this will not accumulate with Cyber Elf Clockle effect. -------------------------------------------------------------------------------- Name: Auto Charge Symbol: A helmet with surrounding lights. Location: Secret Disk 001 Effect: - Zero will automatically charge up Weapons, without having to hold down the Weapon Buttons. -------------------------------------------------------------------------------- Name: Auto Recovery Symbol: A helmet with horizontal lines at the side. Location: Secret Disk 002 Effect: - If Zero stays still for some time, your Life Gauge will slowly recover. The rate of recovery is 1 Life Point approximately 3.5 seconds. - This effect will only happen when Zero's Life is below his Life Gauge Max, and may not be used to fill up Subtanks. -------------------------------------------------------------------------------- ================================================================================ - BODY CHIP - ********************************************************************** -------------------------------------------------------------------------------- Name: Normal Symbol: Default Body. Effect: - Starting Body Chip. - Zero's colour is default. Location: Starting -------------------------------------------------------------------------------- Name: Absorber Symbol: Grey Armor. Effect: - When Zero is Hit by an Attack, Zero will not knocked back. (He will still be stunned.) - Effects will not accumulate with Cyber Elf Ganble effect. - Zero's colour will be dull grey. Location: Tretesta Kelberian -------------------------------------------------------------------------------- Name: Light Symbol: Armor with wings. Effect: - Zero will not sink into the ground on quicksand-like environment. - Platforms that normally fall when Zero stands on them, will no longer fall. - Whenever Zero gets Hit by an Attack, Zero will be knocked back further, if he does not have protection against being knocked back, such as Cyber Elf Ganble or Absorber Body Chip effect. - Zero's colour will be bright green. Location: Deathtantz Mantisk -------------------------------------------------------------------------------- Name: Ice Symbol: Ice block. Location: Chilldre Inarabbitta Effect: - All Weapons Full-Charged Attacks will be Ice Elemental. - Certain EX Skills will be affected. - Zero's colour will be bright blue. -------------------------------------------------------------------------------- Name: Thunder Symbol: Lightning Bolt. Location: Hellbat Silt Effect: - All Weapons Full-Charged Attacks will be Thunder Elemental. - Certain EX Skills will be affected. - Zero's colour will be bright yellow. -------------------------------------------------------------------------------- Name: Flame Symbol: Fire. Location: Blazing Flizard Effect: - All Weapons Full-Charged Attacks will be Flame Elemental. - Certain EX Skills will be affected. - Zero's colour will be deep orange. -------------------------------------------------------------------------------- ================================================================================ - FOOT CHIP - ********************************************************************** -------------------------------------------------------------------------------- Name: Normal Symbol: Default Foot. Location: Starting Effect: - Starting Foot Chip -------------------------------------------------------------------------------- Name: Splash Jump Symbol: An arrow bouncing in and out of the water. Location: Secret Disk 005 Effect: - Zero can jump infinitely on the Water Surface. Zero can jump off the Water Surface, and repeat as he descends. This only applies to the Water Surface, not inside the water. - This will not count as a Double Jump. -------------------------------------------------------------------------------- Name: Frog Symbol: A horizontal leg standing against the right wall. Location: Secret Disk 004 Effect: - When Zero clings on to the wall, his sliding speed decreases, to approximately 1/2 of the normal Speed. - When clinging on the the wall, hold "Down" direction to slide down at normal speed. - Effects will not accumulate with Cyber Elf Kwappa effect. -------------------------------------------------------------------------------- Name: Double Jump Symbol: A bouncing arrow pointing upwards twice. Location: Cubit Foxstar Effect: - Zero is now able to activate a Double Jump. Each time Zero in the air, he can jump one additional time. Zero can only do this Double Jump once each time he is in the air, until he touches the wall or floor. - The Double Jump will also have a Dash effect should Zero use it in a Dash Jump. - The height of a Double Jump is approximately 1/2 the height of a normal Jump. -------------------------------------------------------------------------------- Name: Quick Symbol: A foot with trailing shadows. Effect: - Zero's normal Walking and normal Jump speed increases. The Speed increase is approximately 1/4. - Effects will not accumulate with Cyber Elf Barett effect. Location: Copy X MK2 -------------------------------------------------------------------------------- Name: Spike Symbol: A foot with spikes below. Location: Glachier Le Cactank Effect: - Zero will move normally on Icy Floor surface. (Normally, walking on icy surfaces will thrust Zero forward too much, and Dashing will drag Zero back too much.) -------------------------------------------------------------------------------- Name: Shadow Dash Symbol: A running figure with trailing shadows. Location: Volteel Biblio Effect: - While Zero Dashes on the ground, Zero becomes Invulnerable to all Hits. This will not apply for Dash Jumps or Dash Attacks. - Zero changes color as he Dash. - Note that Zero will also not be able to collect Items while Dashing on the ground with the Shadow Dash. -------------------------------------------------------------------------------- Name: Ultimate Foot Symbol: A foot with green glowing aura. Effect: - This foot chip has all the special abilities of all the other Foot Chips. Location: Secret Disk 006 -------------------------------------------------------------------------------- ================================================================================ - SUBTANKS - ********************************************************************** Subtanks are initially empty. Whenever Zero recovers an amount of Life when his Life Gauge is Full, he will instead add that amount of Life to a Subtank. Each Subtank can hold up to 32 Life Points. Surplus Life Points will not be carried over. If Zero's Life Gauge is not Full, and he is recovered Life, extra Life cannot be carried over to a Subtank. Likewise, if a Subtank is not full, and it is then given enough Life Points to make it full, the surplus Life Points will not carry over to the next Subtank. If a Subtank has Life Points, you may use it to restore Zero's Life. If you use the Subtank, one Life Point will be added to Zero's Life, and one Life Point will be deducted from the Subtank, and this will keep repeating until Zero's Life Gauge is full, or until that Subtank depletes and becomes empty. You will not use up the Life Points from the Subtank that are not used to restore Zero's Life. All unused Life Points from the Subtank remain as they are. You may use any Subtank that has Life Points, but when filling up, the leftmost Subtank has to be completely filled up before it will add Life Points to another Subtank. --------------------------------------------------- | Subtank - (Located in Old Residential Section) | --------------------------------------------------- | Subtank - (Located in Anatrey Forest.) | --------------------------------------------------- | Subtank - (From Artan Cyber Elf.) | --------------------------------------------------- | Subtank - (From Jiktan Cyber Elf.) | --------------------------------------------------- ================================================================================ ________________________________________________________________________________ ________________________________________________________________________________ _____________ / \_________________________________________________________________ ============= - WALKTHROUGH - ============= The Stage Summary lists out of all the important items in the stages, rather than a complete walkthrough. The Complete Walkthrough is below. Note: By default, Completing a Mission itself is 20P for Mission Score. But there are Missions with exceptions, and that you need to do something to earn these points. In addition to this, there may be also variables that reduce score, such as Cyber Space. E.g. In Hellbat Silt's stage, you need to destroy the 4 Eye Cannons to get a full 20 Point for Mission, unlike most other Missions. You can either see it as that each Cannon destroyed gives you 5 point to the Mission Score, starting from 0. Or you can view that each Cannon that you did not destroy by the end of the stage, is 5 Points deducted from the basic 20 Points Mission Score. Doesn't matter how you view it, as long as you know how it works. ================================================================================ Stage Summary ************* - Resistance Base - Secret Disk- Before defeating the first set of bosses- 058 - Beenaip (Talk to the soldier in the right cannon tower.) 092 - Echyun (Talk with Celvo twice after obtaining Weapons and talking to Ciel.) 099 - 40 EC (In the room in the 3rd floor labelled as 03D.) 106 - 40 EC (Behind the left cannon tower.) 165 - Ciel (Ciel's room.) 166 - Celvo (In Celvo's room.) 167 - Andrew (Talk to Ronishol twice in the maintenance room.) 168 - Aluet (In the hall in the 2nd Floor.) 170 - Ronishol (In the Maintenance room.) 171 - Peroke (In the room on the first floor labelled 1F-A.) 172 - Otrish (In the room on the first floor labelled 1F-B.) 175 - Menart (Talk to Menart twice, and answer his Quiz correctly.) 176 - Pikk (4th Floor in Pikk's room.) Before defeating the second set of bosses- 023 - Elpy (In room 02D, answer the soldier's Quiz correctly.) 107 - 500 EC (Answer Andrew's Quiz correctly.) 116 - Clie (Talk to Aluet twice.) 169 - Iboo (Talk to Iboo) Before defeating the third set of bosses- 173 - Irondell (Answer Irondell's quiz correctly.) 174 - Dowa (Talk to Dowa twice.) After defeating the third set of bosses- 044 - Maiira (Talk to Ronishol twice after you see Halpyuia.) - Damaged Space Ship - Secret Disk- Enemy: 133 - Grand Cannon (Destroy 5 Grand Cannons.) 140 - Shrimporin (Destroy 3 Shrimporins.) 156 - Baton Ring (Destroy 4 Baton Rings.) 158 - Shut Counter (Destroy 4 Shut Counters.) Stage: 007 - File A (In the last area, the crate near the big empty space.) 024 - Silpy (In the cave hidden within the snow.) 037 - Krif (It is within sight in the Space Ship interior, on the ledge.) 050 - Maaya (In the room left of where you see the first Shut Counter.) 101 - 100 EC (On the ledge above the first invulnerable Baton Ring.) 111 - Omega (The box in the lower area of the tall room before the Boss.) Boss: Omega - Agnis Volcano Base - Secret Disk- Enemy: 141 - Volcale (Destroy 3 Volcales.) 146 - Lamp Lot (Destroy 4 Lamp Lots.) 152 - Crossbine (Destroy 10 Crossbines.) Stage: 008 - File B (In the area where the second lift is.) 026 - Artan (In the base area, it is on a high platform.) 047 - Soropp (This is in the area where the magma lifts are.) 072 - Boomeras (This is in the Box after the Crossbine Room.) 073 - Clockle (This is in the Box after the Crossbine Room, near left wall.) 102 - 50 EC (This is in the Box just after you enter the base area.) 114 - Blazing Flizard (This is below the ladder that is blocked by a container.) Boss: Blazing Flizard EX Skill: Burst Shot Chip: Flame Body Chip - Maritime Highway Ruins - Secret Disk- Enemy: 159 - Shark Seal X (Destroy 4 Shark Seal X.) 160 - Shelluno (Destroy 4 Shelluno.) 161 - Icebon (Destroy 3 Icebon.) Stage: 005 - Splash Jump (From the Starting area, move down, and destroy the wall.) 009 - File C (Somewhere above the first Switch.) 049 - Barett (This is somewhere before the 3rd Switch.) 059 - Archim (This is after the first Switch, on a floating platform.) 075 - Mettrika (This is in the trench before the first switch.) 079 - KeeKnight (Destroy the Midboss.) 113 - Chilldre Inarabbitta (This is in the box just before the 4th Switch.) Boss: Chilldre Inarabbitta EX Skill: Zaneidan Chip: Ice Body Chip Notes: The objective of the mission is to step on all 4 switches before the Submarine destroys them. Each switch triggered gives you 5 Mission points. - Weapon Regeneration Factory - Secret Disk- Enemy: 052 - Ganble (Destroy 3 Lemingles Nest.) 131 - Dustlock (Destroy 5 Dustlock.) 147 - Lemmings (Destroy 5 Lemingles.) Stage: 012 - File F (The box near the 3rd Hammer.) 053 - Baaeid (In a box below the 3rd Lemingles Nest.) 084 - Stopool (Near the left wall of the last conveyor area.) 093 - Enarta (Destroy the Midboss.) 100 - 100 EC (Neat the first Lemingles Nest.) 104 - 100 EC (Near the 4th Hammer.) 115 - Hellbat Silt (Break the ceiling with the 3rd Hammer.) Boss: Hellbat Silt EX Skill: Rakusaiga Chip: Thunder Body Chip Notes: The objective of the mission is to destroy all 4 Eye Cannons in the Stage. Each Eye Cannon destroyed gives you 5 Mission points. - Old Residential Section - Secret Disk- Enemy: 135 - Pillar Cannon (Destroy 3 Pillar Cannons.) 145 - Seymeran (Destroy 5 Seymerans.) Stage: 001 - Auto Charge (Burn the wood near the starting place to find the door.) 013 - File G (This is above the pit near where the Pillar cannons are.) 028 - Mott (This is near the first Panteon Grenader.) 039 - Matikk (This is in the door near the starting area.) 048 - Puchitt (This is in the door below the second Pillar Cannon.) 067 - Iretus (Destroy the Midboss.) 074 - Mettras (Burn the Mushrooms near the second Semeran.) 112 - Deathtantz Mantisk (The lower right door where the first Semeran appears.) Subtank - (This is directly above the first Panteon Grenader.) Boss: Deathtantz Mantisk EX Skill: Thousand Slash Chip: Light Body Chip - Missile Factory - Secret Disk- Enemy: 098 - 150 EC (Destroy 6 Generator Cannon mechaniloids.) 127 - Panteon Guardian (Destroy 4 Panteon Guardians.) 138 - Generator Cannon (Destroy 4 Generator Cannons.) 139 - Eye Cannon (Destroy 4 Eye Cannons.) Stage: 021 - Maltina (In the Converyor Belt area, this is in the left corner.) 030 - Kyurif (Near the ladder of the first Generator Cannon.) 055 - Pitappa (Near the second layer of the Conveyor Belt, at the end.) 057 - Beetakk (The internal area where the first Generator Cannon is.) 090 - Eiina (Near the second layer of the Conveyor Belt, at the middle.) 117 - Plie (Near the second layer of the Conveyor Belt, first box.) Boss: Clie and Plie EX Skill: None Chip: None - Desert of Dusk - Secret Disk- Enemy: 065 - Shootas (Destroy 2 Helicopters.) 091 - Ecoy (Destroy 5 Sand Shrimporin.) 153 - Flopper (Destroy 5 Floppers.) 154 - Purple Napple (Destroy 5 Purple Napples.) Stage: 022 - Milpy (After the Midboss, on one of the floating platforms.) 031 - Rulf (After the Midboss, on one of the floating platforms.) 085 - Stopeita (The box before the Midboss.) 089 - Hammerbo (Destroy the Midboss.) 105 - 100 EC (On the floating platform near the first Helicopter.) 118 - Anubistepp Necromances V Generation (Floating platform near Helicopter.) Boss: Anubistepp Necromances V Generation EX Skill: Crawl Shield Chip: None - Anatrey Forest - Secret Disk- Enemy: 134 - Tile Cannon (Destroy 7 Tile Cannons.) 157 - Melnet (Destroy 5 Melnets.) Stage: 002 - Auto Recovery (In the hollow area beofre the base.) 014 - File H (In the ceiling above the path fork.) 040 - Miyakk (Destroy the ground at the last part.) 063 - Rizetas (Somewhere above your starting area.) 071 - Rodras (Lower path of the first path fork.) 076 - Mettolf (Near the right wall before the Boss.) 108 - 100 EC (In the spike area before the Boss.) 119 - Hanumashin R (Lower path of the first path fork.) Subtank - (This is at the top left wall near the spike area.) Boss: Hanumashin R EX Skill: Tenretsujin Chip: None - Ice Frontline Base - Secret Disk- Enemy: 128 - Panteon Aqua (Destroy 3 Panteon Aquas.) 132 - Gyro Cannon (Destroy 3 Gyro Cannons.) 136 - Heavy Cannon (Destroy 4 Heavy Cannons.) Stage: 015 - File I (This is somewhere above the first path fork.) 032 - Sulf (This is above the door in the water area.) 035 - Berif (This is in the area where the Icicles are.) 066 - Maltas (This is in the first watch tower above the water.) 068 - Enetas (This is close to the ladder before the Boss.) 109 - 100 EC (It will be after the door in the upper path.) 120 - Blizzack Stagroff R (Below the ladder in the Icicle Area.) Boss: Blizzack Stagroff R EX Skill: Blizzard Arrow Chip: None - Area X-2 - Secret Disk- Enemy: 137 - Capsule Cannon (Destroy 4 Capsule Cannons.) Stage: 034 - Yurif (Above the first Spike area.) 042 - Tobukk (The left box in the second spike area.) 061 - Baiss (Above the last Spike area.) 062 - Delpeena (Above the 4th moving block of the 1st Spike area.) 069 - Busras (Below the last Spike area.) 070 - Seibaras (In the Second Spike area where the first Capsule Cannon appears.) 077 - Mettrala (In the Second Spike area where two Capsule Cannon appears.) 110 - 100 EC (It's on the way towards the opening.) 121 - Copy X MK2 (It's on the way towards the opening.) Boss: Copy X MK2 EX Skill: Reflect Laser Chip: Quick Foot Chip - Energy Facility - Secret Disk- Enemy: 150 - Snake Cable (Destroy 4 Snake Cables.) 155 - Moth Zero (Destroy 8 Moth Zeros.) Stage: 004 - Frog (The second Girder set, to the upper left corner.) 056 - Pitappu (The box at the second Moth Zero sets.) 064 - Cortas (Left corner of the first Girder set.) 078 - Mettrom (Left wall of the room near the room of Crossbine.) 082 - Stoparla (The box near the 3rd Moth Zero sets.) 095 - 80 EC (Near the first Girder set.) 124 - Cubit Foxstar (The right area behind the first Capsule Cannon.) 149 - Top Gabyoll (Destroy the Midboss.) Boss: Cubit Foxstar EX Skill: Soul Launcher Chip: Double Jump Foot Chip - Snow Field - Secret Disk- Enemy: 046 - Coropp (Destroy 5 snowballs which the Midboss produces.) 130 - Panteon Base (Destroy 5 Panteon Bases.) 162 - Shell Crawler (Destroy 3 Shell Crawlers.) Stage: 003 - Quick Charge (This is hidden in the snow near the first Shell Crawler.) 025 - Relpy (Near the first set of rail platforms.) 029 - Dott (Near the first rail platform.) 060 - Archil (Destroy the Midboss.) 086 - Stoporsa (After the midboss, in the rails.) 103 - 80 EC (Hidden in the snow near the collapsing floors.) 123 - Glachier Le Cactank (After the Midboss, below the rails.) Boss: Glachier Le Cactank EX Skill: Circular Shield Chip: Spike Foot Chip - Submerged Library - Secret Disk- Mission: 010 - File D (Vile's Data) 016 - File J (Dark Elf's Data) 017 - File K (Omega's Data) 018 - File L (Elf Wars Data) Stage: 033 - Tirif (In the 10th water.) 043 - Murakk (In the box in the 9th water.) 051 - Kwappa (In the 2nd water.) 094 - Ewarne (In the box in the 10th water.) 096 - 100 EC (Close to the 10th water.) 125 - Volteel Biblio (This is above the first water you see, in the wall.) Boss: Volteel Biblio EX Skill: V Shot Chip: Shadow Dash Foot Chip Note: Your mission involves collected the 4 Secret Disk. In a replay game, these 4 Secret Disk will reappear in the stage, even if you already have them. 4 doors out of 24 will have these Secret Disk. For each wrong door you enter, you lose 2 Mission points in the Results. 8 of the 24 Doors will have the possibility of being the Secret Disk room. The 4 Secret Disk rooms will be randomly chosen out of the 8. The Data Room will tell you their positions, by showing the surrounding doors of each room. - Gigantic Elevator - Secret Disk- Enemy: 129 - Panteon Fist (Destroy 4 Panteon Fists.) 144 - Shortroid (Destroy 6 Shortroids.) 148 - Cata Tank (Destroy 5 Cata Tanks.) Stage: 027 - Jiktan (To the left of the hidden room, the hidden wall is breakable.) 041 - Ajikk (To the upper left of the starting point.) 045 - Miuura (Directly above your starting point.) 054 - Baareef (Above, before the slopes area.) 080 - Sarknight (In one platform above the slopes area.) 088 - Hammerj (Destroy the Midboss.) 122 - Tretesta Kelberian (In the box in the middle of the slopes area.) Boss: Tretestar Kelberian EX Skill: Reppuugeki Chip: Absorber - Under Arcadia - Secret Disk- Enemy: 142 - Crabeggar (Destroy 5 Crabeggas.) 143 - Petatria (Destroy 3 Petatrias.) 163 - Cannon Hopper (Destroy 5 Cannon Hoppers.) Stage: 006 - Ultimate Foot (Defeat Phantom in Cyber Space.) 036 - Wirif (This is close to the Cyber Space entrance.) 038 - Snokk (Door left of the spikes area.) 081 - Teiknight (The left wall in the Spikes area.) 083 - Stopeena (The long path before the Spikes area.) 087 - Hammerga (Before the Spikes area.) 180 - Phantom (Bottom left of the Spikes area.) Boss: Phantom (optional) Clie and Plie II EX Skill: None Chip: None - Underground Laboratory - Secret Disk- Enemy: 126 - Panteon Hunter (Destroy 5 Panteon Hunters.) Stage: 011 - File E (2nd Box after fighting the second set of Bosses.) 019 - File M (2nd Box in between fighting both set of Bosses.) 020 - File N (3rd Box in between fighting both set of Bosses.) 097 - 200 EC (Near the starting point.) 151 - Garisnee (Last Box in between fighting both set of Bosses.) 164 - Vile (Near the spike area in between fighting both set of Bosses.) 177 - Halpyuia (On top of the opening above in the spike area.) 178 - Farbnil (Near the spike area in between fighting both set of Bosses.) 179 - Leviathan (1st Box after fighting the second set of Bosses.) Boss: Deathtantz Mantisk Hellbat Silt Chilldre Inarabbitta Blazing Flizard Tretesta Kelberian Volteel Biblio Glachier Le Cactank Cubit Foxstar Neo Omega Chaos Omega Original Zero ================================================================================ Complete Walkthrough ******************** -------------------------------------------------------------------------------- Additional Notes: - Start Points means the point from which you will continue should you lose your Life. - By default, Completing a Mission itself is 20 Points for Mission Score. However, there are Missions with certain requirements that need to be fulfilled in order to get a full Mission Score. Entering Cyber Space will also deduct 5 Points from your Mission Score. - For all stages, when you revisit the stage after the mission, there will be no events throughout the stage (with a few exceptions). There will also be no bosses at the end of the stage, and you will be teleported out when you reach the Boss room. No Mission Result Ranking Score will be calculated. You may choose to exit from the Stage anytime. All other changes for specific stage changes will be noted. - This walkthrough is written in such a way where you can obtain all Secret Disks and other important items in one trip. That does not mean that this is recommended for you to do in the Mission. It is highly recommended that you attempt to get all the Secret Disks in a revisit to the stage. - It is highly recommended that you actually go through the Mission Stages as fast as possible for the first time, ignoring the Secret Disks. You should try to get the important items only during a revisit to the stage. I also do not recommend going into Cyber Space in a mission. Doing something like this will significantly lower your Ranking Score. Your Ranking Score is important for acquiring EX Skills, so if you care about that, just take my advice. - Finally, last but not least, this advice may come as a surprise, but I seriously recommend you don't use the Complete Walkthrough, unless you really need to. I recommend that you go through the game by yourself, using the Stage Summary and other resources. I can't play the game for you. You have to play the game yourself. I can describe to you beautifully how you can avoid a trap or defeat a Boss, but it will be for nought, as it all boils down to your own skills in the end. I can also describe to you how awesome Omega looks like, or how pretty Ciel is, but if you have never seen the pictures, then what good are words? Don't use this section unless you really need to. It all depends on yourself. -------------------------------------------------------------------------------- -Prologue- When you start the game, long events happen. Finally, you get to start your first mission. -------------------------------------------------------------------------------- -Damaged Space Ship- Mission: 20 Points. Clear Time: 130 Enemy Count: 20 *Start Point* Move forward and destroy the 2 Grand Cannons on the way. (Destroy 5 Grand Cannons to obtain Secret Disk 133.) A Shrimporin will appear. Wait for it to jump out of the snow, then quickly attack it. (Destroy 3 Shrimporins to obtain Secret Disk 140.) Continue forward and destroy a Grand Cannon, and break the Box behind it. Jump up and destroy the 2 Grand Cannons. Jump on top of the higher ledge. 2 Shrimporins will appear here. Wait for them to jump out, then destroy them. Go right a bit more, and jump in the snow. Secret Disk 024 is to the left. Take it, and go back up and move to the right. Destroy the cannon on the way, then continue to the right. An Event will happen here. *Start Point* You are in another section. Note that you have to watch out for the ice blocks, as they can crush you fatally. If you move at normal speed, you don't have to worry too much. Just avoid advancing too fast. The first 2 ice blocks fall when you get close. Break them and move forward. A Baton Ring comes flying down, and you can easily destroy it in this form. (Destroy 4 Baton Rings to receive Secret Disk 156.) Move to the right a bit more. More ice blocks come falling down. Jump on the higher ledge, then jump on the hanging left ledge to get the Secret Disk 037. Return right and destroy the Ice Blocks, and move on forward. Destroy the Panteon Hunter on the way, and continue up. An ice block will fall down. Jump up and destroy the ice block. More ice blocks will fall above you. If the Panteon hunter wasn't destroyed already, destroy it. A Full Life Energy is on the hanging right ledge. Take it if you need it. Destroy the ice blocks and continue left. You see a Shut Counter. You can damage it when it opens to attack, or when it faces away from you. (Destroy 4 Shut Counters to receive Secret Disk 156.) A Baton Ring should be flying towards you. Wait for it, and destroy it. Continue up, and destroy another Shut Counter. There is a room to your left. Let the blocks fall. To get to the items above, just only destroy the rightmost ice block. Jump on top of them, and get the Secret Disk 050 and Large E Crystal. Head out of the room and comtinue up. A Baton Ring attacks you in its invulnerable form. Simply jump over it and ignore it. Continue up, then left, and destroy the 2 Shut Counters. Go on the right ledge to get Secret Disk 101. Continue left and destroy the Baton Ring. Jump up and destroy the box to receive Secret Disk 111. Now keep jumping up the right wall to go up. Dash jump from the wall to reach the box below the Panteon Hunter. It contains Secret Disk 007. Continue jumping from the wall to reach above. Destroy the Panteon Hunter and Baton Ring. Keep going upwards and destroy another Panteon. You now reach the Boss Area. Go through the door. *Start Point* Continue right. There will be an event. You will now fight the Boss. BOSS BATTLE: Omega When you win the battle, an event will happen. You will be warped to the Resistance Base. Results will be calculated. Stage Strategy: This is your first Mission. Get used with the controls and basics of the game. I recommend you switch your weapon activation to Configuration Attack Mode B. That way, you can use one button for Main Weapon, another button for Sub Weapon. In my experience, this is the best configuration to use. If it does not suit you, choose an Attack Mode that does. Set A requires you to hold down Sub Weapon Button and press Weapon to use the Sub Weapon, while Set C works such that the Sub Weapon Button switches the Weapon Button to use Sub Weapon or Main Weapon. Anyway, get used to the controls and movement. You only have 2 Weapons now, but you will get 2 more later. This stage is relatively simple, so you should not have too much problems now. Like all other stages, it is very tempting to get all the Secret Disks in your first trip. But I recommend you do that in a revisit. In fact, for a mission, I recommend that you go through as fast as possible, and get a Mission score as high as possible. Anyway, for this mission, the path is really straight forward. When you see ice blocks, don't move ahead too fast. When ice blocks are stacked, destroy the top one first. Just continue all the way while attempting to take as little damage as possible. The enemies are pretty easy, and don't pose much of a threat. Omega Strategy: Compared to the Bosses that you will face later on, Omega is easy to beat. Charge up Z-Saber, and attack up close, or charge up a Buster Shot and attack from far. -------------------------------------------------------------------------------- -Resistance Base- There will be a long dialogue, after which, you will be free to move. You can speak with Ciel in this Command Room to Save your Game Data. You can speak with the Operators to begin on missions or revisit stages. First, head right to exit. Then head into the first room. Collect the Secret Disk 166, and talk to Celvo. He will give you 2 Weapons, the Recoil Rod and Shield Boomerang. Now return to the Command Room and speak with Ciel. For now, choose not to go on the mission yet. Return to speak with Celvo. You can speak with him to check on all Secret Disks collected. Speak with him the first time to get a tutorial on the Recoil Rod. Speak with him again to get Secret Disk 092. Go to Ciel's room to get Secret Disk 165. Go to maintenance room to get Secret Disk 170. Talk to Ronishol 2 times to get Secret Disk 167. 4th floor, left room to get Secret Disk 176. Talk to soldier in Right cannon Tower to get Secret Disk 058. Go to left of left cannon tower to get Secret Disk 106. Go to 3rd floor, and enter room 03D to get Secret Disk 099. Got to 2nd floor hall to get Secret Disk 168. Go to room laballed 1F-A to get Secret Disk 171. Go to room 1F-B to get Secret Disk 172. Talk to Menart 2 times. Pick the first then second option to get Secret Disk 175. Explore the rest of this place if you wish. The other characters will offer helpful tips on gameplay. Remember these Locations: Go to the Command Room, talk to Ciel to load or Save Data. Go to the Command Room, talk to the Operators to begin new Mission or revist stages. Go to Lab, and talk to Celvo to view and use the Secret Disks. You may revisit Stages, for which you have already completed the Mission. There will be changes to the stage, including no Boss and no Events, as well as no Result Ranking Score. There may be specific changes for certain stages. You may at any time choose to Escape from a Stage you are revisiting. Note that the people here will change from time to time, depending on the sets of Bosses. Most Secret Disks in the Resistance Base can only be acquired at certain times. If you missed certain Secret Disks here, you may have to complete the game and restart again from a New Game+, to get them. There are 4 missions for you. They are: Agnis Volcano Base - Blazing Flizard Maritime Highway Ruins - Chilldre Inarabbitta Weapon Regeneration Factory - Hellbat Silt Old Residential Section - Deathtantz Mantisk -------------------------------------------------------------------------------- -Agnis Volcano Base- Mission: 20 Points. Clear Time: 220 Enemy Count: 40 *Start Point* Upon entering, there is an event. After the event, move forward. You will see a Heavy Cannon. Destroy it and continue. You will soon see a taller Heavy Cannon. Destroy it and continue. A Volcano will erupt in the background. Dash forward to avoid falling rocks. Destroy another Heavy Cannon. Continue right, and you will see another Volcano. Again, Dash forward to avoid the rocks, and destroy the Heavy Cannon in front. Continue right, and destroy the Panteon Hunter. Proceed right, and destroy another 2 more Panteon Hunters. Anoter 3 more Panteon Hunters are to your right. Destroy them and continue until you see a Magma pit. Volcales pop out of this pit. Destroy those that pop out and move carefully. (Destroy 3 Volcales to get Secret Disk 141.) Jump over this pit and continue, and destroy the Panteon Hunter. Jump over one more Magma pit, and you will see more Volcales. Jump over that pit, destroy a Panteon Hunter again. Jump over another pit, and jumpover another pit where Volcales pop out. Destroy the Panteon Hunter, jump over one more pit, and continue. You will now see rising and falling rock platforms on magma. Time your jumps carefully. Wait until the first platform is lowest, then jump on to it. Wait until the second platform is lowest, then jump on to it. Do the same until you reach the 3rd. Stand on the 3rd platform until it rises, then dash jump towards the right wall. Jump up and destroy the Panteon. Collect Secret Disk 047. Simply walk off to the right to land on the 4th Magma platform. When the 4th platform is high up, quickly dash off to the 5th, and from the 5th quickly dash jump off to the right. If you are too slow, you will die here. This is not easy, as you can either jump into the spikes while the 4th Platform is rising, fall into the Magma, or get Fatally Crushed between the Magma Platform and Spiked Ceiling. The easiest way is to wait until the platform you stand on is at the highest, then dash off to the right without jumping onto the next platform, then quickly dash jump to the right. If you suceed, continue right, and destoy the Heavy Cannon, and the box that is in front of it. You will get Secret Disk 102. Continue right and destroy a Gyro Cannon. Continue and destroy another Gyro Cannon and Heavy Cannon. There is a platform above you. To get to it, you can use a Full-Charged Recoil Rod, and bounce off the Gyro Cannon. There is a Full Life Energy and Secret Disk 026. Go up the ladder and move right. You will see a series of weights fall into the Magma. Time your jump carefully, then dash jump onto the first weight, then quickly dash jump to the second, then to the 3rd, the 4th, the 5th, then to the 6th, and quickly jump to the wall, and jump on top. If you fail, you will die. Continue and go through the door. In this room, go through the door again. Continue until you see a container. Use the Full-Charged Recoil Rod to push it away, and go down the stairs to get 2 Large E Crystals and Secret Disk 114. Go back up and continue. You will see a Lamp Lot. To attack it from its shielded side, attack it with a Full-Charged Recoil Rod to turn it around, and destroy it easily. (Destroy 4 Lamp Lots to get Secret Disk 146.) Go down the ladder. There is another container here. Use the Recoil rod to push it past the spikes until you can't see it. This will help in getting one Secret disk later. Continue down and destroy a Panteon Guardian. Continue further down and destroy another Panteon Guardian. Go down, and go through the door. *Start Point* Go through the door to reach a room full of Crossbines. There will be a timer here. This is like a Midboss battle. Crossbines will constantly appear to attack you. You need to destroy 25 Crossbines, or last the 30 seconds to complete this part. When you do, they will stop appearing, and you can continue through the right door. (Destroy 10 Crossbines to get Secret Disk 152.) *Start Point* From here, continue and destroy a Panteon Guardian. Go up the ladder, and destroy another Panteon Guardian. Continue up while avoiding the 2 Top Gabyolls. Continue left, and destroy 2 Panteon Guardians. Destroy the Box to get Secret Disk 072. Destroy the Lamp Lot, and continue left. If you pushed the Container earlier, it will be here, and you can use it to reach Secret Disk 073 easily. Go up the ladder, and destroy the Panteon Guardian and Lamp Lot. Continue right. There is a Box below. Destroy it to get Secret Disk 008. Watch out for the Top Gabyoll, and try to destroy the Lamp Lot to the right, with a ranged Weapon. Continue right from here. You will see another series of falling weights. This is the hardest part of this stage, and perhaps the most difficult obstacle of the first 4 missions. There are 2 parts to this trap, and they are actually symmetrical. Be careful of the weights, even if you have protection against Magma, because the weights can still crush you fatally. What you have to do for the first 3 weights is easier, just wait for them to fall, and do low dash jumps to the next, until you reach the second half. The 3 rightmost weights drop down in an order that does not favor you. You will have to try to continue, then jump backwards onto a newly dropped weight, than jump forward on another new weight, then continue again. This is not easy to pass. Once you have made it, continue to see another Lamp Lot with shield facing you. Attack it with a Recoil Rod and destroy it. Continue forward, and you will see the boss door. Go through the door. *Start Point* In this small room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Blazing Flizard After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will obtain the Flame Body Chip here. You will also obtain the Burst Shot EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- -Maritime Highway Ruins- Mission: 20 Points, -5 Points for each of the 4 Switches not activated. Clear Time: 220 Enemy Count: 25 Note: You must hit 4 Switches in the Mission to get a full Mission Score. This will also affect your fight against Chilldre Inarabbitta at the end of the stage. You must hit the switches before they are destroyed by Submarine. The Submarine will destroy the switches with an energy wave when it passes over them. It will also destroy solid walls in its path. You must be faster than the Submarine and get to these switches before they are destroyed. Each Switch hit will give you 5 Points in the Mission Score. In a revisit to the stage after Mission, there will be no Submarine chases and all switches will be destroyed. *Start Point* Upon Entering, there will be an event. Go forward, and go down the opening. Destroy the cracked wall to the left with a Full-Charged Recoil Rod. There is a Shelluno, and Secret Disk 005 here. A Shelluno is only vulnerable, when it tries to attack you. Face away from it to lure it to attack you. Turn back around to attack it when it gets close. (Destroy 4 Shelluno to get Secret Disk 160.) Head out and continue forward. There will be an event. *Start Point* (The start point will not be here in a revisit to the stage.) You will begin the chase with the submarine. Go forward and destroy Icebons and Shark Seal X in your way. (Destroy 4 Shelluno to get Secret Disk 159. Destroy 3 Icebon to get Secret Disk 161.) Eventually, you will reach a bottomless pit. There is an opening at the lower right end, and you can get Secret Disk 075 here. Go out and continue right. From here, jump on the platforms above to get to Secret Disk 009, which is on the second platform above the water. Watch out, as beyond this platform, there are spikes all over. Go back a bit, then proceed on the ocean floor. Destroy the Icebon, and continue right. You will see the first Switch under some Spikes. Step on it to activate it. Continue out, and right, destroying the Shelluno. You will eventually see a tall Spike column. To get past it, head some distance away, then do a dash jump to get over it. Destroy the Icebon behind the Spikes. Jump up to the platform to the right of the Spikes. Destroy the box on the platform to get Secret Disk 059. Note that there is a column of Spikes below the platform, so jump to the right from here, some distance away. Continue right, drop down, and destroy the Shelluno. Note that there are some items above, but it is not recommended you take the risk to get them. Go below the Spike row, continue and destroy the Icebon. Continue up and right. Destroy the 2 boxes, and continue right. Destroy the Shelluno and Shark Seal X. Go down the opening. There is a box to the right. The 2nd Switch is to the far left. Step on it to hit it. Head out from here. You will see more Spikes. Jump over 1 Spike column. Then jump over another Spike column. An Aqua Panteon swims towards you. Destroy it. Destroy the box, and go up. A Large Life Energy is above you. Take it if you need to. Jump over the spikes carefully. Destroy a Panteon Aqua and Shark Seal X. Continue and destroy another Shark Seal X. Go down and destroy Panteon Aqua. Go down and go through the door. *Start Point* Go through the door here. An event happens. Here will be a Midboss Battle. Destroy the Midboss to get Secret Disk 079. Continue through the door. Continue through another door. *Start Point* Continue right and destroy the Icebon. Continue and destroy Panteon Aqua. Go up, and watch out for more Spikes and Panteon Aquas. Secret Disk 049 lies at the topmost platform here. Jump up using the platforms to get it. Continue downwards. Go down the stairs to reach the 3rd Switch. Head out once you are done with the 3rd Switch. Continue right, go up the wall, and go over it. Continue downwards while avoiding the Shark Seal Xs. Break the box. Continue up and right, drop down,and go left to get Secret Disk 113. Continue out and right. Go down to see the final Switch, with a box beside it. Activate the Switch. Continue right destroying the Shark Seal X. Go up and over the wall. Watch out for the Panteon Aquas and Icebon below you. Continue while destroying the Panteon Aquas. Go down, then go right, and go up, through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you fight the Boss. Note that the water level in this Boss room will depend on the Switches you managed to activate. The more switches activated, the lower the water level. BOSS BATTLE: Chilldre Inarabbitta After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will obtain the Ice Body Chip here. You will also obtain the Zaneidan EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- -Weapon Regeneration Factory- Mission: 20 Points, -5 Points for each of the 4 Eye Cannons not Destroyed. Clear Time: 210 Enemy Count: 50 Note: There are 4 Eye Cannons in the first part of this Stage. To get a full Mission Score, you must destroy all 4 Eye Cannons. Each Eye Cannon destroyed will add 5 Mission Points to the Results Ranking Score. This will also affect your fight with the Midboss later. *Start Point* Upon Entering, there will be an event. Go forward, and destroy 2 Panteon Guardians and Eye Cannon. When you reace the ladder, a bunch of Lemingles appear. Destroy them and climb up the ladder. (Destroy 5 Lemingles to get Secret Disk 147.) Watch out for the Pendulum Hammer. It can hit both you and enemies. Jump over it, continue and destroy a Panteon Guardian. Climb up the ladder. Destroy the Eye Cannon. Jump over the Hammer and continue. Destroy the Lemingles that pop out, as well as the Eye Cannon. Here, you will see a pool. The ground is sinking, like quicksand. Your movements will be slowed down, and you have to constantly jump up to keep above. You will die if you fall through the sinking ground. Proceed along the sinking ground and destroy the Panteon Guardian. Continue right. Destroy the Lemingles that appear. Climb up the ladder. Destroy the Panteon Guardian on the ground, jump up and destroy another Panteon Guardian. Destroy the Snake Cable and continue right. You will see a Hammer here. You can use a Full-Charged Recoil Rod to boost the hammer all the way to the other direction. This will break off part of the ceiling, and allow you to get one Secret Disk. The Box to the lower area near the hammer has Secret Disk 012. Through the ceiling that was broken by the Hammer, you can get Secret Disk 115. Continue right and destroy the Lemingles. There is an Eye Cannon above. Do not miss it, and make sure you destroy it. Destroy the Snake Cable, and proceed along the sinking ground. Destroy Panteon Guardian and continue right. Destroy another Panteon Guardian. Watch out for the hammer in front. Destroy the box and continue. Secret Disk 104 is to the right within sight. Get it, and go down the ladder. Proceed through the door. *Start Point* Proceed through the door. Here will be a Midboss Battle. Destroy the Midboss to get Secret Disk 093. Go through the door. In this small room, go through another door. *Start Point* Go right, and take the Large Life Energy if you need it. Go up the ladder. Jump towards the Conveyor Belt, avoiding the Spikes below. From the first conveyor level, jump to the second level, then to the third level, then to the fourth. Dustlocks will start falling from here. (Destroy 5 Dustlocks to get Secret Disk 131.) Destroy them and proceed carefully. Go to the fifth Conveyor level. Climb up the ladder, but be mindful of the Snake Cable above. Destroy it, and continue right. Jump over the Spikes onto the Conveyor Belt. Get past the Dustlock producer. You will see a switch above. These switches reverse the directions which the conveyors move towards. Hit the switch if you want the direction to reverse. A Lemingles Nest is to the right. Destroy in and the Lemingles. (Destroy 3 Lemingle Nests to get Secret Disk 052.) Get Secret Disk 100 that is behind the Lemingle Nest. Go on the sinking ground. Jump over the spikes. Get past the Dustlock producer, and destroy the Snake Cable. Go down the ladder. Go down from the first Conveyor belt layer to the second layer. Do this while avoiding the Dustlocks. Do the same, and get to the third layer, and the fourth layer. Destroy the Snake Cable, then get Secret Disk 084 to the left. Another Switch is below. Hit it if you wish. Destroy another Lemingles Nest, after proceeding on sinking ground. Destroy Snake Cable on the way. Destroy the Dustlock to the right. Continue, and destroy the Snake Cable, then go down the ladder. Destroy Lemingles Nest and continue. Go down the ladder, and you will land on a box. Destroy it to get Secret Disk 053. Destroy the Snake Cable to the right, and proceed on more sinking ground. Climb up ladder and destroy the Dustlock. Continue upwards to reach Boss door. Enter through the door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Hellbat Silt After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will obtain the Thunder Body Chip here. You will also obtain the Rakusaiga EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- -Old Residential Section- Mission: 20 Points. Clear Time: 240 Enemy Count: 40 *Start Point* Upon Entering, there will be an event. Note that this stage is covered with leaves, vines, trunks and mushrooms. Leaves conceal most surroundings, and mushrooms and trunks can block your way. You can use a Flame Elemental Attack to burn all of them away. Burn all the leaves if you wish. Continue forward. Destroy a Panteon Hunter. Continue right and destroy 2 more Panteon Hunters. Continue right and destroy a Gyro Cannon. Enter the door you see here. In this room, use your Recoil Rod and destroy everthing possible. Get Secret Disk 039 in the room. Exit the room when you are done. Destroy the Gyro Cannon again. From here, go either left or right, and head upwards, until you reach the trunk. Burn the trunk, then enter the door. In this room, destroy the Panteon Hunter. Take the Large Life Energy if you need. Use a Full-Charged Recoil Rod to destroy the blocks in your way, and continue, to get Secret Disk 001. Exit this room. Destroy the Panteon Hunter and Gyro Cannon again. Go to the top of the ladder on the right. Destroy the Seymeran. (Destroy 5 Semerans to get Secret Disk 145.) Go right a bit futher, and you will see some blocks in the floor. Use a Full-Charged Recoil Rod to destroy those blocks. Destroy all those blocks, and you can reach a door. Enter the Door. In this room, destroy the Panteon Hunter and get Secret Disk 112. Exit this room and return up. Continue right. Go up ladder, and go left, and destroy the Panteon Hunter. Note that this is a loop and fork path. It doesn't really matter where you go. You can go up, burn the trunk, go right, and get the Retry, or continue leftwards. I recommend you go left first. Go left and climb up the ladder. Enter the Door you see. In this room, go right and destroy Panteon Hunter. Continue right. Burn the mushrooms away to clear the path on the ladder. Go down the ladder and destroy a Panteon Hunter. Get the Retry and Secret Disk 074 here. Exit this room. Go up and destroy Panteon Hunter. Continue right, and destroy the Seymeran. Go past the ladder and trunk. Continue right, and destroy Gyro Cannon. Continue and enter the door. In this small room, go through the door. There will be an event. Go through the door. *Start Point* Continue right. Burn the leaves to reveal a ladder and a door. The room through this door does not have anything of interest, but you can explore if you wish. Continu right and destroy the Panteon Hunter. Destroy the Gyro Cannon. At this point, it's a full series of platforms falling if you stand on them. Destroy the Gyro Cannon and continue carefully. The falling platforms will not crush you fatally, and deal you 1 damage. Try to stay in the middle as much as you can, and fall down through 6 levels. Watch out for spikes below, you should be able to avoid them easily. Drop all the way down. Go right all the way. The Midboss appears. Destroy the Midboss to get Secret Disk 067. *Start Point* Continue right all the way. Go up, destroy the Panteon Hunter. Go up and destroy another Panteon Hunter. Go up again and destroy another Panteon Hunter. A Large Life Energy is on the right ledge. Take it if you need it. Continue right. Destroy the Seymeran and the Panteon. Go up and up again. Watch out for a Panteon Grenader. There is a Subtank above the first Panteon Grenader. You can use a Full-Charged Recoil Rod, boost of the Panteon Grenader above, to reach the ledge where the Large E Crystal and Subtank is. Get the Subtank, then go down and continue right. Destroy the Panteon Grenaders in your way as you move right, until you see a Box. Destroy the box to get Secret Disk 028. Destroy the Seymeran. A Large Life Energy is on the ledge in the right wall above. You can go through the wall for a hidden shortcut, but ignore it for now. Go down, and go right, and destroy the Panteon Grenaders. Use the Recoil Rod to get the Full Life Energy if you need it. Go right, and go down ladder. Go left and destroy 2 Panteon Hunters. Go down, destroy the Seymeran, and continue left. Go down the ladder, destroy a Panteon Hunter. Go down another ladder, and destroy another Panteon Hunter. Go all the way down the ladders. There are bottomless pits in this area. Secret Disk 013 is hidden above the first pit here. Go down, get the Secret Disk, then return up. Go right, and a Pillar Cannon will appear. Destroy it, and go to the next stand. (Destroy 3 Pillar Cannons to get Secret Disk 135.) Another Pillar Cannon will appear. Destroy it, then go down the stands. You should see a door. Enter the door. This room has Secret Disk 048, 2 Large E Crystals, a Panteon Hunter, and a Full Life Energy. You can also use this room, go all the way up, to get all the way back to where the shortcut was stated. Exit this room. Go up, destroy the Pillar Cannon and jump right. Jump right again and destroy another Pillar Cannon. Jump right and destroy another Pillar Cannon, then jump right, and destroy Seymeran. Go right and destroy Panteon Hunter. Continue right and up, and destroy another 3 Panteon Hunters on the way. Drop down. Go through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Deathtantz Mantisk After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will obtain the Light Body Chip here. You will also obtain the Thousand Slash EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- After all initial 4 Missions are complete, when you return, there will be a long dialogue, and you will get a chance to save your game. Save your game now, as you will immediately go on the next mission after this. After the choice to save your game, there will be 3 events following. After the 3 events, your next Mission at the Missile Factory starts. -------------------------------------------------------------------------------- -Missile Factory- Mission: 20 Points. Clear Time: 200 Enemy Count: 45 Notes: In a revisit to this stage, you will not go beyond the Room of Launch. *Start Point* Go right. Destroy the Eye Cannon, and the 2 Panteon Guardians. (Defeat 4 Panteon Guardians to get Secret Disk 127. Destroy 4 Eye Cannons to get Secret Disk 139.) Go up the ladder, and destroy the Eye Cannon. Continue left. Destroy the Generator Cannon. (Destroy 4 Generator Cannons to get Secret Disk 138. Destroy 6 of the birds which the Generator Cannon produces to get Secret Disk 098.) Destroy the Panteon Guardian. Go left, and destroy the Eye Cannon. Dash jump over to the left of the Spike pit in this room to get Secret Disk 057. After you get it, return back. Destroy the Generator Cannon once more, then go up the ladder. Destroy the Panteon Guardian, go up the ladder, and destroy the Eye Cannon. Go up the ladder and destroy the Eye Cannon and Guardian. Get Secret Disk 030 that is on the left ledge. Go right, destroy the Panteon Guardian, and destroy the Generator Cannon. Destroy an Eye Cannon, and proceed right as you destroy another Generator Cannon. Continue right, and destroy the Panteon Guardian and Eye Cannon. You now reach Conveyor Belts section. Proceed along the conveyors, but be mindful of the upside-down Heavy Cannon that fires cannonballs at you. Destroy it when you get close. Go up to the next conveyor level, using the wall or platform. Continue left and destroy the Eye Cannon. The alcove above the Eye Cannon has Secret Disk 090. Get it and continue left. Jump over the Spikes and destroy the Panteon Guardian. Secret Disk 055. Return, jump on the platform and go up. Destroy the Heavy Cannon. Break the box, and get Secret Disk 117. Continue right, and go up. Go left, destroy the Eye Cannon, and continue and destroy the Heavy Cannon. Destroy the 2 Panteon Guardians that are below. Go up the ladder to the left. Go right, and destroy 2 Panteon Guardians. Continue and destroy a Generator Cannon. Jump on where the Generator Cannon was. From here, climb jump up the left wall. Destroy the Eye Cannon. Go left and destroy the Panteon Guardian. Break the box to get Secret Disk 021. Head out to where the Generator Cannon was, and destroy that Generator Cannon again. Continue up right. Go through the Door. In a revisit to this stage, this is as far as you can go. You will not get anywhere further than this after the mission, and there will be no Secret Disks beyond this point in the stage. Go up all the ladders, to the top. An event will happen. *Start Point* You are now in the Rocket Section. Continue left all the way. Destroy 2 Panteon Hunters. Continue forward, and watch out for the 3 Purple Napples that appear, and destroy them. Continue and destroy another 4 Hunters. Continue right. Now, you will see the booster detach. You are now to enter inside the Rocket. Each time you enter a new section, the back section will detach off. Watch out for the background and Red lights to note this. Go down and right, inside the Rocket. Keep going, and destroy the Panteon Hunters and Shut Counters in your way. Eventually, the Rocket will detach again. Make sure you get to the right side as soon as possible. Continue and destroy enemies in your way. It will eventually detach again. Continue, and go through the middle path, while destroying the Panteon Hunters and Shut Counters in your way. Go down, right, up, right, down, right, and continue. It will detach one last time. Quickly get to the right side. You will see the Boss Door here. Go through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Clie & Plie After the battle, there will be an event. Results will be calculated. -------------------------------------------------------------------------------- After you return to Base after the Mission, there will be a long dialogue, and you will be allowed to save your game. After this an event happens. Eventually, you are free to move around inside the Resistance Base. Some things would be changed here. The dialogues of the people here would have changed. If you did not take some Secret Disks earlier, you will not have access to some of them now. You can now return to access your Secret Disks, or revisit completed stages. Save your game again. Currently, the maintenance room is not accessible. Go to Ciel's Room. Talk to Aluet, and choose the first option. You will get Secret Disk 116. Go to the second floor. Talk to Iboo. Choose the first option to get Secret Disk 169. Go to the 3rd floor and talk to Andrew. He will ask you a series of questions. Answer the questions with these choices: 1st, 1st, 2nd, 2nd, 2nd, 1st, 1st. You will get Secret Disk 107. Now go to 2nd floor, go to the dormitories. Go to room 02D and talk to the soldier. He will ask you a Quiz. Answer his questions with these choices: 1st, 1st, 2nd, 2nd. You will receive Secret Disk 023. There are now 3 more new Missions for you. They are: Desert of Dusk - Anubistepp Necromances V Generation Anatrey Forest - Hanumashin R Ice Frontline Base - Blizzack Stagroff R -------------------------------------------------------------------------------- -Desert of Dusk- Mission: 20 Points. Clear Time: 200 Enemy Count: 50 *Start Point* Go right all the way. Destroy the Sand Shrimporin that pops out. (Destroy 5 Sand Shrimporins to receive Secret Disk 091.) Continue right. Destroy the box and 2 Panteon Hunters on the way. Destroy another Sand Shrimporin. Continue right. Destroy the Sand Shrimporin and 3 Hunters. Destroy the box and Sand Shrimporin. You see flowing sand ahead. They are just like Conveyor Belts. Destroy the Flopper. (Destroy 5 Floppers to get Secret Disk 153.) Continue and destroy another 2 more Floppers. Watch out for the quicksand, and proceed carefully. Continue and destroy a Sand Shrimporin. Destroy the Flopper floating above the Quicksand. Proceed and jump on the platform. Destroy the Box, Panteon Hunter and Flopper. Continue right, and destroy a Panteon Hunter. Continue and destroy a Flopper. Now exit the quicksand by going right. Continue right, and destroy 2 Floppers. Destroy the Box to get Secret Disk 085. Continue right further. There is now a Midboss battle. Destroy the Midboss to get Secret Disk 089. *Start Point* Continue right. Destroy a Purple Napple. (Destroy 5 Purple Napples to get Secret Disk 154.) Destroy a Box. Destroy another Purple Napple. Continue. Destroy Purple Napple and continue right. Destroy another Purple Napple. You see platforms here. Destroy the 2 Pillar Cannons and Purple Napple that appear here. You can use a boost jump with the Recoil Rod to get up to the platform to get Secret Disk 031. Take the Full Life Energy if you need. Go right further, and you will see another platform. Boost jump up there with the Recoil Rod to get Secret Disk 022 on the platform above the pillar. Continue right. You will see a Helicopter that continually releases Panteon Hunters. Destroy the Helicopter and continue right. (Destroy 2 Helicopters to get Secret Disk 065.) Destroy the Pillar Cannon. Jump up to the platforms on top. There are 2 Secret Disks here. Get Secret Disk 105 and Secret Disk 118 on top on the platforms. Continue all the way to the right, past all the quicsand. Destroy the Purple Napples that continually pop out in your way. Go right. Destroy another Helicopter. Go right. Destroy 2 Purple Napples and 2 Panteon Hunters in your way. Continue right all the way. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Anubistepp Necromances V Generation After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will also obtain the Crawl Shield EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- -Anatrey Forest- Mission: 20 Points. Clear Time: 180 Enemy Count: 30 *Start Point* Go right and destroy the Melnet. (Destroy 5 Melnets to get Secret Disk 157.) Continue, go up the tree, and destroy the Melnet. Burn the leaves to the left using a Flame Element attack, to reveal platforms. Proceed to the left on the platforms to get a Retry and Secret Disk 063. Go back, and continue from the tree. Drop down and destroy the Seymeran. Destroy the Generator Cannon to the right. If you burn the leaves above, you can choose to go to the route above. You can either continue on the ground, or use the platforms above. Either way, destroy all enemies in your way, until you reach the top of the tree to the right. Destroy 3 Melnets and proceed. Destroy the Box and the Melnet. Go over the tree and continue. Burn all the leaves. Jump on the right platforms to get Secret Disk 002 near the wall. Go down, and destroy the Generator Cannon. Go through the Door. In this small room, go through the door again. *Start Point* Continue right. You will see a switch on the ground. For these switches, once they are pressed, a large block will move. The longer you press the switches, the more the large blocks will move, until a maximum distance. Once a switch is not pressed, the large block will slowly move back to its original position. Be careful that you do not get crushed by the blocks. Step on this first switch. Wait until the large Block is at the highest point, then quickly dash past to the other side. You will see a Tile Cannon appear. (Destroy 7 Tile Cannons to get Secret Disk 134.) You will see a small Block and a switch in front. Use a Full-Charged Recoil Rod to push that Block onto the switch. This will cause the large Block to move. Proceed along the opened route. Destroy the Baton Ring. Push another block onto the Switch using a Full-Charged Recoil Rod. Continue onto the large block. Note that here is a route split. You can either continue on the upper path, which is safer, or you can continue on the lower path, which is harder, but has a Secret Disk. There is no other differences. Go through the lower path, and continue until you get Secret Disk 071. Then, I would recommend you go back and take the upper path. You can choose to continue on the lower path, but it is more dangerous. Go on the upper route, and continue all the way, past the enemies, until you see another large Block. This is where both paths meet. Go right from here. You will see another switch. This switch does not really help you much, so just simply ignore it and continue. Destroy the Tile Cannons in your way and continue right. There is a box on the ledge above here. To get to it, you can use a Full-Charged Recoil Rod to boost jump, swerve left, then swerve right, and you can get to it. Secret Disk 014 is in the Box. Go down, and step on the switch below. Wait for the path to fully open while avoiding Tile Cannon shots. Note that from here, there are 2 paths to take. The right path is more risky considering the higher chances of getting crushed, but it has Secret Disk 119. The path up is a shorter safer path. I would recommend you go up, then get Secret Disk 119 in a revisit. The trick is to get Secret Disk 119 in a revisit, then immediately escape, instead of going through the Spike and Large Block trap. No take the upper path, go past the Petatria. If you wish to destroy a Petatria, you will have to wait until it reveals its eye before you attack it. Go past it, take the Large Life Energy if you need, and continue. Here you will see another area. There is a small block to the left of a Spike floor. Use the Full-Charged Recoil Rod, and push the Small Block all the way to the middle of the Spike floor. Using the block, you can reach Secret Disk 108 easily. There is a Subtank above here. To get to it, use a Full-Charged Recoil Rod to get to the side of the left Large Block. There is no need for you to use any switches here. Climb up the block. Get past the Petatria, and get the Subtank. Now return down, but remember that there are still spikes below. Continue up, destroy the Tile Cannon. Step on the Switch until the Large Block fully lowers, while watching out for the Tile Cannon. Charge up a Recoil Rod at the same time. Now jump up to the right. Use the Recoil Rod jump to boost to the left, then cling onto the large block. Jump to the left ledge to get Secret Disk 076. Now continue right from where you were. Destroy the Tile Cannon and the Petatria. Continue up. Destroy 3 Tile Cannons and continue right. To the left, you see the Boss Door. Below you are some blocks. These blocks may be destroyed with a Full-Charged Recoil Rod. Break these Blocks to get Secret Disk 040 at the bottom of this small room. Once you are finished, head out and go through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Hanumashin R After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will also obtain the Tenretsujin EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- -Ice Frontline Base- Mission: 20 Points. Clear Time: 200 Enemy Count: 45 *Start Point* From here, go right all the way and destroy 3 Panteon Hunters. Go into the water. Go right, and destroy the Panteon Aqua. (Destroy 3 Panteon Aquas to get Secret Disk 128.) Go right further and destroy 2 more Panteon Aquas. Note that from this point, there is a route split. The lower path is in the water, the upper path is on land. The lower path is more straightforward and essentially faster, but it has no Secret Disks, and has more spikes in the area. The upper path is above water. You can get there by using Splash Jump or a Recoil Rod Boost jump. The upper path has Secret Disks, but it is a longer path. I would recommend that you take the lower path in the Mission. If you took the lower path, just go right all the way where the Shark Seal X and the Panteon Aquas continually attack. You watch out for them and destroy them, while proceeding with caution. Eventually, you reach a Spiked area. Do a Dash Jump across the Spikes onto the next safe area, while destroying the Panteon Aquas that stand in front of you. Keep repeating this until you reach a safe area. Keep going right until you reach the door, and go through this door. You are now in a passage way with water. Keep going right, then go up through the door. You will end up in a big pool. This is where both paths will meet. Just keep attacking the 3 Panteon Aquas, head to the right, and get out of the water. If you decide to take the upper path, take note that you have to use a Recoil Rod Boost Jump or Splash Jump to get over there. From here, it will be land. Now go right and destroy 2 Panteon Hunters. Go up the watch tower, destroy the Panteon Hunter and get Secret Disk 066. Drop down to the right. Destroy the Gyro Cannon and continue. (Destroy 3 Gyro Cannons to get Secret Disk 132.) Climb up the next watch tower. Destroy the Panteon Hunter, and take the Large Life Energy if you need it. Drop down, continue and destroy 2 Gyro Cannons. Destroy another 2 more Gyro Cannons, then enter through the door to the right. In this room, enter the door to the right. Destroy the Grand Cannon. Climb to the wall to the upper right, using a Full-Charged Recoil Rod Boost Jump. Climb up and you can see a Secret Disk on the ledge. Note that you can't climb on Icy walls, so from here, dash jump on to that ledge to get Secret Disk 109. Now drop down and return. Proceed on the ice pipes. The surfaces are slippery. The ice gas do not damage you, but they will freeze you, so struggle with the controls to get free, if you are hit. Continue on and destroy the Grand Cannon. Break the box behind it to get Secret Disk 015. Continue on the ice pipes, drop down, and destroy a Grand Cannon. Continue and destroy 2 Panteon Hunters. You will see a large pool in front of you. This is where both path meets. Drop down into the water. Destroy the 3 Panteon Aquas. Head right, and head out of the pool. From the point out of the big pool, destroy the 3 Panteon Aquas in front. Go on to the higher ledge you see to get Secret Disk 032. Drop down and go through the door. In this small room, go through the door again. *Start Point* Go right all the way. Watch out for the 2 Icicles. Destroy the Heavy Cannon in front. (Destroy 4 Heavy Cannons to get Secret Disk 136.) Climb up the ladder you see. Watch out for the Icicle. Destroy the Panteon Guardian. Go left and climb up the ladder. Destroy the Icicle above. Go onto the ledge to get the Large E Crystal and Secret Disk 035. Watch out for more Icicles here. Proceed and destroy a Heavy Cannon. You will come to Spike Pits. Dash jump to the next stand, while destroying the Icicle as you do. Dash jump to the next stand and destroy Icicle. Again, Dash Jump to the next stand and destroy the Icicle. Do this one more time, and Dash Jump to the next area and destroy the Icicle. Destroy the Crabegga above. Go right and destroy Panteon Guardian. Go down the ladder, and destroy 2 Panteon Guardians. Watch out for the Icicles. Go left, and go down ladder. Destroy 2 Panteon Guardians. Go right, and destroy the Crabegga above. Go right and destroy Heavy Cannon. Destroy the Box in front of it to get Secret Disk 120. Go right, destroy Heavy Cannon. Drop down, and destroy Panteon Guardian. Climb up the ladder. Destroy the Panteon Guardian. Get Secret Disk 068, and go up the ladder. Destroy the Crabegga above. Continue left and destroy 3 Guardians. Go up the ladder, and go through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Blizzack Stagroff R After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will also obtain the Blizzard Arrow EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- After all 3 Missions are completed, a new Mission appears. Area X-2 - Copy X MK2 -------------------------------------------------------------------------------- -Area X-2- Mission: 20 Points. Clear Time: 270 Enemy Count: 35 *Start Point* Go right, and destroy a Panteon Hunter. Go right and destroy the Eye Cannon. Destroy a Panteon Hunter. Go right, and destroy 2 Panteon Hunters and an Eye Cannon. Go right and destroy an Eye Cannon. Jump to the ledge behind it to get Secret Disk 110, and a Large Life Energy. Go down, and destroy the Eye Cannon. Destroy the Box below to get Secret Disk 121. You are in an area with Spikes and Lifts. The 1st Lift will crush you fatally, and does not have any other purpose, so go past it carefully. The 2nd and 3rd Lifts are in the Spike area. Jump on the 2nd Lift, then carefully get on the 3rd Lift. Get on to the 4th Lift carefully. The 4th Lift will also take you to an opening above. On the 4th platform, wait for it to be the highest, then jump up through the opening while being wary of the Spikes. Secret Disk 062 is here. Now return to that Lift. Time your jump carefully as you jump to the 5th Lift, as it will crush you fatally onto the Spiked Ceiling. Cling onto the side of that lift, then as it goes down, jump on the top and get over the other side. Continue right, and destroy a Panteon Hunter. You will see Security Lasers from here. These Lasers will not damage you, but if a Security Laser touches you, 4 Garisnees will appear and attack in the screen. These Lasers will shut down for a split second from time to time. I would recommend you to proceed while destroying the Garisnees, rather than wait for the Lasers to turn off, but be careful from getting wounded. Go past the 1st Security Laser, then the 2nd. Continue and destroy the Eye Cannon, and go past the laser. Jump over the Spiked pit. Go past another 2 Lasers. Destroy the Eye Cannon and go up. Continue, go past another Laser. Drop down, and go past a Laser. Destroy a Panteon Hunter and Eye Cannon to the right. Continue up. Take the Full Life Energy if you need it. Continue up, go past the Laser at the higher end. Continue up. Destroy the Box to get Secret Disk 034. Destroy the Eye Cannon. Go past the Laser and destroy Panteon Hunter. Go past the Laser and jump over Spike pit. Destroy the Panteon Hunter and Box. Jump up through the door you see above. In this small room, go left, up, right, and go up through the door. *Start Point* You are now in a tall area full of Spikes. Your objective is to go up using the Lifts. You see a Box to your left, however, some Spikes are blocking your way there. Use the lifts to get to those areas, then break the box to get Secret Disk 042. There are 3 Platform Lifts in the first portion. Now remember that Lifts can crush you fatally, so don't get caught between 2 Lifts. Go from Lift to Lift until you reach the 3rd Lift. Go up to the 4th Lift, but be careful, as it can crush you. Go to te 5th Lift. You can see a Capsule Cannon here. You can destroy it with a Buster Shot when it opens. (Destroy 4 Capsule Cannons to get Secret Disk 137.) Ride to the 6th Lift, and drop down safely to get Secret Disk 070. Destroy the Capsule Cannon and continue on the 6th Lift. Ride up to the 7th carefully while avoiding the Spikes. Get Secret Disk 077 in the left area. Destroy the Capsule Cannon. Take the Full Life Energy if you need. From here, it's a new series of Lifts, and you are trying to go right. The 7th Lift earlier will now count as the 1st Lift. Jump onto the 1st, the 2nd, then the 3rd Lift. All these 3 are safe, so don't worry. The 4th Lift however, is above Spikes, and can crush you fatally. Wait for the right moment, jump on it, and cling to the right side. Do the same for the 5th, cling to the side, wait until it lowers before clinging on to the other side. Now this is the tricky part. You have to keep clinging on to the right side of the 5th Lift. When the 6th Lift comes close, jump to the side of it, and jump on top. Destroy the Capsule Cannon above. Jump to the left. Destroy the Flopper and Crabegga. Continue all the way left. You are now in another Spike area. You can destroy the Capsule Cannon using a Full-Charged Z-Saber. Jump onto the 1st Lift. Jump to the 2nd, and destroy the Capsule Cannon. Destroy the Flopper and jump to the wall. Climb above, and destroy the Capsule Cannon. Go left and destroy the Flopper. Go left, and destroy the Flopper and Crabegga. From here, there are 2 paths. You can either go up and right, and head to the Boss room. Or you can go left, to get more Secret Disks. Obviously, you should only go left in a revisit to the stage. If you go left, you will see a series of 5 Lifts. You have to get across the Lifts carefully. If you see a Lift about to crush you, quickly get away to another side. Spikes are all over the place, so take careful note of how you should proceed. On the other side, Secret Disk 061 is above, and Secret Disk 069 is below. Take them, then return to the path fork. Now go up and right, and go through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Copy X MK2 After you win, there will be an event, and the Results will shown. There will be another event after this, and you will be send back to Base. -------------------------------------------------------------------------------- After you return to Base after the Mission, there will be a long dialogue, and you will be allowed to save your game. Go to the hallway of Ciel's Room and Celvo's Lab. Talk to Dowa twice to get Secret Disk 174. Talk to Irondell on the 4th floor. Answer "Yes" to his question. He will ask you a quiz. You must get all answers correct to get the Secret Disk, and you won't know if you answered correctly or incorrectly for each question. Answer his questions in this order: 2nd Option, 1st Option, 2nd Option. When you answer his questions correctly, you get Secret Disk 173. There are now 4 new missions for you. They are: Energy Facility - Cubit Foxstar Snow Field - Glachier Le Cactank Submerged Library - Volteel Biblio Gigantic Elevator - Tretesta Kelberian -------------------------------------------------------------------------------- -Energy Facility- Mission: 20 Points. Clear Time: 340 Enemy Count: 40 *Start Point* There is an event upon entering. Go right all the way. Get past the Top Gabyoll. Watch out for the Petatria. If you want to destroy it, you have to wait for it to use it's eye, then attack it. Go down the ladder. You will notice this room darkening. Avoid the Top Gabyolls, go right, and destroy 2 Moth Zeros. (Destroy 8 Moth Zeros to get Secret Disk 155.) You will see a Generator. To activate the Generator, hit it with a Thunder Elemental attack. This will cause the area to be lighted up. Go right, and destroy 2 Moth Zeros. Go down the ladder and destroy another 2 Moth Zeros. Go right all the way. Destroy the Moth Zero. Break the Box to get Secret Disk 056. Destroy another Moth Zero, and go right. Activate the Generator to light up the place. Destroy the 3 Moth Zeros. Go right all the way. Avoid or destroy the Petatria, and go up the ladder. Destroy the Capsule Cannon to the left. Jump up and climb the right ladder. You will get a Large Life Energy and Secret Disk 124. Go back down and destroy the Capsule Cannon. Watch out, climb the ladder and destroy another Capsule Cannon. Go up the ladder, and destroy the Capsule Cannon. Continue up, and destroy Petatria. Go right, and destroy the Box to get Secret Disk 082. Go right, activate the Generator and destroy 3 Moth Zeros. Go right, and destroy 4 Moth Zeros. Go right all the way, and avoid the 2 Top Gabyolls. Go right and destroy another 4 Moth Zeros. Activate the Generator. Destroy the Capsule Cannon. Climb down the ladder, but drop down to avoid the Capsule Cannon and Petatria. Destroy them if you wish, and take the Large Life Energy if you need to. Go left and go down the ladder. Destroy the Capsule Cannon. Continue right all the way, and go through the door. Go through the door to the right of this small room. You are now in a room resembling a Midboss battle. You see a Dynamo with rotating Switches. You have to deactivate the Dynamo. To do this, keep attacking the Switches to push them in. Once all are pushed in, the Dynamo deactivates, and you can go through the other door. Go through that door, and you will end up in a small room. Go through the door in this small room. Go right all the way. There are 6 Moth Zeros and 1 Generator here. Destroy the Moths, activate the Generator, and continue. Destroy the Capsule Cannon, and proceed upwards while avoiding the Top Gabyolls. Destroy the 4 Moth Zeros, activate the Switch. Go right and go through the door. *Start Point* Go through the door in this room. There is now a Midboss battle. Destroy this Midboss to get Secret Disk 149. Go right through the door. In this small room, go through the right door again. *Start Point* Go right all the way. You are now in an area full of Spikes and moving Girders. Destroy the Flopper and Snake Cable. (Destroy 4 Snake Cables to get Secret Disk 150.) There is a Secret Disk above. If you want to get it, hit the Switch that you see. Hit it once, and you will see that the movement of the Girders are reversed. Go up on a Girder, jump to the left wall, destroy the Snake Cable, and get Secret Disk 064. Drop back down. Hit the Switch again to reverse the movement back again to where it originally was. Jump on a Girder and ride it all the way left, but keep in mind that there are low spiked ceilings to the left. So stay on one side of the Girder, to be as low as possible, but don't stray too far away. There are also Floppers, so use a Buster Shot to get rid of them. Stay on the edge of the Girder, and get past 3 Spiked Ceilings. You will reach a safe area soon. Destroy the Lamp Lot and Flopper. To get to the Secret Disk, jump up a Girder, and jump up to get Secret Disk 095. Go down and continue right. Destroy the Lamp Lot and continue down the ladder. Get the Large Life Energy if you need. Go through the door. Go through the door again. This time, you are in another Dynamo room, but Crossbines will keep appearing in this one. As before, you will have to attack and push all the Switches inside. Once you have completed, all Crossbines will disappear, and you can continue. Go through the door to the right. In this small room, go through the right door again. Destroy the Snake Cable. Go through the hidden opening in the wall to get Secret Disk 078 that is concealed inside. Return out, go up the ladder, and destroy another Snake Cable. Continue up the ladder. Continue right. Destroy the Lamp Lot. Go down and destroy 2 Floppers. Go right and destroy a Lamp Lot. Go right, then go down the ladder. Destroy a Flopper, go left, then go down the ladder. Watch out for the Snake Cables. Destroy the 2 Snake Cables, then go right all the way. Destroy the Lamp Lot. Note that there is a Secret Disk to the upper left of here. To get to it, first, hit the Switch you see once. Keep riding the girders and keep getting higher and higher until you reach the upper left side. Jump to the wall first, then dash jump off to get to the ledge, and get Secret Disk 004, and 1 Retry. Drop back down, and hit the Switch again to reverse it. Continue and do the same, ride each girder and get higher and higher, but this time to the right side, while watching out for the Flopper. When you see a side of the wall that has no Spikes, Dash jump to it, then jump up. Continue right, go through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Cubit Foxstar After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will also obtain the Soul Launcher EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- -Snow Field- Mission: 20 Points. Clear Time: 180 Enemy Count: 30 *Start Point* There is an event upon entering. Go right all the way, down the slope. Destroy the Shrimporin that pops out. Go further right and destroy the Gyro Cannon and Shrimporin. Go right and destroy another Shrimporin. Before you continue and drop down right, note that Panteon Bases will quickly charge across on sledges. Get ready to attack, then move forward, and destroy the Panteon Base. (Destroy 5 Panteon Base to get Secret Disk 130.) When you have destroyed the Panteon Base, you may choose to use the Sledge in was riding on. Simply jump on top of one, and it will move in the direction you are facing. Once it moves, you cannot change it's direction, until it hits a wall and travels in the opposite direction. The Sledge will also damage enemies it touches. It is a good way to travel, so I would recommend you to ride Sledges. Anyway, at this point, you can either ride the Sledge all the way right, or continue right down the slope on foot. I would recommend you to go on the Sledge. Ride the Sledge all the way left, but make sure you jump off it before it falls into the bottomless pit. If you went on foot, just proceed with caution and destroy the enemies in your way. The path is really straight forward. Whatever you chose, go up the cliff and destroy the Gyro Cannon and the first Shell Crawler here. (Destroy 3 Shell Crawlers to get Secret Disk 162.) Continue right, but watch out for the fast approaching Panteon Base. Destroy the Panteon Base, then decide whether to continue on the Sledge or on foot. Again, I recommend the sledge. If you travel on foot, destroy the Gyro Cannon, Box, and Shell Crawler in your way, and you will eventually reach a cliff and another Panteon Base. If you go on Sledge, be sure to drop off as soon as you see the next Panteon Base. Either way, here, you should see a Passage that is concealed by snow. Enter this passage. There appears to be nothing in here, but keep attacking around, and you will destroy a Box containing Secret Disk 003. Take the Secret Disk, exit, and go right. Similar, you can either go on foot, or on the Sledge of the Panteon Base. Either way, go right, past the Gyro Cannon, and onto the ramp. There are 2 routes for you to travel here. You can either continue on the Ramps, or you can continue on the lower path on solid ground. I would recommend you to take the Ramps. Secret Disk 029 is on the first Ramp. Secret Disk 25 is on the 4th Ramp that is small. Either way, continue right all the way until you reach the wall, where the Shell Crawler and Gyro Cannon are, this is where both path routes will meet. There is one Secret Disk on this lower route, so back track a little bit on the lower route to get it. From this point, head to the falling Ice bridge that is 3rd from the right, which is 2nd from the left. Destroy the Gyro Cannon. You will see a Passageway concealed by snow. Go down into the Passage. Keep attacking until you destroy the hidden box containing Secret Disk 103. There is nothing else of interest, so go right and return to where the routes meet, and destroy the Gyro Cannon and Shell Crawler again. Go up, go right and destroy 2 Gyros. Go right all the way. You will encounter a Midboss Battle. Destroy 5 snowballs which the Midboss produces to get Secret Disk 046. Destroy the Midboss to get Secret Disk 060. Go right all the way. Destroy the Shrimporin. There is another Snow-covered passage above the pit, but it only has 1 Retry. Take it if you wish. Dash jump over the pit to the right onto the other cliff. Go right all the way. Destroy the Box and take Secret Disk 123. There are 2 routes and 3 choices here. You can either take the ground path on foot, take the upper ramp path on foot, or ride the upper ramp path on sledge. Again, I would recommend you ride a Sledge across the ramps. Destroy all the Melnets and Generator Cannons in your way as you continue right. These enemies can be easily destroyed by the Sledge, but there are tons of Melnets, so be careful. Secret Disk 086 is in the middle of all the ramps. When the ramp ends, note that you can slip off the Sledge if you don't stay in the middle. You can keep riding the Sledge until it bounces off the Boss Door. Keep going right until you reach the Boss Door. Go through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Glachier Le Cactank After the Battle, there will be an dialogue. Results will be calculated. You will be transported back to Base after an Event here. You will also obtain the Circular Shield EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- -Submerged Library- Mission: 20 Points, -2 Points each wrong door you enter. Clear Time: 260 Enemy Count: 25 Notes: Your Mission Objective is to collect the 4 Mission Secret Disks. You cannot complete the Mission unless you collect these 4 Mission Secret Disks. They are Secret Disk 010, 016, 017, and 018. In a Replay Game, these 4 Secret Disks will once again reappear in the Mission, even if you already have them. These 4 Secret Disks are located randomly in 8 of the 24 Rooms. The allocation of the 4 Secret Disk Rooms will be randomly chosen out of the 8 Middle rooms. The allocation is random, however, the lightings on all 24 Entrance Doors remain constant. The Computer Room will show you how these rooms are allocated by showing you the lightings of the 9 Doors surrounding. However, viewing the data from the Computer Room will continue to spend time, unlike pausing or going through an event. In short, you can't take your time to view this data. Note that for each of these Rooms that you enter that do not have the Secret Disk, you will get -2 from the Mission Score, which is default at 20. These rooms that do not have the Secret Disks may contain Items, but they reduce your Mission Score by 2 each. It is more worthwhile for you to deduce which of the 4 Rooms Contain the Secret Disks, rather then guess and go through every single one, as that will drastically reduce your Mission Score. In a Revisit to the stage, you will go as far as the Computer Room. You will not go beyond the Computer Room, and you will return once you reach there. Red Blue Yellow Yellow Yellow Blue ------------------------------------ Blue | Blue Yellow Green Blue | Blue | | Blue | Blue Yellow Red Blue | Yellow ------------------------------------ Yellow Green Blue Red Green Red *Start Point* There is an event upon entering. Go right all the way. Destroy the Crabegga. Drop down and go right further. Take note of the water here. The water level will constantly rise up and down in high and low tide. At high tide, the whole water will be electrically charged, and will damage you for Attack 6. Stay out of the water as much as possible. You see a Turtle floating on the water. Turtles will stay on the surface of the water. You cannont destroy them, but if you attack their heads, they will turn over, leaving them safe to jump on. They are like Jump-through platforms. You can jump up through one, but you cannot jump down through one. A Turtle will recover and flip back after a while if you are not standing on it. Attack the head of this Turtle to turn it over, then jump on it. Ignore the Shelluno below. Attack the Turtle in front, then jump on it. There is a Secret Disk above this second turtle. Use a Full-Charged Recoil Rod to Boost Jump above, to reach an alcove containing a Large Life Energy and Secret Disk 125. By now, the Turtle below you would have flipped back. Wait for low tide, then drop into the water, quickly attack the Turtle, and jump on it before it reaches high tide. Attack the 3rd Turtle and jump on it, then quickly jump to the right and out of the water before the tide rises again. Continue and attack the Turtle in front, and jump on it. Destroy the Crabegga. There is a Secret Disk here in the water. Wait for the water level to fall, jump in, take Secret Disk 051, destroy the Shelluno, and quickly get out to the right. Go right, attack a Turtle, and jump on it. Ignore or destroy the Shelluno. Wait for the water level to fall, quickly get across, go past the Shelluno, and go up the wall. Destroy the Crabegga. You will see a series of pools from here. You can also see some Cables. The cables will not directly wound you. Go across this pool, then across another pool, and destroy a Crabegga. Go across another cable, and destroy a Crabbega. Go across one cable, then another cable. Destroy the Crabegga. Once again, wait for low tide, but this time, note that there is a box at in this pool. Break the Box, get Secret Disk 043, and get out, as fast as you can. Destroy the Crabegga. Go right, wait for the water level to fall, then go right and get Secret Disk 033. Quickly attack the Turtle in front and jump on it. Attack the next Turtle and jump on that too, but be wary of the Spikes it can send you too. Stand on the Turtle but keep away from the Spikes, as the Turtle can crush you fatally on the Spikes. Wait for the water level to start to fall, then drop into the water, and make your way to the right as fast as possible, and DO NOT ride on the Turtles. Go right as fast as you can while avoiding the enemies. There is a Box below the last Turtle, and it has Secret Disk 094. Break the box get the Secret Disk, but don't stop moving. Keep dashing right, go past the Shelluno, and jump out of the water onto the ledge. If you are fast enough, you would have avoided damage from the Electrocuted water. If you are too slow, you may have to take 1 or 2 hits from the electricity. Go up from here. Get Secret Disk 096 on the ledge, then go down and go through. In this small room, go through the door. There will be a dialogue. You are now in the Data Room. In a Revisit to the stage, this is as far as you go. There are 4 Secret Disks beyond this point, and you have to get them to complete the Mission. These Secret Disks will reappear in a replay game, even if you already have them. *Start Point* You may access the Terminal of this Data Room by pressing "Up" to view the data. There are 4 data to be viewed, and each one shows the location of one of the Secret Disks. However, the location would not be shown directly, rather, the colour lightings of the 9 surrpounding doors of the data room is shown. Unlike events, viewing of this data will continue to take up your time, so it is not advisable to view this data for too long. When you have finished, go through the door on the right. In this small room, go through the door again. Destroy a Cannon Hopper, go up right, and destroy another Cannon Hopper. Go right, destroy a Cannon Hopper. Go up, and destroy another Cannon Hopper. Go right and destroy another Cannon Hopper. Go right and drop down. There are still rising and falling tides, but with no electricity in them, so you can proceed safely. Go down all the way. GO right and attack all the Shark Seal X that appear. You will now see all the 24 Data Room doors. 4 of these Data Rooms will have the Secret Disks. Remember: For each Door that you enter which does not have the Secret Disks, you will lose 2 Points from your Mission Score. That's why it is highly advisable that you use the Data from the Data Room to try to narrow down your search first, rather than enter and search every door. Once you have collected 4 of these Secret Disks, the Boss of this stage, Volteel Biblio, will appear to fight you. Your start point will be the entrance to the Secret Disk Room where you obtained the 4th Secret Disk. *Start Point* After the 4th Secret Disk is collected, there will be an Event, then you will fight the Boss in the current room. BOSS BATTLE: Volteel Biblio After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will also obtain the V Shot EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- -Giant Elevator- Mission: 20 Points. Clear Time: 300 Enemy Count: 80 *Start Point* When you start, before you continue, note that there is a Secret Disk above you. If you want to get to it, you will have to lure the Panteon Guardian that is to right, to right where you are standing. When it is at the right position, use the Recoil Rod, Boost Jump off the Panteon Guardian, do a double jump at the maximum height, and climb up the ladder, and get Secret Disk 045 on the ledge. Now go down, go right, and destroy the Baton Ring and Panteon Guardian. Note that there is also something above here. Charge up a recoil rod, and Boost jump off the Panteon Guardian that is here, get up to where the right ledge is, then dash jump over to the left ledge to get Secret Disk 041. Drop down, and continue right. Destroy the Eye Cannon above you, then use a Double Jump or a Boost Jump to reach the ladder and climb up. Destroy the Shut Counter. Go right, go down the ladder, and destroy the Eye Cannon. Go down and go right. Destroy the 2 Shut Counters here. Note that there is a retry above. Take it if you wish. Go all the way right. Boost Jump or Double Jump to the ledge. Destroy the 2 Panteon Guardians. Jump up on the ledge, and destroy the Box to get Secret Disk 080. Now go down all the way. You may destroy the Box to the left if you wish. You may go right and destroy all the Guardians and the boxes. Climb the next ladder you see, and go up. Dash Jump to the right ledge, and destroy the Shut Counter. On this platform, dash jump to the next ledge to get Secret Disk 054. Drop down, but watch out for the Panteon Guardian below. Go down the ladder at the right. You are now in another section. Go left, go down, destroy the Flopper. Go right, go down, and destroy another Flopper. Go left and go down. Destroy the 2 Floppers here. Destroy the box to get Secret Disk 122. Drop down and go down. Destroy the Box and the Guardian. Go left and down. Go right, and destroy the Flopper if you can. Go down, left, then down, and destroy the Eye Cannon. You see a door to your right, but do not go through it yet. There is a hidden room to your left, and the wall is breakable. Use a Full-Charged Recoil Rod to break the left wall. There are 3 Boxes here. One of them has Secret Disk 027. No return right, and go through the door. In this room, go through another door. *Start Point* From here, go far right, and the Elevator will detach and start to go down. 2 small elevators will also appear to the left and right side. Note that it is advisable to use Cyber Elf Baaeid or Bareef here if possible. From here on, enemies will keep appearing and attacking in waves. They will appear in a fixed pattern. They will appear in this order: Cata Tank, Cata Tank, 2 Cata Tanks, 2 Shortroids, 3 Shortroids, 2 Cata Tanks and 2 Shortroids, 2 Cata Tanks and 2 Shortroids. (Destroy 4 Panteon Fist to get Secret Disk 129. Destroy 6 Shortroid to get Secret Disk 144. Destroy 5 Cata Tanks to get Secret Disk 148.) After this wave, the 2 side elevators will disappear for a short while, and the Midboss will appear. Destroy the Midboss to get Secret Disk 088. After the Midboss battle, the 2 small elevators reappear, and another wave of enemies will appear. 2 Shortroids, 2 Cata Tanks and 2 Shortroids, 3 Panteon Fists, 2 Panteon Fists and 2 Shortroids, 2 Cata Tanks and 2 Panteon Fists, Panteon Fist and Shortroid and Cata Tank, 2 Cata Tanks and 2 Shortroids, 5 Panteon Fists and Cata Tank. Eventually, when all these are destroyed, the Elevator will reach the end, and you can proceed. Go through the door to the right. In this room, go through the door again. Go right, and destroy 2 Panteon Guardians. Go right, and go down the ladder. Destroy the Flopper, go left, and go down. Destroy the Flopper, go right, and go down. From this ledge, jump to the left, and keep left, as there are spikes below. When you land on Spike-free area, destroy the Eye Cannon, and jump over the spikes. Go down, but keep to the right side. When you are on the ground, destroy 2 Floppers. There is a long row of spikes. Dash jump to the left wall, and keep clinging that wall, and slide down some distance. Note that there are more spikes directly below you. When you slide enough distance down, jump to the right wall, and slide down, and you will be safe from spikes here. On this ledge, destroy the Eye Cannon. There are no more spikes beyond this point. Drop down, but watch out for the Panteon Guardian. Go left and go down. Destroy the Eye Cannon, then go right through the door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Tretesta Kelberian After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. You will also obtain the Reppuugeki EX Skill if your Rank Level is "A" or "S" before the results. -------------------------------------------------------------------------------- After all 4 Missions are completed, there will be a dialogue. You cannot access Missions at the moment, and Celvo is not available for now. Go to the Maintenance room for an event. After the event, Celvo is returns to the room. Go back inside the Maintenance room and talk to Ronishol twice to get Secret Disk 044. Go to the Command room. There will be no Missions now. Choose to talk to Ciel. There will be a long Event. You will immediately go on Under Arcadia Mission. -------------------------------------------------------------------------------- -Under Arcadia- Mission: 20 Points. Clear Time: 250 Enemy Count: 40 *Start Point* Go right from your starting place. Destroy the Panteon Hunter and Eye Cannon. Destroy the Petatria. (Destroy 3 Petatrias to get Secret Disk 143.) Continue right. Go up, right, and destroy Panteon Hunter. Go right, drop down, and destroy the far-off Capsule Cannon. Get Secret Disk 036, which is on the ledge above the Capsue Cannon, by Dash-jumping over. Drop down, and destroy the Petatria. *{Cyber Space Entrance}* You have to enter Cyber Space in order to fight Phantom. Go right and drop down. Destroy the 3 Panteon Hunters, and go down the stairs. Destroy the Petatria. From here on, this is a large Spiked area. You have to get across on the moving platforms, which move in either 2 directions - vertical or horizontal. This large room is a whole series of Spikes and Moving Platforms. Be careful, as the platforms can crush you fatally. In this Spiked area, to the top left, there is a door which leads to a small room, where Phantom is. First, let's get a Secret Disk. Go down on the first Platform, then go to the next Platform below, and ride it to the right to get Secret Disk 081. Now return back all the way to the beginning using the 2 Platforms, until you reach where the Petatria was. Go step on the Platform and wait for it to lower, then Dash Double jump to the top right side. Go through the door you see. *Start Point* Note that this is a Start Point only if you lose to Phantom, and Cyber Space will not revert if you die. Only applies for fight against Phantom. In this room, get Secret Disk 038. There will also be a Teleporter here if you are in Cyber Space now. This Teleporter will take you to Battle Phantom. If you win the Battle, you will be Teleported back, and you will get Secret Disk 006. BOSS BATTLE: Phantom Note that your Start Point is all the way at the beginning if you are not fighting Phantom. When you are done here, exit the room. From here, jump to the right to land on a moving Platform, that will take you down. Walk off right a bit to land on another platform. Let this Platform take you right, then get on another platform going down. Be careful of spikes below, and jump to the right to another Platform, but instead of riding it right, drop down to the right of it to land on a safe spot and get Secret Disk 180. Wait for the Platform to return, then ride it right. Destroy the Eye Cannon. Take the Retry if you wish. From here, go left a bit, and drop down. Go right and go through the door. Go through the door again. *Start Point* From here, go right, destroy the Cannon Hopper and Panteon Fist. (Destroy 5 Cannon Hoppers to get Secret Disk 163.) Go right and destroy the Crabegga. (Destroy 5 Crabeggas to get Secret Disk 142.) Continue right and destroy Panteon Fist. Go back, and destroy the Box to get Secret Disk 087. Go all the way right and drop down. Destroy the 2 Cannon Hoppers, and go down the stairway. Drop down left, destroy the Cannon Hopper, go right, and drop down. Destroy another 2 Cannon Hoppers and go down left. Drop down, and destroy a Cannon Hopper and Panteon Fist. Go right, and destroy a Crabegga. Go right and destroy a Cannon Hopper. Destroy the Crabegga above, then go all the way right, then drop down. Take the Large Life Energy if you wish. From here, you are to drop down, but watch out for enemies below. Go down, but watch out for the Panteon Fist. Go furthur down, and destroy the Crabegga. Go down again, and destroy the Panteon Fist.Break the box to the left to get Secret Disk 083. Go down, but watch out for the Panteon Fist. Drop down and destroy the Crabegga. Go left and down. Drop down and destroy the Cannon Hopper. Go all the way right and destroy the Cannon Hopper and Panteon Fist. *{Cyber Space Exit}* Go right, and go through the Boss Door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Clie and Plie II After the Battle, there will be a dialogue, and you will be transported back to Base. Results will be calculated. -------------------------------------------------------------------------------- After this battle, you will now be able to access the Final Stage. There will be a long dialogue, and you will start on the Last Mission. -------------------------------------------------------------------------------- -Underground Laboratory- Mission: 20 Points. Clear Time: 700 Enemy Count: 35 Notes: There will not be a revisit to this stage, so needless to say, you have to collect all the Secret Disks possible in the Mission. For the 2 sets of Bosses, there will be Start Points. You have to defeat them one at a time. If you lose, it will not cause them to restart. *Start Point* Go right all they way and destroy 2 Panteon Hunters. (Destroy 5 Panteon Hunters to get Secret Disk 126.) Destroy the Box in front to get Secret Disk 97. Go right and destroy the Panteon. Destroy the 2 Moth Zeros here. In this area, the whole room is surrounded by spikes, and a series of lifts going up and down. Jump on the first lift. Jump on the second lift, then jump on the third lift. These lifts have no danger, but you should watch out for spikes, and avoid getting crushed. A Panteon Hunter is standing on the 4th Lift. Destroy it, then jump onto the Lift. From here, watch out for the 5th and 6th Lift, as they can crush you fatally onto the ceiling. Jump onto the Lift, move right and hang on the sides of the lift, wait for the right moment, then jump to the next one. Repeat this process until you get to the 7th Lift. Note that above the 7th Lift, there is a Secret Disk. Cling to the right of the 7th Lift, until it reaches the highest point, then jump up and over the wall to the alcove. Avoid and destroy the Capsule Cannon. Get Secret Disk 177, the cling the wall where the Capsule Cannon was, and drop down. Destroy the Panteon Hunter and Capsule Cannon. Enter through the door. In this small room, go through the door again. *Start Point* Deathtantz Mantisk Hellbat Schilt Chilldre Inarabbitta Blazing Flizard The Teleporters to the Bosses are arranged in this order. Once you have defeated a Boss, you will be teleported back here, you can choose to fight another Boss that you haven't defeated. When all 4 Bosses are defeated, you can pass through the door on the right. Go through the door in this small room again. The floor is covered with snow, and there are Security Lasers that summon Garisnees. Go right and go past the Laser. Go up and left and go past Laser. Destroy the Panteon Guardian. Go left and up. Destroy the Eye Cannon. Break the Box to get Secret Disk 151. Go right, and go past Laser. Jump over the Spiked Pit. Go past the Laser, and jump over the spiked pit. Go past the Laser. Jump over the spiked pit, go past the Laser, and destroy the Panteon Guardian. Break the Box below to get Secret Disk 019. Go past the Laser and destroy Guardian. Go past the Laser, and destroy 2 Shut Counters. Go down all the way. Destroy the Shut Counter. Destroy the Box below to get Secret Disk 020. Go left and down a bit. Go past the Laser to get Secret Disk 178. Drop down, and destroy the Shut Counter. Go right and destroy Shut Counter and Eye Cannon. Go right, and destroy Panteon Guardian. Destroy the Box below to get Secret Disk 164. Go right and go up. Destroy the Shut Counter. Go left, up, and right. Go through the door. In this room, go through the Door again. *Start Point* Tretesta Kelberian Volteel Biblio Glachier Le Cactank Cubit Foxstar The Teleporters to the Bosses are arranged in this order. Once you have defeated a Boss, you will be teleported back here, you can choose to fight another Boss that you haven't defeated. When all 4 Bosses are defeated, you can pass through the door on the right. Go through the door in this small room again. Destroy the Panteon Hunter. Go right and destroy the Panteon Hunter. Go right and destroy Cannon Hopper. Break the Box to get Secret Disk 011. Take note that in this area, you are to go down, but there are always spikes below you, so be careful. From this place, walk left a some distance and walk off. You should land on a spike-free ground area. Go right and go down, but as you do, keep clinging the left wall and don't stop. You should go inwards, and cling another left wall. Eventually, you will land directly below, where it is safe for you to stand on. Go down, and you should stand on safe ground. There are no spikes beyond here. Go left and drop down. Go right, and go through the door. *Start Point* In this room, go through the door. There will be an Event, then you will fight the Boss. BOSS BATTLE: Neo Omega After you defeat Neo Omega, there will be another event. You will fight another Boss. BOSS BATTLE: Chaos Omega After you defeat Chaos Omega, there will be another event. You will fight the Final Boss. BOSS BATTLE: Original Zero After you defeat Original Zero, the results will be shown. There will be an event. There will be another event. After this, the Credits will roll. -------------------------------------------------------------------------------- All Bonuses newly unlocked will be stated. You are given the opportunity to Save the game now. (You must Save the Game to keep these Bonuses.) Now, you can use this Save File, to start from the beginning, while retaining all your Secret Disks, Chips, and Cyber Elves you have. -------------------------------------------------------------------------------- ================================================================================ Boss **** Format- Boss Name: The name of the Boss Touch Damage: The damage you receive when you touch the Boss normally. Life Gauge: The total life of the Boss. Elemental Attributes: The elemental properties of the Boss. Movements: Actions that the Boss will take to move around. Also state the movement type of the Boss. There are no distinct difference between Movements and Attacks, but Movement type Attacks are generally those that cause the Boss to move around, and has no damage difference with the Base Touch Damage of the Boss. Behaviour: States the characteristics of the Boss, such as what it he stunned by, or additional abilities, etc. Note that if a Boss is stunned, it will cancel any attacks he/she was performing. You cannot Knockback a Boss if the Boss cannot be stunned in that situation (only exception to this case being Tretesta Kelberian). Attacks: Basic attacks of the Boss. There is no distinct difference between Movements and Attacks. Basic Attacks generally has damage difference with the Touch Damage of the Boss, and do not necessarily come from the Body of the Boss. Certain attacks can be used if Zero's Rank Level is Level A or Level S. EX Attack: An attack that is usable if Zero's Rank Level is Level A or Level S. If there is a behaviour change, than they would definitely be invoked if Zero's Rank Level is Level A or Level S. -------------------------------------------------------------------------------- Boss Name: Omega Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Non Elemental Touch Damage: Body Attack 2 ; Arms Attack 2 Movements: - Will not change his position, but will levitate up and down a very slight distance. Behavior: - Despite the appearence, Omega can only be wounded in his upper body. His legs cannot be attacked or deal touch damage. - Cannot be Stunned. - The Arms of Omega can deflect attacks. While Omega is not using Energy Rings attack, the left Arm will stay behind him. Attacks: - Energy Sphere - Attack 3 Omega will send out 3 Energy Spheres from his head, one at a time. The Spheres will hit and bounce off the ground. There are 2 patterns for this attack. Pattern 1: He aims the ground and shoots from closest, middle, then furthest. Pattern 2: He aims the ground and shoots from furthest, middle, then closest. - Energy Rings - Rings Attack 3; Arms Attack 2 Omega will detach his arms. One arm will fly above, and the other will fly behind Omega. The top Arm will fire the Rings downwards, while the side Arm will fire the rings to the left. The arms will fire out Energy Rings in this pattern: The Arm above fire an Energy Ring furthest away from Omega. The Arm at the side fires an Energy Ring at ground level. The Arm above fire an Energy Ring closest to Omega. The Arm at the side fires an Energy Ring at middle level. The Arm above fire an Energy Ring at middle left. The Arm above fire an Energy Ring at middle right. After this attack pattern, the Arms will return to Omega. -------------------------------------------------------------------------------- Boss Name: Blazing Flizard Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Flame Element Touch Damage: Attack 3 Movements: - May jump around before or after an Attack. Jump height remains the same, but jump distance and landing position varies. - Stand stills and grows a new Tail. Will only use this action when Tail is gone. Behaviour: - Will be Stunned by Thunder Element Attacks, unless using Frill Boomerang attack. - Will be Stunned and knocked back by a Full-Charged Recoil Rod, unless using Frill Boomerang Attack. - If Blazing Flizard is attacked by Zero while facing away on the ground, and attacked by a Cutting Weapon, Blazing Flizard's tail will detach. The Tail has touch damage of Attack 3. The Tail may be destroyed like a normal enemy. In place of activating an attack, he may choose to grow a new Tail instead. If his Tail is severed, he cannot activate Heat Shot attack. Attacks: - Frill Boomerang - Attack 4 Blazing Flizard throws his Frill diagonally upwards, and it will rebound off the wall in front, the ceiling, and the wall behind before returning to him. He cannot be Stunned in this attack. The Boomerang can deflect attacks. - Heat Shot - Attack 3 Blazing Flizard throws 3 fireballs up forward, which will land on the ground/wall and burn. The firballs are spreaded out in equal distance. Blazing Frizard cannot use this attack while his Tail is gone. - Flame Burner - Attack 3 Blazing Flizard uses a Burner attack to attack in front. The flames will first arc upwards, then arc downwards. The range of the attack is approximately half-screen. This attack will be able to nullify most of Zero's attacks. EX Attack: - Blast Shot - Attack 4 Blazing Flizard jumps to the middle of the screen. He then faces the centre of the screen, and launches a barrage of small flame shots, that is fired in a rotating direction. He will fire 15 directions, approximately 2 revolutions, each direction with 2 shots fired. While he faces the centre, his Tail cannot be severed. He fires either in a clockwise, or anti-clockwise direction, which is a random choice. -------------------------------------------------------------------------------- Boss Name: Chilldre Inarabbitta Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Ice Element Touch Damage: Attack 3 Movements: - Will jump towards the other end of the room, in a series of small hops. He may immediately jump off the wall or just stay at the corner. - Jumps away from Zero in one wide hop. - Will jump off the wall, and jump out above, and initiate one of possible 2 attacks - Ice Crash and Aqua Bombs. - The hops of Chilldre Inarabbitta vary in height and distance. Behaviour: - Will be Stunned by Fire Element Attacks. - Will be Stunned and knocked back by a Full-Charged Recoil Rod. Attacks: - Chaser Torpedo - Attack 3 On the ground, Chilldre Inarabbitta fires off 4 Missiles one at a time towards Zero. These Missiles may be destroyed. They will not fly out of the water level. The Missiles will attempt to home in on Zero. - Ice Crash - Attack 4 Chilldre Inarabbitta can initiate this attack after jumping out of the water above. He will aim for your position, and dive directly downwards with an ice drop attack. When he crashes onto the ground, 4 Ice shards will be fired in different directions (two left, two right) and travel away from him. The Ice shards fired may be destroyed. After crashing into the ground he will jump off some distance to the left or right. - Aqua Bombs - Attack 3 Chilldre Inarabbitta can initiate this attack after jumping out of the water above. He will land on the water surface close to the wall he jumped from, and jump from one end to the other. He will set up 3 Bombs along the jump. He will drop down after which. The Bombs float on the surface of the water. They will explode after a short while, or if you destroy them. When the bombs explode, they will send bomb fragments downwards. When Chilldre Inarabbitta drops down, he may continue with his attacks. Both the Bombs and the Fragments may be destroyed like normal enemies. - Ice Blade - Attack 4 On the ground, Chilldre Inarabbitta fires a normal Ice Blade directly forward. This Ice Blade can deflect attacks. Once the Ice Blade disappears off the screen, the attack ends. EX Attack: - Giant Ice Blade - Attack 5 On the ground, Chilldre Inarabbitta fires a large Ice Blade directly forward. This Ice Blade can deflect attacks. Once the Ice Blade disappears off the screen, the attack ends. This EX Attack will totally replace Ice Blade Attack. -------------------------------------------------------------------------------- Boss Name: Hellbat Silt Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Thunder Element Touch Damage: Attack 3 Movements: - Hellbat Silt is totally Airborne, but he may land on the ground if he wishes to attack. - Hellbat Silt will teleport away, and reappear in another part. He may attack after teleporting, or just teleport away again. - Hellbat Silt flies a small distance. He flies a small arc downwards towards left or right, then back to the height he flew from. This is approximately half screen left or right distance. Behaviour: - Will be Stunned and Knocked back by a Full-Charged Recoil Rod. When Stunned, he will teleport away. - His wings will deflect off attacks. He will fold his wings to defend himself whenever he Teleports away. - After attacking, Hellbat Silt may initiate another attack, or simply teleport away. Attacks: - Reflect Spark - Attack 3 Hellbat Silt brings himself to stand on the ground. He will face Zero, then fire off 4 Sparks straight forward, one at a time. These sparks will bounce off the wall once. The Sparks will vary in 3 heights: high, middle, low. He fill not change the direction he is facing once he starts firing. When he finishes, he will rise up, and may teleport away, or initiate another attack. - Wave Reflector - Atack 3 Hellbat Silt teleports to high air height directly above you, then immediately releases 6 waves. 2 Waves above, 2 waves left, and 2 waves right. This attack will bounce off walls. He will immediately Teleport away after the waves are fired. - Bat Blitz - Attack 3 Hellbat Silt brings himself to low air height, then releases an army of Bats from his wings. The bats attack almost every area in front of him. The Bats can be destroyed. After the Bats are released, Hellbat Silt rises to original height, and the attack ends. EX Attack: - Ground Shock - Attack 5 Hellbat Silt hangs from above, then constantly appears and reappears, attempting to move away from Zero. From these positions, Hellbat Silt fires a Laser directly downwards, 3 times at seperate intervals. Once a Laser hits the ground, it will branch out into 2 Sparks that travels along the ground, and up a wall, before disappearing. After 3 Lasers are fired, the attack ends. -------------------------------------------------------------------------------- Boss Name: Deathtantz Mantisk Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Non Elemental Touch Damage: Attack 3 Movements: - May jump a varying distance, from the ground to the ground. Jump height remains the same, but jump distance and landing position varies. May attack with Back Slash after jump. - Jump towards the wall from the ground, so that he can cling on to it and execute attacks. The height of his cling is always the same, but the jump distance is not. Behaviour: - Can be Stunned and Knocked back by a Full-Charged Recoil Rod only. Can only be stunned while Jumping, or when he stands but does not attack. Cannot be Stunned while attacking or clinging to wall. Attacks: - Ground Cutter - Attack 4 On the ground, Deathtantz Mantisk launches a Disc in mid-air height directly forward. When the Disc reach the wall, it will go all the way up until it reaches the ceiling, then it will go backwards on the ceiling, and when it is at the same horizontal position as Deathtantz Mantisk, the Disc will go directly down and return to Deathtantz Mantisk. He will immediately launch a second Disc, which will have the same effect as the first Disc. The attack ends after both Discs are completely launched and returned. - Aerial Cutter - Attack 4 Deathtantz Mantisk will jump towards a wall, and cling on to it. He will then launch a Disc which will fly directly forward. When it reaches the wall, it will go directly down until it reaches the floor, then it fly on the ground horizontally backwards, until it reaches the wall where Deathtantz Mantisk is, and the Disc will go up and return to him. It travels in a circular motion. After this is done, Deathtantz Mantisk will jump down the wall. - Sudden Strike - Attack 3 Deathtantz Mantisk will jump forward to the wall and cling on to it. He will then jump down to the middle of the floor, and use and use a wide arc slash in the direction he is facing (which is away from the wall he jumped from). He will then repeat this action again - from the direction he is using the Slash, he will jump towards the other wall which he didn't use, then down to the middle of the floor, and use and use a wide arc slash in the direction he is facing. After this is done, the attack ends. - Back Slash - Attack 4 Deathtantz Mantisk can use this attack after he performs a normal jump (floor to floor). If Deathtantz Mantisk jumps over Zero, and Zero is directly close behind him when he lands, Deathtantz Mantisk will quickly activate a slash directly backwards towards Zero, that will move some distance. - Thrust Scythe - Attack 5 On the ground, Deathtantz Mantisk fires a claw directly forward, at low air height, until the claw reaches the wall. The claw is closed during this time. After a short time, the claw opens up into a scythe, then it returns directly to Deathtantz Mantisk. EX Attack: - Rock Smasher - Laser Attack 4 ; Rock Attack 4 ; Slash Attack 3 Deathtantz Mantisk faces the centre, then fires a Laser directly upwards. After a short while, a large Rock falls directly in front of him. Then, Deathtantz Mantisk gives the Rock a first slash, then he gives a second slash, and finally, a third slash. If the slashes hit the rock, each slash will send a piece of the rock flying away. The first slash sends part of the Rock down forward, the second slash sends part of the Rock in the middle, and the third sends part of the Rock forward. It is possible for the Rock to be destroyed before Deathtantz Mantisk can slash at it. The Rock may be destroyed like normal enemies. The attack ends after Deathtantz Mantisk activates the last slash. -------------------------------------------------------------------------------- Boss Name: Clie & Plie Touch Damage: Attack 3 (Clie and Plie) ; Attack 3 (Giant Elf) Life Gauge: 3 Life Bars; 96 Life Points Elemental Attributes: Non Elemental Movements: - Their default movement is to each stay in their side of the area, and move up and down zigzagging in a figure of "8" pattern. - In the form of the Giant Elf, it will constantly fly around at the top, and fire energy balls. Behaviour: - Cannot be stunned or knocked back. - The 2 Baby Elves are 2 seperate entities that do not share the same Invincibility Time, but they share the same Life Gauge. - After the Life Gauge is dropped to 48 and below, Clie and Plie may fuse together to become one Giant Elf. This Giant Elf may be attacked and damaged as normal. The Giant Elf will revert back after receiving 16 Life Points damage or more. Attacks: - Switch Sides - Attack 3 Both Elves fly towards each other in the center of the screen, then continue towards the other side. Basically switching the Elves' position. - Blast Fusion - Attack 3 Both Elves fly towards each other in the center of the screen, then an explosion occurs, and sends small sparks outwards. Both Elves dissappear during the explosion, but reappears shortly at their original position towards the sides. - Light Combo - Blue Circles Attack 3; Orange Light No Damage Plie (red Elf) will fly around, dropping a series of orange light. This light will not damage Zero, but will attach to Zero for a while, and decrease his jump height and speed depending on the number attached. Clie (blue Elf) will stay in his original position. Eventually, he will fire of a snake-like series of energy circles. The blue balls will arc below to the centre of the screen, then go around in one large circle, then arc below in the same direction away out of screen. Note that these attack are not in the same order. The energy circle may not necessary be fired in the same interval or timing. - Giant Elf - Body Attack 3 ; Energy Attack 3 When the Life Gauge has 48 or less Life Points, Clie and Plie may fuse together to become one Giant Elf. They will fly towards each other in the center of the screen, then turn into the Giant Elf. In this form, the Giant Elf will constantly fly at the top, and constantly send energy balls downwards. When these energy balls hit the floor, energy waves will be sent along the ground in 2 seperate directions. When the Giant Elf has received 16 Life Points or more damage, Clie and Plie will revert back. They will seperate, and return to their sides of the screen respectively. -------------------------------------------------------------------------------- Boss Name: Anubistepp Necromances V Generation Touch Damage: Body Attack 3 ; Staff Attack 2 Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Thunder Elemental Movements: - Anubistepp Necromances V Generation is totally airborne. He will only remain at 2 positions: Top left, or top right. - Anubistepp Necromances V Generation send his Staff towards Zero, and he will disappear into the edges of the screen. He will then reappear from the other side of the Screen and return to view. The staff then returns to him. The Staff will be aimed at Zero. Behaviour: - Cannot be stunned. - The Staff will remain around close to Anubistepp Necromances V Generation, and can be used in attacks. It can deflect attacks. The Staff's behavior will depend on the attacks that Anubistepp Necromances V Generation use. Attacks: - Sarcophagus Crusher - Attack 4 Anubistepp Necromances V Generation and his Staff both disappear. Any Zombies that he had summoned will disappear. From the sands, 2 Sarcophagus sides will rise out of the sand. They will both surround Zero, and quickly go together and attempt to crush him. After this, the Sarcophagus sinks back into the sand. This can be done a random of either 2, 3, or 4 sets. The last set will always appear from the left and right sides of the screen. The Sarcophagus counts as walls, and you may cling to one, or stand on top. The Sarcophagus will not crush you fatally, but will deal Attack 4 damage. This attack can only be done in even flat ground. It cannot be performed in any other Terrain. After this attack finishes, Anubistepp Necromances V Generation will reappear along with his Staff, at his original position. - Zombie Summon - Attack 4 Anubistepp Necromances V Generation's Staff moves around him. He then summons 1 or 2 Zombies to appear. Anubistepp Necromances V Generation may continue with other attacks after this. The Zombies have touch Damage of Attack 4. They have 10 Life Points, and are non-elemental. They will move towards Zero on the ground slowly. If they managed to touch Zero, they will also hold on and continually damage him, until he struggles free. The Zombies can be destroyed, and will also disappear when Anubistepp Necromances V Generation uses his Sarcophagus Crusher attack. The Zombies will be affected by the Terrain. - Terrain Change - No Attack Anubistepp Necromances V Generation's Staff moves around him. The terrain of the place then changes into 1 of 4 possible terrain. Terrain 1 - A slightly Zigzagged area. Resembles: \/\ Terrain 2 - 2 hollow areas surrounded by 3 pillars. Resembles: |_|_| Terrain 3 - A whole quicksand area. Terrain 4 - Default. Normal flat ground. EX Attack: - Crawl Staff - Attack 2 -------------------------------------------------------------------------------- Boss Name: Hanumashin R Touch Damage: Attack 3 Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Flame Elemental Movements: - Hanumashin R runs towards Zero. Hanumashin may also run up along the walls, and drop down. Behaviour: - Can be Stunned and knocked back by a Full-Charged Recoil Rod. - Hanumashin R's Crash-type attacks will be able to destroy blocks. During all Crash-Type attacks, he will deflect all attacks. Attacks: - Crash Reflector - Attack 3 Hanumashin R turns into a Fireball and crashes directly forward. When he hits a wall, he will bounce of diagonally upwards and bounce off another 4 times, then he will recover and drop down. - Crash Dash - Attack 3 Hanumashin R turns into a Fireball and crashes directly forward. When he hits a wall, he will recover, and bounce off upwards and drop down. If there are any more blocks in the same horizontal row as he is standing. He will repeat this attack again, in the opposite direction from which he wast moving. He will keep using this attack until there are no more blocks in that row. - Crash Dive - Attack 3 Hanumashin R jumps up depending on Zero's position. He then turns into a Fireball and crashes directly at where Zero was standing, 45 degrees diagonally downwards. After this, he will recover and bounce off. The height of his jump will depend on Zero's position. - Spin Flame - Attack 3 Hanumashin R jumps up to a low height, then spins with fire. 3 shots of flames will be fired one at a time. The first shot will be fired approximately 30 degrees downwards, the second shot will be fired directly forward, the third shot will be fired approximately 30 degrees upwards. After this, Hanumashin stops spinning and drops down. While spinning, Hanumashin can deflect all attacks. - Head Stomp - Attack 3 Hanumashin jumps up depending on Zero's position. He will jump to directly on top of Zero, and use an attack directly downwards quickly. If he hits, he will immediately bounce off a bit before dropping down. - Clone Monkeys - Attack 4 Hanumashin throws out 3 Monkeys in front, in evenly spread positions. Hanumashin is free to move and attack normally after this. The Monkeys will attempt to move towards Zero. Once they touch Zero, they will not immediately damage him. Instead, they will attach to Zero, and explode after a short while for Attack 4. The Monkeys may be destroyed like normal enemies. EX Attack: - Rising Flame - -------------------------------------------------------------------------------- Boss Name: Blizzack Stagroff R Touch Damage: Attack 4 Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Ice Elemental Movements: - Depending on Zero's positon, Blizzack Stagroff jumps up high, and attempt to land on Zero's position. Smoke will appear when he lands, but it does nothing. Behaviour: - Can be Stunned and knocked back by a Full-Charged Recoil Rod. - When hit by a Flame Element attack, Blizzack Stagroff's Horns will disappear. They will reappear after a short time automatically. While his Horns are gone, he will not be able to activate Icicle Shot Attack. Attacks: - Ice Toss - Ice Ball Attack 2 ; Ice Spike Attack 2 Blizzack Stagroff jumps up high, similar to his normal Jump movement, but the position of his jump is random, and he may choose not to aim for Zero instead. While at the highest height of his jump, he will throw 2 Ice Balls. One is aimed at Zero, the other aimed between Zero and himself. An Ice Ball, when it hits the ground, if Zero is at the exact spot, it will freeze Zero. If Zero is not at the spot when an Ice Ball hits the ground, it will turn into a spike flake that can damage Zero. Both the Ice Balls and Flake have Attack 2. The Spike flake may be destroyed like a normal enemy - Icicle Shot - Attack 2 Blizzack Stagroff fires a series of Icicles up and forward. The Icicles will rise up to midheight, then fall down while moving forward. The range of this move is fixed and limited. Blizzack Stagroff cannot use this move while his Horns are gone. - Blizzard Beam - No Damage Blizzard Stagroff fires a wide Beam directly forward. The Beam will push Zero away continually. Frost is in the Beam. The Frost will not damage Zero, but will attach to Zero for a while, and decrease his jump height, and reduce Zero's speed depending on the number attached. EX Attack: - Blizzard Barrage - Attack -------------------------------------------------------------------------------- Boss Name: Copy X MK2 Touch Damage: Attack 2 Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Non Elemental Movements: - Copy X MK2 can activate his Nova Strike attack at 2 different jump heights. He will jump to low air height, or jump to high air height, and activate Nova Strike attack. - Copy X MK2 jumps to mid-air height. This jump will not have varying height, but will have varying distance. He may activate any 1 possible Shot attacks at the jump. - Copy X MK2 does a direct jump at Zero's position. The height and distance of this jump will vary depending on Zero's position. - Copy X MK2 changes his form. This is noted by a color change. He can change to any of the 4 forms. During this move, he will deflect attacks. The forms are: Default Fire Electric Freeze Behaviour: - Copy X MK2 in total has 4 seperate forms. Each form has it's unique set of Normal Shot and Charged Shot attacks. The forms are: Default Fire Electric Freeze - Copy X MK2 does not have any Elemental Attributes, no matter what form he uses. This means that he does not have any Elemental weakness or resistance. - Copy X MK2 will be able to use an attack when he has 32 or less Life Points to restore his Life Gauge by 32 Life Points. He will only use the attack once in a battle. - Copy X MK2 may choose to change his forms whenever he is attacked, after he takes damage. He is unlikely to change forms when he is not damaged, and there is a higher chance that he will change forms when he is damaged. - Copy X MK2 will be stunned and knocked back whenever he is damaged by any attack. Copy X MK2 cannot be stunned while he is jumping or landing. - Whenever Copy X MK2 is stunned and knocked back, he may choose to jump backwards an additional time. - At any time on the ground, Copy X MK2 may choose to initiate a charge. This is noted by flashing lights surrounding him. When this happens, he will use a Charged Shot instead of a Normal Shot. The Charge then ends. This will not take time or hamper his movements. - Some Charged Shots cannot be activated in air. In such cases, when Copy X MK2 has a charge, he will not use the Shot attack in air. - There are 3 heights which Copy X MK2 can fire Air Shots. The first is after a low Nova Strike, another is after a high Nova Strike, and also, he can activate an air shot after a normal jump. Attacks: Basic Attacks- - Grand Slider - Attack 4 Copy X MK2 does a jump backwards, then he slides on the ground forward approximately half screen distance. The front portion of his slide can deflect attacks. - Nova Strike - Attack 4 Copy X MK2 does a low jump, or a high jump, then dashes forward with an attack. This attack can be activated at 2 different jump heights. The distance of his flying dash can vary. Whenever he uses this flying dash attack, he can raise his flying altitude to home in on Zero's altitude. If Zero is higher, Copy X MK2 can rise up to meet his height, but he cannot lower himself if Zero is below him. Copy X MK2 will dash until he reaches the wall, or when he chooses to turn around and activate a shot. While dashing, if Zero is some distance behind him, Copy X MK2 can choose to turn around, and activate an Air Shot attack from his height. While doing a flying dash, Copy X MK2's front portion can deflect attacks. - Life Force - Attack 4 Copy X MK2 stands on the ground, then a pillar of light surrounds him. Copy X MK2 will recover 32 Life Points. Copy X MK2 can use this attack when he has 32 Life Points or less. Copy X can only use this attack once in the battle. This attack will last a long time, and will deflect all attacks. Default Shot Attacks- - Default Normal Shot (Ground) - Attack 4 Copy X MK2 stands on the ground and fires 3 Shots in a row directly forward. - Default Normal Shot (Air) - Attack 4 In the air, Copy X MK2 aims 45 degrees diagonally downwards, then he fires 3 Shots in a row, and he is boosted backwards as he lands. - Default Charged Shot (Ground) - Attack 6 Copy X MK2 stands on the ground and fires a large plasma shot directly forward. - Default Charged Shot (Air) - Attack 6 In the air, Copy X MK2 aims 45 degrees diagonally downwards, then he fires a large plasma shot, and he is boosted backwards as he lands. Fire Shot Attacks- - Fire Normal Shot (Ground) - Attack 4 Copy X MK2 stands on the ground and fires a long flame forward, that arcs slightly upwards as it travels forward. - Fire Normal Shot (Air) - Attack 4 In the air, Copy X MK2 aims 45 degrees diagonally downwards, then he fires long flame that is first diagonally down, then arcs a bit horizontal. Copy X MK2 is boosted backwards as he lands. - Fire Charged Shot (Ground) - Attack 4 Copy X MK2 stands on the ground and aims upwards. He then fires 8 Fireballs spread out in even distance, that first fly upwards, then lands on the ground/wall before disappearing. This attack can't be performed on air. Electric Shot Attacks- - Electric Normal Shot (Ground) - Attack 4 Copy X MK2 stands on the ground and fires slow moving Sparks that try to home in on Zero's position. He may fire anywhere between 1 to 4 Sparks. - Electric Normal Shot (Air) - Attack 4 In the air, Copy X MK2 fires slow moving Sparks that try to home in on Zero's position. He may fire anywhere between 1 to 4 Sparks. Copy X MK2 is boosted backwards as he lands. - Electric Charged Shot (Ground) - Attack 4 Copy X MK2 stands on the ground. He then sends out electric shockwaves that travel away from him, 3 sets of 2 waves outgoing each time. These waves will stop when they reach the walls. This attack can't be performed on air. Freeze Shot Attacks- - Freeze Normal Shot (Ground) - Ice Shot Attack 4 ; Ice Shard Attack 2 Copy X MK2 stands on the ground and fires an Ice Shot directly forward. If the Ice Shot hits the Wall/Floor, it will send out Ice Shards in all directions. - Freeze Normal Shot (Air) - Ice Shot Attack 4 ; Ice Shard Attack 2 In the air, Copy X MK2 aims 45 degrees diagonally downwards, then he fires an Ice Shot diagonally. If the Ice Shot hits the Wall/Floor, it will send out Ice Shards in all directions. Copy X MK2 is boosted backwards as he lands. - Freeze Charged Shot (Ground) - Attack 4 Copy X MK2 stands on the ground and fires a blizzard cyclone that travels forward slowly covering a wide distance. This attack can't be performed on air. -------------------------------------------------------------------------------- Boss Name: Cubit Foxstar Touch Damage: Attack 3 Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Flame Elemental Movements: - On the ground, Cubit Foxstar jumps to the middle of the room, then performs another double jump, and lands towards the other side of the room. - At any time after or before an attack, Cubit Foxstar may choose to fly horizontally until she reaches the wall, facing backwards, and she may follow up an attack immediately after. She may just simply drop down, or just continue to attack. - On the ground, Cubit Foxstar jumps towards the middle of the room, then performs another double jump, and lands right in the Middle of the room. She will always follow up with a Fire Soul Launcher attack after this. This Movement is part of her EX Attack, and can only be used when she can activate her EX Attack. Behaviour: - Will be Stunned and Knocked back by a Full-Charged Recoil Rod. - May attack in air continuously, and perform back dash. Attacks: - 9 Circle - Attack 4 On the ground or in the air Cubit Foxstar causes all 9 Options to appear, surrounding her. Cubit Foxstar then uses her 9 Options to attack, by sets of 3 waves of 3 Options. Each set will travel in an elipse around the screen. She will fire them one at a time, and each set will circle for 2 times before returning to her. The Options can deflect attacks. Cubit Foxstar may perform this move in air or on the ground. - 9 Option Shot - Attack 4 On the ground or in the air Cubit Foxstar causes all 9 Options to appear, surrounding her. Cubit Foxstar then fires off her 9 Options, one at a time. Each shot is aimed at Zero's position. The Options can deflect attacks. If these Options are hit by an attack, they will be deflected to change course of 45 degrees up or down. Cubit Foxstar may perform this move in air or on the ground. - Ghost Fire - Attack 4 On the ground or in the air Cubit Foxstar surrounds herself with flames, and become one large Flame. She then projects and seperates herself to become 5 large flames onto the battle area. One Flame at the middle top, two flames in the middle height at extreme left and right, and 2 Flames at the bottom, each just to the left or right of the middle. These flames will then dance around the screen for a short while, moving in circular directions, then return to their original positions. Then one of these 5 Flames is randomly chosen, and the rest will combine into that. Cubit Foxstar then reappears from the fire, and ends her attack. She may drop down after this, or immediately follow up with another attack. During the flames, and while she is on fire, she will deflect all attacks. Cubit Foxstar may perform this move in air or on the ground. EX Attack: - Fire Soul Launcher - Attack 5 On the ground, Cubit Foxstar jumps towards the middle of the room, then performs another double jump, and lands right in the Middle of the room. She then launch 4 Fire Orbs upward in even distance apart, and they rise up and drop to the floor, leaving 2 open spots. Cubit Foxstar than launches another 2 Fire Orbs, which follow the same movement, and land on the open spots. When the Fire Orbs reach the floor, they will last for a short moment before disappearing. The attack ends after the last 2 Fire Orbs disappear. -------------------------------------------------------------------------------- Boss Name: Glachier Le Cactank Touch Damage: Attack 3 Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Ice Elemental Movements: - Glachier Le Cactank does a jump to directly on top of Zero, then lands down. When Glachier Le Cactank lands, he will cause all Icicles closeby to fall. Each Icicle has Attack 3. Behaviour: - Will be Stunned and knocked back by a Full-Charged Recoil Rod. Cannot be stunned while doing certain attacks. - Glachier Le Cactank will use his hands in certain attacks. While doing so, his hands can deflect attacks, and his hands have Attack 5 instead of his normal Touch Damage. Attacks: - Hammer Launch - Attack 5 Glachier Le Cactank rears up, then launch his hand directly forward. The distance is approximately 2/3 screen length. His hand will then drop, and Glachier Le Cactank will pull it back to him. The attack ends when the hand returns to him. His hand can deflect attacks. Glachier Le Cactank cannot be stunned while doing this attack. - Hailstorm - Ice Diamond Attack 4; Hand Attack 5 Glachier Le Cactank jumps up and hangs on the ceiling, with one hand hanging below him. He then fires of Ice Diamonds by sets of 2, for 3 sets. The first set aimed at close-range, the second set aimed at long-range, and the last set at mid-range. His hand dangles and moves around while he hangs, and can still deflect attacks and cause damage. After this attack is finished, he drops down. Glachier Le Cactank cannot be stunned while doing this attack. - Walk - Touch Damage Attack 3; Hand Attack 5 Glachier Le Cactank walks towards Zero slowly, with his hands swinging in front and behind him. His hands can deflect attacks. This resembles a normal movement, but he uses his hands to attack. The distance moved is variable. EX Attack: - Circular Crusher - Ice Diamond Attack 4; Hand Attack 5 Glachier Le Cactank rears up, then swings his arm around him. He swings clockwise if facing left, anti-clockwise if facing right. He swings around for approximately 6 revolutions. When Glachier Le Cactank swings his arm, Ice Diamonds are sent flying out in seperate directions. The attack ends once the 6 revolutions are finished. -------------------------------------------------------------------------------- Boss Name: Volteel Biblio Touch Damage: Attack 3 Life Gauge: 2 Life Bars; 64 Life Points Elemental Attributes: Thunder Elemental Movements: - From the ground, Volteel Biblio jumps up, then flashes and swims into a hole. While jumping, Volteel Biblio can be damaged but cannot be stunned. While swimming, Volteel Biblio cannot damage or be damaged by Zero. After this, Volteel Biblio may choose to follow up with Pop Up attack, or choose to swim out from a hole. - From a hole, Volteel Biblio swims out while flashing, then stops and lands on the ground. While swimming, Volteel Biblio cannot damage or be damaged by Zero. - From a hole, Volteel Biblio swims out while flashing, into the hole at the opposite side. - On the ground, Volteel Biblio makes a jump aimed at Zero's position. The height will not change, but the distance and landing position will depend on Zero's position. Behaviour: - Will be stunned by Ice Element attacks. Will be stunned and knocked back by a Full-Charged Recoil Rod. Volteel Biblio cannot be stunned while jumping from swimming. Cannot be stunned while using Pop Up attack. - From the start of the Battle, Volteel Biblio will swim into a hole. He will constantly activate the Pop Up attack. - Will not stop using the Pop Up attack, until his Life is below 32 Points or below. Once his Life is below 32 Points, he may choose to swim out. Attacks: - Pop Up - Attack 3 This attack can only be activated while Volteel Biblio is in the holes. Volteel Biblio pops his head out from a random hole. He then pops his tail out from another random hole, and sends out a circular spark from his tail. This spark travels slowly towards Zero, homed in on his position, and disappears after a while. Volteel Biblio can be damaged when his head appears out. After Volteel's Head or Tail appears, they will go back after a while. Volteel Biblio repeats this to 4 times in total. After which, the attack ends, and Volteel Biblio can use a Movement. - Whip Shock - Attack 5 On the ground, Volteel Biblio lashes forward with his tail as a whip. He then does a second lash with his other tail. This attack ends after 2 whip lashes. - Hyper Shock - Electric Attack 6 ; Tail Attack 3 On the ground, Volteel Biblio uses his tails and pins them to the ground behind him. Note that he may face away from Zero first before doing this. When he pins the Tails to the ground, electric sparks surrounds all the walls and floors of this entire room, damaging Zero if he comes into contact with the walls or floors. The sparks last less than 2 Secs. Touching Volteel Biblio's tail when he does this attack will damage Zero for Attack 3. EX Attack: - V Spark Beam - Attack 6 On the ground, Volteel Biblio raises his tails, and a spark forms. 2 Spark Beams are fired from this Spark, at approximately 30 degrees up and down. A second set of Spark Beams is launched. After this, the attack ends. -------------------------------------------------------------------------------- Boss Name: Tretesta Kelberian Touch Damage: Attack 3 Life Gauge: 3 Life Bars; 96 Life Points Elemental Attributes: Non Elemental Movements: - Tretesta Kelberian Walks towards Zero at average speed, for some distance. - Tretesta Kelberian jumps aimed at Zero's position. The jump height will not change, but the jump distance and landing position will depend on Zero's position. Behaviour: - Will be Stunned and knocked back by a Full-Charged Recoil Rod. Cannot be Stunned or Knocked back while doing certain attacks. - Will be Stunned by a deflected Pipe Attack. - Tretesta Kelberian can only be damaged if attacked from the head. Other parts of his body can deflect attacks. - Tretesta Kelberian shares the same Life Bar with his Hound Detachments. if the Hounds are attacked, Tretesta Kelberian will be damaged. The Hounds share the same Invincibility as well. They cannot be stunned. Once they are hit at least once, only certain attacks can damage them. Attacks: - Pipe Hurl - Attack 4 Tretesta Kelberian jumps directly up, grabs a pipe and lands, and bends the pipe into a V-Shape. He then tosses the Pipe forward at high air height. When the pipe reaches the end, it will fall down on the floor before disappearing. Note that the Pipe itself may be deflected by any attack from Zero. If the Pipe is successfully attacked by Zero, it will be sent right back towards Tretesta Kelberian. The Deflected Pipe will damage Tretesta Kelberian for Attack 2, and will stun Tretesta Kelberian as well. Tretesta Kelberian cannot be stunned while activating this attack. - Crate Smasher - Attack 5 Tretesta Kelberian jumps directly up, grabs a crate, and lands down. He then tosses the Crate some distance forward. If Zero is hit by the Crate, the Crate damages Zero and immediately explodes, leaving Zero safe from being crushed. However, if Zero is hit by the Crate while he is Dashing, the Crate will fatally crush him. Once the Crate hits the ground, it counts as a solid object, and does not have Life Points, and Zero can touch it without getting hit. The Crate can now only be destroyed by Tretesta Kelberian. Tretesta Kelberian cannot be stunned while using this attack. Tretesta Kelberian cannot be stunned while using this attack. Tretesta Kelberian will follow up with an attack to destroy the Crate if it is not already destroyed. If he can use an EX Attack, he may immediately follow up with Shinkuu Reppuugeki, even if the Crate is destroyed. Tretesta Kelberian may either follow up with Tackle, or Shinkuu Reppuugeki, facing the direction he threw the crate. - Tackle - Attack 3 Tretesta will use this only if there is a Crate present. He will face the crate and ram forward until the Crate is destroyed. The Crate will be destroyed once Tretesta Kelberian touches it. Tretesta Kelberian cannot be stunned while using this attack. - Tetra Plasma - Attack 4 Tretesta Kelberian faces the centre. Then the shoulders fire off energy balls to the left and right respectively. The head of Tretesta Kelberian will fire an energy ball downwards, which splits into 2 seperate enegy balls going left and right upon reaching the ground. These energy balls will travel along the ground once they reach the ground. They will also disappear after a short while. After this attack finishes, Tretesta Kelberian faces left/right normally. - Attack Units Detach - Attack 4 Tretesta Kelberian faces the centre. Then the Hound Detachments fly off him and then land at his position. Tretesta Kelberian turns back and face the direction where he was facing. The first Hound jumps a short distance in front. The second hound then jumps a furthur distance. Then both hounds jump towards the wall, and then jump off it, and land somewhere close to Tretesta Kelberian. Then, Tretesta Kelberian faces the centre again, and the Hounds fly up, then back to Tretesta Kelberian again. After this attack finishes, Tretesta Kelberian faces left/right normally. During this attack, while Tretesta Kelberian faces left or right, he can be knocked back, but cannot be stunned. EX Attack: - Shinkuu Reppuugeki - Attack 6 Tretesta Kelberian can only use this attack immediately after Crate Smasher, regardless of whether the Crate is destroyed or not. Tretesta Kelberian charges up a Plasma Shield. Then, a Plasma Sword is created from the shield. Tretesta Kelberian than charges a good distance forward with the Sword. if a Crate touches the Sword, it will be destroyed. He stops dashing, and the Sword disappears, and this attack ends. -------------------------------------------------------------------------------- Boss Name: Clie and Plie II Touch Damage: Attack 3 (Clie and Plie) ; Attack 3 (Giant Elf) Life Gauge: 3 Life Bars; 96 Life Points Elemental Attributes: Non Elemental Movements: - Their default movement is to each stay in their side of the area, and move up and down zigzagging in a figure of "8" pattern. - In the form of the Giant Elf, it will constantly activate it's rotating attack, until it reverts back. Behaviour: - Cannot be stunned or knocked back. - The 2 Baby Elves are 2 seperate entities that do not share the same invincibility, but they share the same Life Gauge. - After the Life Gauge is dropped to 48 and below, Clie and Plie may fuse together to become one Giant Elf. This Giant Elf may be attacked and damaged as normal. The Giant Elf will revert back after receiving 16 Life Points damage or more. Attacks: - Switch Sides - Attack 3 Both Elves fly towards each other in the center of the screen, then continue towards the other side. Basically switching the Elves' position. - Blast Fusion - Attack 3 Both Elves fly towards each other in the center of the screen, then an explosion occurs, and sends small sparks outwards. Both Elves dissappear during the explosion, but reappears shortly at their original position towards the sides. - Spin out - Attack 3 Both Elves fly out of screen towards their respective sides. They then come back in, from the bottom, and arc across the floor as the head for the Center. They then return to their positions at the sides of the room. - Crash Orbit - Attack 3 Both Elves fly in an ellipse pattern, directly opposite each other, and circle around the centre of the room. They circle close to the edges of the room. After a few spins, they return to their original positions at the sides. - Giant Elf - Body Attack 3 ; Spark Attack 3 When the Life Gauge has 48 or less Life Points, Clie and Plie may fuse together to become one Giant Elf. They will fly towards each other in the center of the screen, then turn into the Giant Elf. In this form, the Giant Elf will have 2 spark balls to 2 of their sides, lining the 4 balls and the Giant Elf together. They will constantly move along the walls, ceiling and floors of the room, while rotating the spark balls at the same time. When the Giant Elf has received 16 Life Points or more damage, they will revert back. They will seperate, and return to their sides of the screen respectively. -------------------------------------------------------------------------------- Boss Name: Phantom Touch Damage: Attack 3 Life Gauge: 3 Life Bars; 96 Life Points Elemental Attributes: Non Elemental Movements: - Phantom makes a jump towards one side of the room. The height does not change. He will follow up with a Shuriken Ride attack. - Phantom does a jump at a random position. The height will not vary, but the distance will vary. Phantom will always activate a Fatal Illusion attack after this. Behaviour: - Any Bombs Trap that he dashes or slashes will be sent flying away, with an angle that varies depending on his attack. - Can be stunned and knocked back by any attack while using Slash Attack. - Can only be stunned and knocked back during a Slash Attack, and cannot be stunned in other situations. - Will use a Makibishi Attack only when Life Points is 48 or less. Attacks: - Slash - Attack 4 Phantom makes a Dash forward. During this Dash, if Zero is in front of him, and not too far away, he will activate a Slash attack immediately. He may choose to repeat this attack again, in the opposite direction. He may choose to Dash again and may activate a Slash. This attack ends once Phantom stops Dashing. Any Makibishis that he touches while doing this attack, will be sent flying away. If Phantom is attacked while doing this attack, he will be stunned and knocked back. - Shuriken Ride - Large Shuriken Attack 5 ; Small Shuriken Attack 3 ; Sword Drop Attack 3 Phantom jumps towards the side of the screen. Phantom then faces Zero, and then throws a Large Shuriken forward. Note that Phantom can actually throw the Large Shuriken at the other side of the room, if Zero is in that direction. The Shuriken first fly forward, while moving at an angle upwards. After it reach one side of the screen, it then flies in the opposite direction. Basically, it will circle around the borders. When the Large Shuriken first returns close to Phantom, he will jump onto the Large Shuriken, and ride along with it. While riding the Large Shuriken, Phantom throws 2 or 3 sets of Small Shurikens, at seperate intervals. These Small Shurikens fly in seperate directions. At the highest point of this ride, Phantom will get off and use a Sword Drop Attack directly downwards, until he reach the floor. He will get off near the opposite side of the room where he starts this attack. If Phantom manages to hit Zero with the Sword Drop, he will rebound off Zero. This Sword Drop Attack is different from the one of Fatal Illusion. Once Phantom reach the floor, the attack ends. Note that it is possible for Shadow to throw the Shuriken at the other side of the room, if Zero is there. - Fatal Illusion - Decoy Attack 4 ; Sword Drop Attack 4 Phantom does a jump at a random position. He does a pose, than starts to flash. Phantom than reappears, with 4 Shadows on screen. Once Phantom starts the pose, Phantom cannot be hit until the Shadows materializes. From the time Phantom flashes, until the time he reappears, or a decoy is destroyed, Phantom cannot damage Zero. Of these 4 Shadows that appear equal distance on the screen, one of them is the Real Phantom, while the other 3 are Decoys. If a Decoy is hit, the decoy is destroyed, and it will explode and can damage Zero if he is close enough. In addition, Phantom will also teleport to directly above Zero, and use a Sword Drop Attack directly down. If Phantom manages to hit Zero with the Sword Drop, he will rebound off Zero. This attack ends once Phantom reach the floor. If the Real Phantom is hit, this attack ends, and Phantom immediately follows up with a Fuuma Shuriken Attack. The Real Phantom will be flashing more frequently than the decoys, and will take damage normally. If any of the Shadows are hit, all of them will disappear. Note that it is possible to hit more than 1 Shadow at the same time. When the attack ends, all Shadows disappear. If after a short while, and none of the 4 Shadows are attacked, then this attack immediately ends, and Phantom immediately follows up with either a Slash Attack, or a Fuuma Shuriken Attack. - Fuuma Shuriken - Large Shuriken Attack 5 ; Small Shuriken Attack 3 Phantom jumps up, then throws a Large Shuriken aimed at Zero's position, before landing down. Phantom jumps backwards, slightly away from Zero. The Large Shuriken will constantly send out small Shurikens at different angles, until it reaches out of screen. Note that Phantom will only use this attack immediately after Fatal Illusion. If the Shuriken hits the floor, it disappears. Once the Shuriken disappears, the attack ends. - Makibishi - Attack 4 Phantom will not use this Attack unless his Life Points is 48 or less. Phantom teleports away, and then reappears at high air height directly above where he was. From where Phantom is, he tosses out 3 Makibishi at even distance apart, and Phantom immediately teleports away again, and then reappears at either one of two random places, which is to the side of the leftmost or rightmost Makibishi, then the attack ends. The Makibishi have Attack 4, and may be destroyed like normal enemies. Phantom may send them flying away at varying angles if he hits them with a Slash/Dash attack. -------------------------------------------------------------------------------- Boss Name: Neo Omega Life Gauge: 3 Life Bars; 96 Life Points Elemental Attributes: Non Elemental Touch Damage: Body Attack 2 ; Arms Attack 3 Movements: - Will not change his position, but will levitate up and down a very slight distance. Behavior: - Despite the appearence, Omega can only be wounded in his upper body. His legs cannot be attacked or deal touch damage. - Cannot be Stunned. - The Arms of Omega can deflect attacks. While Omega is not using Energy Rings attack, the left Arm will stay behind him. Attacks: - Energy Sphere - Attack 4 Omega will send out 3 Energy Spheres from his head, one at a time. The Spheres will hit and bounce off the ground. There are 2 patterns for this attack. Pattern 1: He aims the ground and shoots from closest, middle, then furthest. Pattern 2: He aims the ground and shoots from furthest, middle, then closest. (The speed of this attack is faster compared to Omega first appearence.) - Energy Rings - Rings Attack 5; Arms Attack 3 Omega will detach his arms. One arm will fly above, and the other will fly behind Omega. The top Arm will fire the Rings downwards, while the side Arm will fire the rings to the left. The arms will fire out Energy Rings in this pattern: The Arm above fire an Energy Ring furthest away from Omega. The Arm at the side fires an Energy Ring at ground level. The Arm above fire an Energy Ring closest to Omega. The Arm at the side fires an Energy Ring at middle level. The Arm above fire an Energy Ring at middle left. The Arm above fire an Energy Ring at middle right. After this attack pattern, the Arms will return to Omega. (The speed of this attack is faster compared to Omega first appearence.) - Grand Saber - Saber Attack 6 ; Debris Attack 2 First, Omega's Arm move to the Saber, then both detach. Now, the Saber flies on top of Zero, and homes in on his position for a few seconds, before pounding down on the ground. Then, it returns back to hovering above, and homes in on his position for a few seconds, before pounding down on the ground again. It then returns back to hovering above, and once again attempt to pound on Zero. However, for this 3rd pound attack, debris will be sent flying, once the Saber pounds the ground. After this, the Saber rises up, and returns to Omega. This attack ends. The debris can be destroyed like normal enemies. The Saber can deflect all attacks. -------------------------------------------------------------------------------- Boss Name: Chaos Omega Life Gauge: 3 Life Bars; 96 Life Points Elemental Attributes: Non Elemental Touch Damage: Attack 3 Movements: - Will not change his position on the right side of the screen. Will move around in a very slight distance when not attacking. Behavior: - Cannot be Stunned. - Can only be damaged in the center body. The other heads cannot be hit. - Will use Buster Beam Attack only when Life Points is 32 or less. Attacks: - Energy Prison - Prison No Damage ; Contact Attack 3 Chaos Omega fires an Energy Ball that tries to slowly home in on Zero's position. If the Energy Ball fails to catch Zero after a few seconds, it will stop chasing him and will fly out of screen. If the Energy Ball manages to capture Zero, it will not damage, but will imprison him, and will bring him towards Chaos Omega. The Energy Ball will continue to trap Zero even after he is brought to Chaos Omega, and he will be damaged by Chaos Omega continuously by Attack 3, approximately once every 1.5 Secs, until he struggles free. During the time when Zero is Captured, you may struggle with the controls to let Zero escape. Once Zero escapes from the Energy Ball, it will disappear. When the Energy Ball disappears, the attack ends. - Plasma Buster - Attack 4 The blue cannon glows, then Chaos Omega fires 3 Plasma Balls that fly to the left, at low height. These Plasma Balls fly adjacent to each other. Once the Plasma Balls fly out of screen, the attack ends. - Plasma Chaser - Attack 4 Chaos Omega fires a trail of Plasma Sparks, that initially fly vertically at high air height. This trail will attempt to home in towards Zero. It can change direction by 90 degrees if Zero is in that direction. However, it can only go down, left, and right. It cannot go up. Once the Plasma Trail reaches the floor, it will trail on the floor, and go out of screen, and the attack ends. - Laser Blast - Attack 5 One of the random heads of Chaos Omega will have eyes glow. Then a Laser shoots out and causes an explosion on one part of the ground. Then, another random head will have eyes glow, then shoot out a laser, and cause an explosion on a different part of the ground. Finally, the last head will have eyes glow, and cause an explosion on the last part of the ground, and the attack ends. The 3 different heads each cause explosions to 3 different parts of the ground. The order of firing is random. The Right Head fires to the furthest part of the floor. The Centre Head fires at the middle of the floor. The Left Head fires at the closest part of the floor. - Buster Beam - Attack 6 Chaos Omega will not use this attack, unless his Life Points is 32 or less. First, the Blue Cannon is brought to high height. A Beam is fired straight from the Cannon at high air height. Then slowly, the Beam is brought downwards, until it is at low air height, then it disappears, and the attack ends, with the Cannon returning to the original position. -------------------------------------------------------------------------------- Boss Name: Original Zero Life Gauge: 3 Life Bars; 96 Life Points Elemental Attributes: Non Elemental Touch Damage: Attack 3 Movements: - Does a Dash towards Zero. This is part of his Dash Tenretsujin Attack. - Will perform a jump forward, then a double-jump forward. This is part of his Tenkuuha Attack. Behavior: - Will be stunned by any attack in certain situations. Cannot be stunned in certain situations. Original Zero can be stunned, while not attacking, when doing a jump or descending. - Various attacks made by Original Zero have the capability to ignore Invincibility, and damage Zero even if he is in Invincible time. These attacks totally ignore Invincibility. - Will use Shungokusatsu Attack only when Life Points is 32 or less. Attacks: - Z-Saber Combo - 1st Slash Attack 2 Ignore Invincibility ; 2nd Slash Attack 3 Ignore Invincibility ; 3rd Slash Attack 4 Ignore Invincibility On the ground, Original Zero first makes a Slash forward, then a second Slash forward, and finally, a third Slash forward. Each slash has a different pattern. All Slashes ignore Invincibility Time. - Dash Tenretsujin - Dash Attack 3 ; Tenretsujin Attack 3 Ignore Invincibility On the ground, Original Zero makes a Dash towards Zero. In the middle of a Dash, Original Zero may cancel it into a Tenretsujin. Otherwise, Original Zero will stop after dashing some distance. If Original Zero cancels into a Tenretsujin, he will jump up with a Slash upwards, then land some distance forward. When Original Zero finishes the Dash, or lands down from a Tenretsujin, the attack ends. This Tenretsujin attack ignores Invincibility Time. During the Dash and using the Tenretsujin, Original Zero may not be stunned, but when Original Zero finishes the Tenretsujin and is descending, he may be stunned. - Full-Charged Z-Saber - Saber Blast Attack 5 Ignore Invincibility ; Falling Rocks Attack 3 Original Zero glows with a Charge, then he activates a Blast attack directly forward that covers a wide area. Then, 3 rocks will fall down from the ceiling in slightly random order. The Saber Blast ignores Invincibility. The Falling Rocks may be destroyed like normal enemies. The Attack ends after the Saber Blast finishes. - Buster Combo - Buster Shot Attack 3 ; Buster Wave Attack 3 ; Upward Slash Attack 4 Ignore Invincibility Original Zero glows with a Charge, then he fires a First Buster Shot directly forward, then a Second Buster Shot directly forward. Then Original Zero performs an Upward Slash, which at the same time releases a Buster Wave directly forward. The Upward Slash Attack ignores Invincibility Time. - Giga Attack - Attack 5 Original Zero hits the ground, and causes a huge pillar of light to surround him for a short while. This Pillar covers a small horizontal area, but total vertical area. During this attack, Original Zero is totally Invulnerable to all attacks. When the Pillar disappears, Original Zero recovers and the attack ends. - Gohadou - Attack 3 Original Zero hits the ground, and releases 5 energy shots at the same time in seperate directions. One shot to the left, one shot to the right, one shot to up left, one shot to up right, and one shot directly up. After Original Zero hits the ground, he recovers and the attack ends. - Tenkuuha - Attack 3 Original Zero performs a jump forward, then a double-jump forward, and then he may either drop down normally, or activate a Burst Wave Attack. If Original Zero activates a Burst Wave Attack, he will Spin, and send 7 small blade waves out in 7 directions, all aimed at the lower screen, approximately 30 degrees from each other. After Original Zero use this spin, he will drop directly down. When Original Zero drops down, the attack ends. Original Zero may be stunned any time he does the jumps. However, Original Zero may not be stunned while activating the Spin Slash. - Shungokusatsu - High Dash Attack 3 Ignore Invincibility ; Combo Hit 1 Attack 1 Ignore Invincibility ; Combo Hit 2 Attack 1 Ignore Invincibility ; Combo Hit 3 Attack 1 Ignore Invincibility ; Combo Hit 4 Attack 1 Ignore Invincibility ; Combo Hit 5 Attack 1 Ignore Invincibility ; Combo Hit 6 Attack 1 Ignore Invincibility ; Tenretsujin Attack 3 Ignore Invincibility Original Zero will only use this Attack when his Life Points is 32 or less. Original Zero performs a High Dash directly forward. If Original Zero fails to hit Zero with this attack, this attack ends after the full High Dash distance. If Original Zero manages to hit Zero with this High Dash, Original Zero cancels the High Dash, then releases a series of Combo hits, from Combo Hit 1, until Combo Hit 6, and then finally, Original Zero will use Tenretsujin Attack, which is an upward jump slash. When Original Zero lands after the Tenretsujin, the attack ends. If Zero is hit by this attack, Zero will be unable to react until Original Zero's Tenretsujin activates, even if Zero is hit in mid-air. (The menu may still be accessed.) All hits of this attack ignores Invincibility Time. The total Damage for this move is Attack 12. -------------------------------------------------------------------------------- ________________________________________________________________________________ ________________________________________________________________________________ _________________ / \_____________________________________________________________ ================= - Mission Results - ================= - Results - At the end of every Mission, your Results are calculated, and your Score is given. Your Score is given on 6 Criterias: Mission (20P) Clear Time (20P) Enemy Count (15P) Damage (15P) Retry (15P) Elf (15P) Note the Stage Clear Time Criteria and Stage Enemy Count Criteria will vary differently from Mission to Mission. (Note: INT refers to rounding down a number to the lowest Integer.) Mission: By default, all Mission Score is 20 Points. For each Cyber Space entered, 5 Points is deducted from the Mission Score. For the Maritime Highway Ruins Mission, for each of the 4 Switches not hit, 5 Points is deducted from the Mission Score. For the Weapon Regeneration Factory Mission, for each of the 4 Eye Cannons not destroyed, 5 Points is deducted from the Mission Score. For the Submerged Library Mission, for each of the 24 Doors you enter that is not any of the 4 Secret Disk Rooms, 2 Points is deducted from the Mission Score. Clear Time: Each Mission has it's own Clear Time Criteria. The Formula for Clear Time Score is Clear Time Score = 20 - INT ((Clear Time Result - Clear Time Criteria + 9) / 10) Maximum Score = 20P Minimum Score = 0P Unit Value in Secs. Enemy Count: Each Mission has it's own Enemy Count Criteria. The Formula for Enemy Count Score is Enemy Count Score = 15 - INT (Enemy Count Criteria - Enemy Count Result) X 10 - 10) Maximum Score = 15 Minimum Score = 0P Damage: The Damage Criteria is Fixed for all Missions. The Damage you receive will affect your Points as such. Damage - Points 0 - 6 - 15 7 - 12 - 14 13 - 18 - 13 19 - 24 - 12 25 - 30 - 11 31 - 36 - 10 37 - 42 - 9 43 - 48 - 8 49 - 54 - 7 55 - 60 - 6 61 - 66 - 5 67 - 72 - 4 73 - 78 - 3 79 - 84 - 2 85 - 90 - 1 91 Above - 0 Retry: The Retry Score is Fixed for all Missions. The Formula for Retry Score is Retry Score = 15 - (Retries Used X 3) Elf: Using Fusion Type Cyber Elf, will reduce your Score. For Permanent Cyber Elves, this will affect all Missions. For Temporary Cyber Elves, this will only affect that Particular Mission they were used. Satellite Cyber Elf will not affect your Score. This Score is initially 15P. As a Default, the Starting Stages of the Cyber Elves (L1 or L2 etc), will affect the Score. (L1 Cyber Elves have 2 Stages, L2 Cyber Elves have 3 Stages.) Generally, 10P deducted for each L2 Cyber Elf, 5P deducted for each L1 Cyber Elf, and 1P deducted for others. This Score can reach a Negative Value. Total: The additions of the Scores above will give you the Total for the Mission. Maximum is 100P. Average: The Average is calculated based on all completed Missions and the Average Score. Add up the total Scores for all Missions, and Divided by the number of Missions completed. (This only applies for the current playthrough. Previous Playthroughs are irrelevent.) (It is your Average that your Rank Level is Based on, not your Total.) Level: You Rank Level will then be given based on your Average. Average - Level 96 - 100 - S 86 - 95 - A 76 - 85 - B 66 - 75 - C 56 - 65 - D 46 - 55 - E 45 Below - F Codenames: Codenames are given by your performance in the current and previous Missions. They are also dependant on your Actions. Eg. If you use the Buster very frequently, you may be given a different name compared to if you use Z-Saber. ________________________________________________________________________________ ________________________________________________________________________________ ________________ / \______________________________________________________________ ================ - Strategy Guide - ================ -Button Configuration Settings- For the Basic Button Setup, you should pick one combination that best suit you. I recommend you stick with the default, or change the "R" button to dash. The important thing is to find one that suits you. For Attack Mode: Set A - Hold down Sub Weapon Button, then press Weapon Button to use Sub Weapon. Set B - Press Sub Weapon Button to use Sub Weapon. Set C - Press Sub Weapon Button to toggle the usage between Main and Sub Weapon. I highly recommend that you use Attack Mode Set B. Attack Mode Set B is one that is easiest to use and has the most advantages. Unless you are better at using other Sets, I highly recommend that you use Attack Mode Set B. -Missions- As before, I seriously recommend that you leave your treasure hunting in a revisit to a stage, not during a Mission, with exceptions to the Final Stage. All Secret Disks in a Stage can be acquired after the Mission of that stage, which means you can get them in a revisit. Exception will be for the Final Stage, of course. Never search for Secret Disks in a Mission, unless it is the Final Stage. You will get plenty of chances to collect Secret Disks in a revisit to the Stage. Your Result Ranking Score is important, if you intend to obtain EX Skills, and even unlock certain Mini Games. To get a good Results Ranking Score in Missions, take note of the following: - As a prerequisite, you are not to use any Fusion Cyber Elves at all. If you use Permanent Fusion Elves, all your missions will have poorer scores. Using Satellite Cyber Elf is okay. - Take note of your Mission Objectives. By default, all completed Missions will have Mission Score of 20. But there are a few Missions that have specific requirements you must fulfill, so take note of those requirements. Also, YOU SHOULD NEVER ENTER CYBER SPACE IN A MISSION. Doing so will take 5 points off your mission Score. In general, you are to do this: Go through the Mission as fast as possible. Don't stop to collect items. Destroy as much enemies as you can. Be fully aware of your surroundings, and try hard not to get hit at all. Try as hard as possible not to die. If you die, or perform far too poorly in the mission, then you should reconsider, and decide if you need to restart. It's not unusual for a first try to be poor, but practice makes perfect. -Chips- For Head Chips, it goes without saying that Quick Charge is probably your best choice. You should equip it as soon as you get it. Auto Charge is not as good as Quick Charge. But until you get Quick Charge, Auto Charge will probably be a good choice. The disadvantage of this is that it restricts your non-charged attacks. The advantage is that it will be useful with the Buster Shot. Also, in Attack Mode B Button Settings, you can charge up to 2 Weapons at the same time. You can use one Full-Charged attack, then use another. However, in Ultimate Mode, you already have Quick Charge from the Cyber Elf, so you do not need to equip it. Auto Charge is not really that good either, since in Ultimate Mode, you can simply activate a Charge attack with a Command Move. Auto-Recovery might be the only one that has some use, but it is for too ineffective to be used at all. If you are outside of a Mission, in a revisit to the stage, while no enemies are around you, you should consider using the Auto Recovery to recover a bit of damage. In a Mission, doing this wastes too much time, and in the presence of enemies, you should never do this. This is why the use of Auto Recovery becomes severely limited. For Foot Chip, the obvious choice is Ultimate Foot. But before you get this Foot Chip, you should primarily focus on Double Jump and Shadow Dash. With the Double Jump and Shadow Dash, going through the Stages and fighting Bosses, become much easier. The Quick Foot Chip also helps, although it is not as useful. For the Body Chip, you will be changing it from Element to Element every time you fight Bosses. You also need these Elemental Chips for the respective EX Skills. But outside of those times, you should primarily focus on using the Absorber. During areas where quicksand is common, you should switch to Light. This will allow you to move normally. But remember that you will be knocked back quite a distance with the Light Chip, if you do not have Cyber Elf Ganble in effect. If you are in Ultimate Mode, or already have the Cyber Elf Ganble Effect, then Absorber Body Chip will not be of much use, since effects will not accumulate. So switch to the Light Body Chip instead, if you don't need to use the Elemental Chips. Also, since you have the effect of Ganble, the negative effect of Light, (which is to knock you back even further when you are hit), will not take place. But seriously, Light is useful only with quicksand. -Cyber Elf- As before, I would advice you NEVER to use a Fusion Elf. For permanent Elves, you will permanently lose points in your Score, and that will affect your ranking and score for all the Missions. For tempory Elves, it will be totally pointless, as you are simply wasting a Cyber Elf for a minor single use. You can't use Cyber Elves in Hard Mode, and they are already in use in Ultimate Mode, so this strategy only applies to Normal. Take note that you can use up to two Satellite Cyber Elves. Choose 2 of your permanent Cyber Elves. Make sure you give them enough E Crystals until they are mature. Now convert them into Satellite Elves. Choose to activate them under both Satellite Elves Slot. Personally, I recommend using Maltina and Puchitt all the way as soon as you get them. This way, you will have twice the Life Bar, and Spikes and Magma will not be fatal to you. If you are using Ultimate Mode, this will not apply to you. I recommend you use one of the Satellite Elves as Baaeid or Bareef. This will prevent you from falling into pits. For you second Satellite Cyber Elf, you can try using the Cannon Animal Cyber Elf for damage, or the Paralyzing Animal Cyber Elf to stun your enemies. If you are not in a mission, you should also consider using the Bullet Conversion Nurse Cyber Elf Maiira and Miuura, but take note that converted damage will count towards damage in your Mission Results (not to mention that you will have no Invincibility Time), so it's best used outside of a Mission. ________________________________________________________________________________ ________________________________________________________________________________ _________ / \_____________________________________________________________________ ========= - Secrets - ========= Game Modes ********** - Hard Mode - Obtained: Complete the game and Save the Game Data. Activate: Hold down the "L" button before pressing Start while selecting New Game Features: - Zero's default color becomes dull green. Body Chips will not change Zero's Color. - The Z-Saber Weapon cannot be Charged. - The Buster Shot Weapon cannot be Full-Charged. - The Second and Third Standing Saber Slash of the Z-Saber cannot be used. - Cyber Space does not exist in any stage, apart from Under Arcadia. - You may not acquire EX Skills. - You may not use Cyber Elf. Only the list option is available. - Your Save File will be denoted with a "H" symbol. - Ultimate Mode - Obtained: Complete the game on normal mode with all Secret Disk collected, and Save the Game Data. Activate: Hold down the "R" button before pressing Start while selecting New Game Features: - Zero's default color becomes dull red. Body Chips will not change Zero's Color. - Your Save File will be denoted with a "U" symbol. - All the Secret Disks are collected, and they have been accessed. All Cyber Elves, and all Chips acquired from Secret Disks are in place. - All the effects of permanent Cyber Elves are in place. These Elves are already upgraded, may not be used (because they are already in effect). Your Results Ranking Score will not drop as result of the Cyber Elves. - You may now activate a Command Attack in place of a Charge Attack: - Buster Shot (Half-Charge) = Down, Downforward, Forward + Weapon - Buster Shot (Full-Charge) = Down, Downforward, Forward, Down, Downforward, Forward + Weapon - Z-Saber = Forward, Downforward, Down + Weapon - Recoil Rod (Up) = Forward, Upforward, Up + Weapon - Recoil Rod (Forward) = Down, Downforward, Forward + Weapon - Recoil Rod (Down) = Forward, Downforward, Down + Weapon - Shield Boomerang = Down, Downforward, Forward + Weapon - Shield Boomerang (Circular Shield) = Forward, Downforward, Down + Weapon (requires Circular Shield EX Skill) (Note that you have to press in a continuous manner, like Down, Downforward, then Forward. Or, do it simply like Down, then Forward.) (For moves like the Z-Saber, you can also use a replacement like Forward, Down, Downforward.) (If it gets confusing, just try to remember it's not too different from your fighting games like Street Fighter.) ================================================================================ Mini Games ********** ------------------------------------------------------------------------------ |-Mini-Game-| -Criteria- | ------------------------------------------------------------------------------ | Zero | Complete the Game. | ------------------------------------------------------------------------------ | Ciel | Complete the Game on Level S. | ------------------------------------------------------------------------------ | Copy X | Complete the Game in Hard Mode. | ------------------------------------------------------------------------------ | Farbnil | Complete the Game on Level S, with an average score of 100. | ------------------------------------------------------------------------------ | Leviathan | Complete the Game on Level S, with an average score of 100. | ------------------------------------------------------------------------------ | Halpyuia | Use only Z-Saber, and complete the Game on Level S. | ------------------------------------------------------------------------------ | Phantom | Use only Buster Shot, and complete the Game on Level S. | ------------------------------------------------------------------------------ Unless otherwise stated, unlocking the Mini-Games is possible on Hard Mode and Ultimate Mode. It is also possible to unlock this using the Battle Chip Gate Game Link with the Game Rockman EXE 4 Red Sun and Blue Moon. ================================================================================ Miscellaneous ************* - Phantom - In Under Arcadia, you can fight Phantom. You will have to enter Cyber Space. There is a room to the upper left of the area full of Spikes. In the room, you can enter the transporter and fight Phantom. When you win, you will receive a Secret Disk containing the Ultimate Foot Chip (if you haven't already gotten it). - Replay Game - When you complete your game, you can save your game data. When you use that data, you will replay the game all the way from the start. Most of what you have collected will carry over, though. Here is what will carry over: - All Secret Disk Collected. - All Cyber Elves and their effects (including their upgrades, and their used status). - All Chips and Subtanks Collected. - All EX Skills Collected - E Crystals Amount Collected. Your completions number will also be recorded. The time passed will also be recorded. In addition, you will also carry over the setting changes you made to the button configurations. You will not carry over your Weapons, not that it will matter, as you get them after your first stage. ================================================================================ Combinations ************ A specific combination of Equipped Chips, Ex Skills, and Active Cyber Elves, can trigger off some special abilities in Zero. Zero will then be able to do things he normally couldn't. Using these combinations often have their limitations and downside, so choose wisely, and be careful of how you use them. ------------------------------------------------------------------------------ | - Wall Cling - | ------------------------------------------------------------------------------ | Requirements: | | | | Body Chip: Light | | Foot Chip: Frog / Ultimate Foot | | Cyber Elf: Kwappa | ------------------------------------------------------------------------------ | Effect: | | When Zero clings onto a wall, instead of sliding down, Zero will stay at | | the same height. You can hold "Down" to let Zero slide down normally. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | - Quick Recovery - | ------------------------------------------------------------------------------ | Requirements: | | | | Head Chip: Auto Recovery | | Body Chip: Absorber | | Foot Chip: Spike | ------------------------------------------------------------------------------ | Effect: | | The effect is the same as using an Auto Recovery normally, but at a faster | | rate. If Zero stands still, his Life Gauge will restore by one point | | approximately every 1.5 Seconds. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | - Hyper Charge - | ------------------------------------------------------------------------------ | Requirements: | | | | Head Chip: Quick Charge | | Body Chip: Normal | | Cyber Elf: Clockle | ------------------------------------------------------------------------------ | Effect: | | When Charging up weapons, Zero will be able to charge them up even faster | | than using the Quick Charge Head Chip or Clockle Cyber Elf alone. Again, | | this will still not apply for the Shield Boomerang. The Charge rate is | | approximately 1/2 of the original Charge Time. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | - Tenretsujin Combo - | ------------------------------------------------------------------------------ | Requirements: | | | | Head Chip: Normal | | Body Chip: Light | | Foot Chip: Quick | | EX Skill: Tenretsujin | ------------------------------------------------------------------------------ | Effect: | | When using standing Saber Slashes, at the Normal 3rd Standing Saber Slash, | | press the "Up" direction, and Zero will immediately follow up with a | | Tenretsujin. The 3rd Standing Slash is cancelled into a Tenretsujin. This | | Tenretsujin is like the normal, meaning that it has the same Attack Power | | and can be controlled by how long you press the Z-Saber Weapon Button. | | Note that you can only activate this from a Normal 3rd Standing | | Saber Slash. You cannot cancel the Tenretsujin from the Special | | 3rd Saber Slashes provided by the Hacker Cyber Elves. | ------------------------------------------------------------------------------ ________________________________________________________________________________ ________________________________________________________________________________ ____________________________ / \__________________________________________________ ============================ - FREQUENTLY ASKED QUESTIONS - ============================ Q: Can I contact you? A: If you really must. Quite frankly, I don't think it's going to help you much. All Emails must have Rockman/Megaman Zero 3 in the subject title. If you got some interesting facts, be sure to send me. All contributions are more than welcomed. You can ask me about some of the more advanced questions. Don't ask questions that are too simple. Don't ask stupid questions! And make sure the answer isn't already in here! Do not contact me regarding your Japanese language problems. I would advice you to go to a message board for help instead. And for crying out loud, please use proper English! What's so difficult about using Capital letters and punctuation? USE PROPER ENGLISH! NO ROMS REQUESTS! I don't care if you can't find it! That's your freaking problem! Don't ask me! If you keep this in mind, you can contact me at: guojun83 (at) hotmail (dot) com cyberakumamechgouki (at) yahoo (dot) com Remove spaces, and replace brackets with correct punctuation. Remember, if you do not follow any of my instructions, I will delete and block your email without hesitation. Q: Can you tell me where to get the rom? A: Get out of my face before I kick your *BEEP* !! Q: Can you give me some Gameshark codes? A: I have no codes, pal. Check somewhere else. If you want codes, try DomicanZero's FAQ. Q: You guide says to do this jump at this place. I have tried for a long time, but I still fail! What should I do? Can you help me? A: All I can say is try harder. Practice makes perfect. It's not the answer you are looking for, but's the only answer I have. Seriously, emailing about it is not going to help, because I'm still going to tell you the same advice. If you don't have enough skills, then train harder. I can't play the game for you, you will have to do it yourself. Q: What differences are there between the Europe Version, US Version, and the Jap Verion of this game? A: I do know that the Europe Version follows the names of the US Version. I have noted that the Save types for the Eur and US Version are the same, but the Save type of the Jap is different. This may mean that the Codes may not be compatible for the Jap and the US / EUR version. I have not tested this, and it's just a theory that I have: codes for the JAP will not work for the EUR and US version. Q: Do you intend to use the names that are used in the US and EUR version? A: No, I don't intend to change. I will stick to using the translated names of the JAP version. The JAP version is the one with the ORIGINAL names. Q: What are Combinations? A: Combinations are a certain combination of equipped abilities. Have you heard of using the Light Body Chip, the Frog Cyber Elf and Frog Foot Chip that reduces your wall sliding speed, allows you to cling on to the wall without moving? That is a Combination. Read the Secrets section above for more details. Q: How can I get an EX Skill from the Boss? A: You must fight that Boss at Level A or S. Whether you complete that mission at A or S does not matter, what matters is what level you are when you fight the Boss. (What level you are when you complete the mission before the results, to be exact.) (Note that what level your results are for completing that stage will not matter. If you fight the Boss at Level B, and your results are Level A, you will still not get the EX Skill.) Q: I have used a few permanent Cyber Elves. Now because of that, my rank is low and I can't undo it. Is there any way that I can still get the EX Skills? A: There are 5 Hacker Elves that can change your rank, into Level A. That obviously means you can only get 5 of the 12 EX Skills this way. For this Save File that you are using, you will never be able to acquire more EX Skills again. In such a situation, I actually recommend you restart a new game, and try again. Q: Does the Quick Foot Chip and Barett Cyber Elf increase your Dash Speed? A: I have checked a few sources, and they have reported that Zero's Dash Speed increases with these effects. However, I ran a few tests, and I can conclude that Zero's dashing speed does not increase at all. Either the increase is really negligible, or there is no increase at all. That's what my tests show. My answer is no, they do not increase your Dash Speed. Q: Why do the Attack Power you show do not tally with the damage on Bosses? A: Bosses always take 1/2 of the damage compared to other enemies. Take the Attack Power, halve it, and that is the damage dealt. Q: I have used the Hacker Cyber Elf that increases your weapon power. However, I did not notice any extra damage on Bosses. Why is that so? A: The game describes the added power as 1. However, from a few resources, and some tests that I did, the increase of damage is only 0.5. As Bosses take damage only by Integer, the 0.5 makes no difference to them. A Dashing Buster Shot deals 1.5 damage. Add 0.5, the boss will take 2 damage. That is the only attack that seems to deal more damage on bosses. On normal enemies, the 0.5 will be taken into consideration. On Bosses, it will literally do nothing. Q: How many hits do attacks like the Recoil Rod sending enemies flying away deal? A: Actually, these attacks hit so fast, you only hear 1 Hit sound for every 2 hits dealt. They hit so rapid, it's hard to tell. Q: I am in a Mission. Should I enter Cyber Space? A: My advice to you would be to avoid Cyber Space as much as possible in a Mission, as it deducts 5 Points from your Mission Score. Moreover, there is a limit to how far you can go in Cyber Space. You can't just go from the start all the way to the end of the stage in Cyber Space. However, you should consider this - if you have the Cyber Elf Puchitt, and the stage is full of Magma and Spikes which you have difficulty getting past, then you probably should use it, as losing 5 points is better than dying a few times. Q: How are the codenames given? A: The Codenames are given depending on your performance. There is a prefix, and a suffix. The prefix is dependant on how you complete your stages, such as how many enemies you kill, or how quickly you get through. The suffix, is dependant on your weapon used. Some codenames only have one fix term, such as Hero or God. These are dependant on other factors, such as your rank, and you Cyber Elf usage. Q: I am in Ultimate Mode. I am having problems making distinct activations between the Rakusaiga EX Skill and the Command Full-Charged Z-Saber attack. What should I do? A: Try using Downforward + Weapon instead of Down + Weapon. Q: How do I use the Battle Chip Gate? What is it all about? A: What I do know is that you can use this game, and connect it to both versions of Rockman Exe 4 (Red Sun and Blue Moon). You have to use Zero, and go to Ciel's Computer and activate that option. Apparently, this allows you to unlock several of the Mini-Games inside. However, I am unable to describe the exact details. I also know that in Cyber-Space, certain enemies will be changed to that of the Viruses in Rockman EXE 4. This is all I know. I do not have any form of linking, so I do not know the details. If you need any more information, I suggest you check the Linking FAQ for this game. I seriously do not know any more of this. Q: What is the E-Reader? What are E-Reader Codes? A: If my sources are correct, and I am not mistaken, the E-Reader is a device for the Gameboy Advance that reads trading cards, and inputs the data into the game. There are several Trading Cards released for Rockman Zero by Capcom, and they can be used in Rockman Zero 3 with the E-Reader. What may happen after using the E-Reader is that the Resistance Base will change in appearence, Enemies behave differently or Zero may have other abilities, etc. E-Reader codes are basically Cheat Codes that function with the same effect as these cards. Unfortunately that is all I know. I know nothing more. If you want codes, I suggest that you check Domican Zero's guide, and Gameshark Code Creators Club. I know nothing about codes. Q: So, that means that there are Rockman Zero Trading cards, which can be used to alter the game? A: That is correct. Unfortunately, I do not know that much about how to use these Cards to alter the game. Q: Where can I get these cards? A: I seriously do not know. As far as I know, these cards are in Japanese, so maybe you can try Capcom of Japan's website to look for more details. Q: I performed very well in this particular mission, but I was unable to get a very high rank. Why is this so? A: Your Rank at the end will be calculated based on the Average score you have. This means that your performance for ALL the missions will be taken into consideration, not just that mission you have just completed. This is why it is important to have a good performance in all stages. Note that the Average Score is obviously an average Score for all missions that you have completed. When you restart a new game after completing this, all scores will reset again. Q: Is there any 1/2 damage reduction here? A: Unfortunately, no. In Zero 1, the Main Animal Cyber Elf reduces damage, in Zero 2, you have the Defense form, in Zero 3, there is nothing to reduce damage. Q: Is there anyway to make crushes not fatal? A: Sadly, no. I only know of 2 things that cannot crush you fatally, one is falling platforms, the other is Anubistepp Necromancess' Sarcophagus. Others include enemies like Heavy Cannon. Tretesta Kelberian's giant crate explodes on contact with you, leaving you safe from being crushed. But take note that the giant crate will crush you fatally if you are hit by it while dashing on the ground. Also, those Turtles in the Submerged Library can also crush you fatally. I think this is absurd, especially since the Turtles are like jump-through platforms. You can jump up through a Turtle, but you can't jump down through one. Anyway, I think all these crushes is extremely absurb. Although planned to increase the difficulty of the game, I don't think the programmers thought carefully of the consequences. Although there is no situation where a small Box can hit you, I think you can be fatally crushed by one! Q: How do I fight Phantom? A: He is in Under Arcadia. You can only fight him in Cyber Space. He is in the room to the upper left, in the areas with a lot of spikes. Q: I need a lot of E Crystals. What is the best way for me to get them? A: One of the Ninja Hacker Cyber Elves have the ability to transform Energy Bullets from enemies into E Crystals, using the Shield Boomerang. You will need that Elf, Enetas. Go to a stage with a lot of Panteon Hunters, and enter Cyber Space. (Agnis Volcano Stage recommended.) Now stand in front of the Panteon Hunters. Keep tapping the Shield Boomerang Weapon Button repeatedly. Any shots they fire at you will become E Crystals. It will be better if you have Baiss Cyber Elf. Q: I have been fighting an enemy so many times, but I can't seem to get the Secret Disk for it's data. What should I do? A: What matters is what stage you fight the enemy. Only in a certain stages can you get the Secret Disk for that enemy. E.g. You can only get the Panteon Hunter Secret Disk in the last stage. It does not matter how many of them you kill in the other stages. Also, you cannot get enemies to drop Secret Disks in Cyber Space. Q: I suddenly became able to use certain special techniques! I can do a spin jump attack! I can use a special 3rd Stand slash! How is this possible? A: These attacks are the effects of certain Hacker Cyber Elf. They are automatically triggered in Cyber Space. If they seem to be available in Ultimate Mode, don't be surprised, as all permanent Cyber Elf effects are in place. Q: Are the Mini-Games really worth Unlocking? A: My answer to that is NO! Personally, I think the mini-games are a complete waste of time, and shouldn't be worth your time to spend unlocking. Still, I think you should just try to unlock them if you can. Just don't spend too much time on this. Q: I did the requirements, but I did not manage to unlock the mini-games! A: First, when you complete the game, after the credits, there will be a message saying what you have unlocked. Now take note that you actually need to save the game. The requirements, unless already stated, should be possible on Hard Mode and Ultimate Mode as well. There had been reports of failures, and the cause is not really known. Incidentally, for requirements like Halpyuia's and Phantom's, I have unlocked them, but I used the Recoil Rod on a block before. I guess it means you must use either the Z-Saber and Buster Shot to attack enemies for the entire game, but you can use other weapons in not attacking enemies. Q: Is Rockman Zero 3 easier than Rockman Zero, and Rockman Zero 2? A: My answer to that is no. However, it is to be noted that this is purely a matter of opinions and playing style. If Rockman Zero 2 seems hard, that is mainly because of the starting stages, where you most likely do not have access to your Weapon's more powerful attacks, such as full-charged attacks. Most of the difficulty is evened up on all stages, unlike Rockman Zero 3. If you ask me, I'll say that Rockman Zero 1 was the hardest. Yet, it is to be noted that most of the damage come from bosses. Normal enemies deal little damage to you. Coupled with the Cyber-Elf damage reduction, you will take very little damage from normal enemies. However, all the missions are filled with deathtraps. Basically, in Zero 1, the danger was with the Stage or Bosses, never with the normal enemies. Boss-wise, I would tell you that Rockman Zero 1 was the hardest. Stage-wise, I would say Rockman Zero 2 is. The truth is, in Rockman Zero 3, while you don't have 1/2 Damage defense, you have a bunch of other powerful abilities, like being able to do double jumps, invincible dashes, and even using Cyber Elves without killing them. That's why Rockman Zero 3 seemed easier. All I can tell you is don't just assume that Rockman Zero 3 is the easiest. Q: I have something to say about the spoilers. Now, I... A: I never entertain complaints about spoilers. Take that somewhere else where I cannot see it. I have no interest in hearing what anyone else has to say about spoilers. End of story. Q: Are the names you use official? A: All those whose names appear somewhere, I have translated their names directly into here from the Jap version of Rockman Zero 3. The rest, such as the attack names, or names of midbosses, are not official. Q: What future plans do you have? A: I intend to add in: Complete Boss/Midboss details All Cyber Space entrance and exits All strategies Q: The names should be Fefnir and Cerveau! Why did you use such strange names? A: Listen, I've had it up to here with these name arguments. I translated those names directly from the Japanese version, so it makes no difference to me what they put down in the American version. Would you like to argue about Elpis / Elpizo and Megaman / Rockman too? Whatever your theories are, I don't want to hear them. Q: What about Fafnir and Harpuia? Surely those names are better? A: Those names are indeed more accurate with the Japanese version. I am considering to use them. However, I did not, as I had translated by sound rather than by spelling. These names more or less, fit into the translations, and are names of mythical creatures, which would make sense. (However, if Fafnir and Harpuia are indeed the intended names, that the Katakana Romanization is very, very pathetic.) Q: I have some theories on the names of the characters. I would like to tell you about them. Would you like to hear? A: The answer is NO! I have heard far too many "name theories", and I had enough name arguments to last me two lifetimes. I had argued for far too long, far too much on the message boards. And each time, it's left no conclusion, and it's solved nothing, and answered no questions. There are also many people who have their own theories and ideas of their own version of the names. I have my own too. All of you will have your own ideas. That doesn't mean that I will share the same ideas. I really have no interest in hearing what someone else has to say on this. Moreover, there's the presence of certain people whom I consider to be severely lacking in intelligence. Which is why I am more careful with my time and who I choose to pay attention to. Q: Who is Stronger? X or Zero? A: Kirby rules. <(^_^)> Kirby doesn't get instantly killed by spikes, copy powers at will, and he can fly for infinite distance. Kirby sucks air, while X and Zero simply sucks. On a serious note, from the Megaman X boards, I'm really fed up with these topics. WILL YOU GUYS JUST STOP THESE LAME COMPARISON FOR CRYING OUT LOUD?! Stop these mindless discussions already!! Q: I am writing my own guide. Can I use some information in your guide? A: You must specifically ask me for permission. If you do not have my permission, then you may not use it. Ask for permission first. If you take my information without giving proper credit, you are also liable to be sued by me. I can take legal actions on you if you do not have proper credits. This is not a joke. THIS FAQ IS PROTECTED BY LAW. IF YOU USE INFORMATION FROM HERE, YOU MUST SEEK PROPER PERMISSION AND GIVE PROPER CREDIT. LEGAL ACTION WILL BE TAKEN AGAINST YOU IF YOU FAIL TO DO SO. ________________________________________________________________________________ ________________________________________________________________________________ _________ / \_____________________________________________________________________ ========= - Credits - ========= Mega Ultimate thanks goes to Rods Website for suppyling all those useful information! A lot of the information in here are from them. An excellant Japanese website. This website also has very detailed information for all the Rockman Zero games. This is probably the best website for the Rockman Zero games. http://www41.tok2.com/home/rods/ Great thanks also goes to the Rockmania website. http://park1.wakwak.com/~rockmania/ Mega Thanks goes to Terence Fergusson for the various information provided on the mechanics. Many thanks to ratix0 about the correction on the Extended Air Slash. Many thanks goes to Unknownthing for telling me about wall cling tricks. Many thanks goes to Hugues Nadeau for the various Boss strategies. Many thanks to Xybazelu for the website and info on some combos. Many thanks to Paromin for the feeback and suggestions on this guide. Thanks also go to Boco for her feedback. Thanks to DomicanZero for the tip on pogoing with the Recoil Rod while dashing. This is dedicated to Kao Megura Chris Macdonald, one of the greatest FAQ writers of all time, who sadly is no longer with us any more. May his spirit live on. ________________________________________________________________________________ ________________________________________________________________________________ ___________________ / \___________________________________________________________ =================== - LEGAL INFORMATION - =================== THIS DOCUMENT IS PROTECTED BY INTERNATIONAL COPYRIGHT LAWS. ALL COPYRIGHTS OF THIS DOCUMENT ITSELF BELONG TO THE AUTHOR. THIS AUTHOR IS NOT AFFLIATED WITH THE CREATORS OF THE GAME. THE COPYRIGHTS OF THE GAME "ROCKMAN ZERO 3" / "MEGAMAN ZERO 3" AND ITS COMPONENTS BELONG TO THE GAME CREATORS CAPCOM AND INTICREATES. ALL RIGHTS RESERVED. UNAUTHORISED COPYING OR REPRODUCTION WILL RESULT IN LEGAL ACTION BEING TAKEN AGAINST THE OFFENDING PARTY. THIS DOCUMENT IS TO BE DISTRIBUTED FREELY WITHOUT EDITING TO THE PUBLIC. YOU MAY NOT COPY OFF PARTS OR WHOLE OF THIS DOCUMENT WITHOUT AUTHORISED PERMISSION. CREDITS MUST BE GIVEN ACCORDINGLY. ________________________________________________________________________________ ________________________________________________________________________________ ------------------- End of Document Done by Chen Guojun COPYRIGHT 2005 All rights reserved -------------------