______________________ / \ \ -------------------- / | ==================== | | ROCKMAN ZERO 4 | | ==================== | / -------------------- \ \______________________/ Written by Chen Guojun / Cyber Akuma / Mech Gouki / God of Truth / Ultimate Reality Version 1.0 09-07-05 [Current Version] Added Xybazelu's quotes. Started on Complete Walkthrough. Version 0.95 08-06-05 Completed Assimilated Weapons. Version 0.9 01-06-05 Added the effects of Cyber Elf Names. Added information on Assimilated Weapons. Version 0.8 18-05-05 Revised the Weapons section. Added Stage Summary. Version 0.7 13-05-05 Added EX Skills. Version 0.6 10-05-05 Added Weapons Section. Version 0.5 09-05-05 Completed the Chips section. Added on Mini-Games. Version 0.45 06-05-05 Added to the Chips. Corrected Cyber Elf descriptions. Version 0.4 04-05-05 Added more tables. Improved on Cyber Elf and Game Mode sections. Version 0.35 02-05-05 Added Game Mode info. Version 0.3 30-04-05 Added Parts list and Chips list. Added Subtank Locations. Version 0.2 29-04-05 First release. No walkthrough as of now. ________________________________________________________________________________ ________________________________________________________________________________ __________ / \____________________________________________________________________ ========== - CONTENTS - ========== 1. Introduction 2. Weapons - Weapons - Special Enhancements - EX Skills - Assimilated Weapons - Boss Behavior - Elemental Properties - Invincibility 3. Cyber Elf 4. Game Modes - Game Modes - Mini Games 5. Parts Recipe 6. Chips - Head Chip - Body Chip - Foot Chip - Subtanks 7. Database 8. Walkthrough - Stage Summary 9. Frequently Asked Questions 10. Credits 11. Legal Information ________________________________________________________________________________ ________________________________________________________________________________ ______________ / \________________________________________________________________ ============== - INTRODUCTION - ============== This guide is best viewed in 800x600 screen resolution, in size 10 font, in Wordpad. This guide is designed to fit in 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. Currently, there is no full walkthrough. ________________________________________________________________________________ ________________________________________________________________________________ _________ / \_____________________________________________________________________ ========= - 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 the Buster Shot will not affect Zero's movements. Zero can continue all 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. - Only 1 Buster Shot EX Skill may be Active at any one time. When 1 EX Skill is enabled, the other Buster Shot EX Skills will be disabled. - 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 -------------------------------------------------------------------------------- - 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, Bar Hanging, 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 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. It has a different Attack from a Normal Jump Slash. - When using an Air Slash (Normal, Spin, or Charged), 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. It has a different Attack as 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/Bar 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 14 Combo Value 1 -------------------------------------------------------------------------------- - Zero Knuckle - ---------------- Details: - The Zero Knuckle is a low range Weapon that attacks in seperate directions. Charge up for extra Power. This Weapon is used to Assimilate other Weapons from Enemies or Objects. This Weapon has special effects on certain Enemies or Objects. Use the Directional Button to control the attack direction. - Normal and Full-Charged Attacks can attack in 4 Directions: Up; Upforward; Forward; Downforward. Use the Directional Button to attack in these corresponding directions. - Zero cannot aim the direction of a Normal or Full-Charged Knuckle while clinging a wall. The Knuckle Attacks will always be Forward, away from the Wall. - Zero cannot use any Zero Knuckle Attacks, or an Assimilated Weapon, while hanging from a Bar. - When Zero use the Zero Knuckle (Normal or Full-Charged) on a Bar, while in the air, Zero will automatically hang on to the Bar. - The Zero Knuckle has certain special effects on certain Enemies/Objects. (E.g. The Popplan and Ribops.) - When the Zero Knuckle destroys a normal Enemy/Object, a temporary Weapon will be Assimilated, if it is possible to Assimilate a Weapon from that Enemy/Object. - Normal Enemies may have different parts for Assimilation. Certain background objects may also be possible to be Assimilated. - When a temporary Weapon is Assimilated, it will replace the Zero Knuckle temporarily. The Zero Knuckle will revert back when the Assimilated Weapon is lost. - There are 5 Classes of Assimilated Weapons. Each class has their own special effects. They are: Buster; Shield; Bomb; Rod; Saber - On the Start Menu, you may change the Weapons to remove the Assimilated Weapon and revert to the Zero Knuckle. - Press the "Select" button with an Assimilated Weapon, to have Zero Throw the Weapon forward. The Assimilated Weapon will be lost, and revert back to the Zero Knuckle. - The Throw will always have the same effect, regardless of the Assimilated Weapon. - The Throw cannot pass through enemies or solid floor/walls. The Thrown Weapon will fall down while moving forward. - Using the Throw while Standing, Jumping, Wall Clinging, will all have the same effects. Using the Throw while Walking or Dashing will end up with Zero Standing. - When a special effect happens with the Zero Knuckle (Assimilate Weapons, ripping vines, etc), the recovery is almost immediate. - Effects that Increases the Attack Power of the Zero Knuckle will not affect the Attack Power of the Assimilated Weapons. - Normal Knuckle: (Applies for all 4 directions, and all Normal Knuckles.) Attack 6 Combo Value 1 - Full-Charged Knuckle: (Applies for 4 directions, and all Full-Charged Knuckles.) Attack 14 Combo Value 1 - Throw: (Applies for all Throws.) Attack 8 Combo Value 1 -------------------------------------------------------------------------------- ================================================================================ - Special Enhancements - ************************ -------------------------------------------------------------------------------- Buster Shot ----------- Hacker Class Ability LV 1: 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. -------------------------------------------------------------------------------- Z-Saber ------- Hacker Class Ability LV 2: - 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. - Having the Cyber Elf name as Nuvel will increase the Attack Power by Attack 3. - 3rd Standing Upward Slash: Attack 10 Combo Value 3 - When using standing Saber Slashes, at the Normal 3rd Standing Saber Slash, press the "Up" direction, and Zero will immediately follow up with a Shouenga. The 3rd Standing Slash is cancelled into a Shouenga. - The Shouenga 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. - 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. - This effect will work only if the Shouenga EX Skill is obtained and activated. Hacker Class Ability LV 4: - 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 Rolling Body Chip: - 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. - 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 Jump Saber Slash: Attack 4 Combo Value 1/2/3/4/5/6 - Spin Dash Saber Slash: Attack 7 Combo Value 1/2/3/4 Erase Body Chip: - Zero may use the Z-Saber Attacks to Nullify Energy Bullets. - This only applies to normal Saber Slashes and the techniques added by Cyber Elf. This does not apply for EX Skills, or a Full-Charged Saber. Reflect Body Chip: - Zero may use the Z-Saber Attacks to Reflect Energy Bullets. - Reflected Energy Bullets deal damage of Attack 2, and damage Enemies. They are Reflected in the opposite direction they were going. - This only applies to normal Saber Slashes and the techniques added by Cyber Elf. This does not apply for EX Skills, or a Full-Charged Saber. -------------------------------------------------------------------------------- ================================================================================ - EX Skills - ************* EX Skills must be obtained by fighting the 8 Bosses with the Stage at Normal Weather Level. EX Skills are not obtainable in Easy Mode and Hard Mode. Unless otherwise stated, Attacks are Non-Elemental. Elemental changes in Attacks will be detailed. -------------------------------------------------------------------------------- EX Skill Name: Time Stopper Obtained: Pupra Cockapetri Weapon: Buster Shot Effects: - A Full-Charged Buster Shot is changed into an Energy Ball that seperates into a square Energy field, that damages and paralyzes Enemies for a short time. The Energy Field dissipates and ends after a short time. - This Attack Replaces the Full-Charged Buster Shot Attack. - The Energy Ball seperates into an Energy Field upon contact with an Enemy or wall. It will also seperate after travelling a maximum range of half-screen, until this Attack finishes. - While the Energy Ball or Energy Field is still present, no Buster Shot Attacks may be used. - Certain normal Enemies hit by the Energy Field can be paralyzed. If hit, a circle will appear on these enemies, and they will be paralyzed until the Energy Field dissipates. - The Energy Field will dissapate and end after approximately 2 seconds. The Energy Field will immediately dissapate and end, when it is Deflected, of if it hits an Enemy that cannot be paralyzed. - The Energy Shot Attack is Non-Elemental. - The Energy Field Attack is Non-Elemental. Damage: - Energy Ball: Attack 8 Combo Value 1 - Energy Field: Attack 2 Combo Value 2 -------------------------------------------------------------------------------- EX Skill Name: Tractor Shot Obtained: Mino Magnax Weapon: Buster Shot Effects: - When a Charge is initiated immediately after any Buster Shot Attack, Zero will continue to hold out the Weapon. When this Buster Shot is Full-Charged, a Tractor Ball is formed in front. The Tractor Ball absorbs all Energy Shots and increases its Attack Power. Release the Charge to fire the Tractor Ball Shot directly forward. Both the Tractor Ball and Tractor Ball Shot can damage enemies. The Tractor Ball Shot cannot pass through walls or enemies. - This Attack does not totally Replace the Full-Charged Buster Shot Attack. This Attack is only initiated when a Charge is activated by pressing the Weapon Button immediately after any Buster Shot Attack, and the Charge becomes Full-Charged. - This move may not be Charged with the Auto Charge Head Chip. This move may not be activated by the Command Charge from Hacker Class Ability LV 7. - When the Charge is Full, and Tractor Ball is present, any Energy Shots fired by Enemies on screen is immediately Absorbed by the Tractor Ball, without causing any damage. - The Tractor Ball and Tractor Ball Shot will increase Attack Power by Attack 1 for every Energy Shot that is Absorbed. (Max Attack = 32). The size of the Tractor Ball and Tractor Ball Shot will also increase. (Only applies for current Shot. New Shots will restart from 0.) - The Tractor Ball is released into a Tractor Ball Shot, when the Weapon Button is released with the Charge, a different Weapon is used, or when Zero is hit by an Attack. - Note that there is still a Charge, even as the Tractor Ball is present. If the Weapon Button is released, to fire the Tractor Ball Shot, the Charge will also be gone. However, if the Tractor Ball Shot is released by other ways, the Charge will still remain, and it is possible to fire a Full-Charged Shot after this. - The Tractor Ball will only hit once for each contact with an Enemy. This means that the Tractor Ball will only hit an enemy once when it comes into contact, Zero has to bring it away, then contact the enemy to damage again. The Tractor Ball does not hit repeatedly while in contact with an Enemy. - The Tractor Ball Attack is Thunder Elemental. The Tractor Ball Shot Attack is Thunder Elemental. Damage: - Tractor Ball: Attack 4(+) Combo Value 1 (Thunder Elemental) - Tractor Ball Shot: Attack 2(+) Combo Value 1 (Thunder Elemental) -------------------------------------------------------------------------------- EX Skill Name: Burning Shot Obtained: Sol Titarnyan Weapon: Buster Shot Effects: - A Full-Charged Buster Shot is changed into a Heat Sphere that explodes on contact, causing extra damage on a wider area. - This Attack Replaces the Full-Charged Buster Shot Attack. - The Heat Sphere causes a 6-point Explosion upon contact with an Enemy or wall/floor. - While the Heat Sphere is still present, no Buster Shot Attacks may be used, until the 6-Point Explosion appears, or the Heat Sphere disappears. - The Heat Sphere Attack is Flame Elemental. The 6-point Explosion Attack is Flame Elemental. Damage: - Heat Sphere: Attack 8 Combo Value 1 (Flame Elemental) - 6-point Explosion: Attack 4 Combo Value 2 (Flame Elemental) -------------------------------------------------------------------------------- EX Skill Name: Ice Javelin Obtained: Tech Kraken Weapon: Buster Shot Effects: - A Full-Charged Buster Shot is changed into a long Ice Spear, that travels forward dealing multiple hits. - This Attack Replaces the Full-Charged Buster Shot Attack. - There are 4 sections of the Ice Spear. Each Ice Spear Section does its own attack. - All Ice Spear Sections cannot pass through Enemies or walls/floor. One Ice Spear Section being affected will not affect the rest. - Once the Ice Javelin is used, no Buster Shot Attacks may be used for a short while. - All Ice Spear Section Attacks are Ice Elemental. Damage: - Ice Spear Section 1: Attack 3 Combo Value 2 (Ice Elemental) - Ice Spear Section 2: Attack 3 Combo Value 3 (Ice Elemental) - Ice Spear Section 3: Attack 3 Combo Value 4 (Ice Elemental) - Ice Spear Section 4: Attack 3 Combo Value 5 (Ice Elemental) -------------------------------------------------------------------------------- EX Skill Name: Tsuibangeki Obtained: Norbil Mandrago 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. When Zero lands on the floor with this Attack, 2 Rocks will be sent away in 2 different directions, in fixed distance. The Rocks will not pass through Enemies or walls/floor. This Attack will end only when Zero reach the floor (or pit), or stop if Zero gets hit. - Effects that Increase the Attack Power of the Basic Weapons will not Increase the Attack Power of the Rock Attacks. - The Saber Plunge Attack is Non-Elemental. The Rocks Attacks are Non-Elemental. Damage: - Saber Plunge: Attack 16 Combo Value 5 (Non-Elemental) - Rock: Attack 8 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- EX Skill Name: Buraitotsu Obtained: Pegasolta Eclairl Weapon: Z-Saber Effects: - The Dashing Z-Saber attack is replaced with a Thunder Saber Thrust Attack that has longer range, and more hits, but more narrow coverage. When this Attack hits the solid wall/floor/slope, 2 Spark Balls will travel along the walls/floor in seperate directions. The Spark Balls disappear after a short while. They cannot pass through Enemies or deflection. - This move Replaces the Dashing Saber Slash Attack. - Effects that Increase the Attack Power of the Basic Weapons will not Increase the Attack Power of the Spark Ball Attacks. - The Saber Thrust Attack is Thunder Elemental. The Spark Ball Attacks are Thunder Elemental. Damage: - Saber Thrust: Attack 5 Combo Value 1/2/3 (Thunder Elemental) - Spark Ball: Attack 8 Combo Value 1 (Thunder Elemental) -------------------------------------------------------------------------------- EX Skill Name: Shouenga Obtained: Heat Genblem 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 Flame 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. - Effects that affect Zero's Jump will also affect this move. - The Rising Upper Slash Attack Flame Elemental. Damage: - Rising Upper Slash: Attack 14 Combo Value 4 (Flame Elemental) -------------------------------------------------------------------------------- EX Skill Name: Hyougetsujin Obtained: Heat Genblem Weapon: Z-Saber Effects: - Press "Up" + Z-Saber Weapon on the ground to activate this move. Zero will activate a Straight Slash, at the same time, releasing a Ice Ground Wave forward, that travels along the ground/slopes, until it reaches a wall or edge of a floor. The Ground Wave will pass through Enemies, but will not pass through deflection. - Effects that Increase the Attack Power of the Basic Weapons will not Increase the Attack Power of the Ground Wave Attack. - The Straight Slash Attack is Non-Elemental. The Ground Wave Attack is Ice Elemental. Damage: - Straight Slash: Attack 10 Combo Value 3 (Non-Elemental) - Ground Wave: Attack 8 Combo Value 3 (Ice Elemental) -------------------------------------------------------------------------------- ================================================================================ - Assimilated Weapons - *********************** Assimilated Weapons of the Zero Knuckle can be classified into 5 different classes. Buster, Saber, Shield, Rod, Bomb. Each class has a distinct effect. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Buster-Class Weapons -------------------- - Buster Class Weapons are generally weapons that are projectile. They do not hamper movements, even for slow recovery weapons. - Buster Class Weapons may be used without affecting Zero's movements. Zero can continue all actions normally while using Buster Shot. However, Zero is unable to use any other Attacks until the Attack totally finishes. - Ammo Count is reduced whenever the Attack is activated. - When Ammo Count is depleted to 0, the Assimilated Weapon will not revert, but no Shots will be fired when the Buster Class Weapon is activated. -------------------------------------------------------------------------------- Weapon Name: Spread Shot Obtained: Cannon Hopper (Enemy) Ammo Count: Infinite Effects: - Zero releases 4 Shots in spreading directions one at a time, from lowest, low, high, highest. The Shots will not pass through Walls or Enemies. - Bullets: Attack 2 Combo Value 0/1/2/3 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Drill Shot Obtained: Mole Ghoul (Enemy) Ammo Count: 8 Effects: - Zero fires a drill directy forward, which deals multiple hits. The Shot pass through enemies, but cannot pass through walls. - Drill: Attack 5 Combo Value 1/2/3/4 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Cross Shot Obtained: Crossbine (Enemy) Ammo Count: Infinite Effects: - Zero fires a solid shot directly forward, which seperates into 4 diagonal arrows after hitting an enemy or wall or travelling half-screen. The Shots will not pass through Walls or Enemies. - Solid Shot: Attack 4 Combo Value 1 (Non-Elemental) - Arrow: Attack 2 Combo Value 2 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Lamp Burner Obtained: Lamplot X (Enemy) Ammo Count: 6 Effects: - Zero uses a flamethrower that moves along with him, dealing multiple hits. This is not affected by walls or enemies. This will last until it finishes. - Flame: Attack 3 Combo Value 0/1/2/3 (Flame Elemental) -------------------------------------------------------------------------------- Weapon Name: 2WAY Shot Obtained: Gyro Cannon H (Enemy) Ammo Count: Infinite Effects: - Zero fires 2 Shots that travel in 2 directions up and down (approximately 30 degrees deviation). May be fired multiple times. The Shots will not pass through Walls or Enemies. - Bullets: Attack 2 Combo Value 0 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Aim Shot Obtained: Yadoka Roid (Enemy) Ammo Count: Infinite Effects: - Zero fires a Shot that is aimed at the enemy in multiples of approximately 30 degrees. The Shots will not pass through Walls or Enemies. May be fired multiple times. - Bullets: Attack 2 Combo Value 0 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Ice Buster Obtained: Glasharl (Enemy) Ammo Count: 8 Effects: - Zero fires a falling Shot forward. The Shots will not pass through Walls or Enemies. - Falling Shot: Attack 6 Combo Value 1 (Ice Elemental) -------------------------------------------------------------------------------- Weapon Name: Beam Shot Obtained: Beam Walker (Enemy) Ammo Count: Infinite Effects: - Zero fires a Laser Shot directly forward. This Shot will pass through enemies, but cannot pass through deflection and cannot pass through walls/floors. - Laser Shot: Attack 6 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Search Shot Obtained: Yadoka Roid (Enemy) Ammo Count: Infinite Effects: - Zero fires a Shot that is aimed at the enemy in multiples of approximately 30 degrees. The Shots will not pass through Walls or Enemies. May be fired multiple times. - Bullets: Attack 2 Combo Value 0 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Blaze Buster Obtained: Variant Fire (Enemy) Ammo Count: 8 Effects: - Zero fires a small shot directly forward. This Shot will not pass through walls or enemies. If this Shot comes into contact with walls/floors, a small flame will be produced for a short time. - Small Shot: Attack 4 Combo Value 1 (Flame Elemental) - Flame: Attack 7 Combo Value 2 (Flame Elemental) -------------------------------------------------------------------------------- Weapon Name: Tri Shot Obtained: Tria Forma (Enemy) Ammo Count: Infinite Effects: - Zero fires a Spark Shot that is homed-in on the enemy. The Shots will not pass through Walls or Enemies. May be fired multiple times. - Spark Shot: Attack 2 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Vertical Shot Obtained: Medu Hopper (Enemy) Ammo Count: Infinite Effects: - Zero fires 2 Red Shots directly up and directly down, from slightly in front of him. - Red Shots: Attack 2 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Wide Buster Obtained: Variant Misil (Enemy) Ammo Count: 4 Effects: - Zero fires a large missile directly forward. Then, after a short distance, 2 small missiles appear above the large missile, and 2 small missiles appear below, and all travel forward. The Missiles cannot pass through walls/floors and enemies. - Big Missile: Attack 5 Combo Value 1 (Non-Elemental) - Small Missile: Attack 4 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Bend Laser Obtained: E.Laser (Enemy) Ammo Count: 8 Effects: - Zero fires a Laser Shot directly forward. If there is an enemy directly above or below this Laser Shot, it will bend directly up or down towards the enemy. - Laser Shot: Attack 6 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Ref Laser Obtained: Ref Beamer (Enemy) Ammo Count: Infinite Effects: - Zero fires off 2 Laser Trails, slightly downforward. These trails will bounce off walls/floors up to 2 times. - Laser Trails: Attack 4 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Water Gun Obtained: Water Guns in the Human Settlement Mission (Enemy) Ammo Count: 8 Effects: - Zero fires off 3 shots of water falling foward. The water may extinguish fires. - Water: Attack 1 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Cannon Buster Obtained: R.B Cannon (Enemy) Ammo Count: 6 Effects: - Zero fires a falling ball foward. This ball will bounce off walls/floor off a short height. This shot cannot pass through Enemies. The Shot dissappears after a short while. - Ball: Attack 8 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Electric Light Obtained: Lighting Units in the Cold Sleep Facility (Object) Ammo Count: Infinite Effects: - Zero lights up an area in front of him, which will follow Zero as he moves and changes direction. This will last for a short time before ending. During this time, Zero may not use any attack. This Attack does not deal damage. The Lighted area has the effect of repelling Poor Elf Enemies. - Lighting: No Attack -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Saber-Class Weapons ------------------- - Saber Class Weapons are generally weapons that are close range, and have a wide attack area, from behind to in front. - Saber Class Weapons each have their own speed, slash pattern, range, recovery. - Using Saber Class Weaons while Walking or Dashing will end up with Zero Standing. - Ammo Count reduced only when the Attack hits an enemy. Activating but not hitting an enemy will not reduce the Ammo Count. This is regardless of how many hits a single Attack can deal, as long as at least one hit of the Attack hits. - When Ammo Count is depleted to 0, the Assimilated Weapon will revert back. -------------------------------------------------------------------------------- Weapon Name: Mega Axe Obtained: Axe Roid (Enemy) Ammo Count: Infinite Effects: - Zero swings a wide Axe forward at moderate speed. - Axe: Attack 16 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Flame Sword Obtained: Faital (Enemy) Ammo Count: Infinite Effects: - Zero swings a Flame Saber forward at fast speed. - Flame Saber: Attack 10 Combo Value 1 (Flame Elemental) -------------------------------------------------------------------------------- Weapon Name: Mega Hammer Obtained: Maul Roid (Enemy) Ammo Count: Infinite Effects: - Zero swings a Hammer forward at very slow speed. - Hammer: Attack 10 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Death Pierce Obtained: Swords from Vile Battle Mode 1 (Enemy) Ammo Count: 1 Effects: - Zero swings a Bright Saber forward at fast speed. - Bright Saber: Attack 20 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Iron Pipe Obtained: Pipe Background in the Cold Sleep Facility (Object) Ammo Count: 6 Effects: - Zero swings a Pipe forward at fast speed. - Hammer: Attack 12 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Shield-Class Weapons -------------------- - Shield Class Weapons are generally Shields which enable Zero to protect himself against certain enemy shots, as well as reflect Energy Bullets. - 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.) - Enemy Shots that cannot pass through walls, will not pass through the Shield. The Shield will act like a wall for Shots. - Some Shield Class Weapons deal damage, but only when they are first held up. Continually holding up the Shield will not deal Attack Damage. - 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. - All Ammo Count of Shields is Infinite. -------------------------------------------------------------------------------- Weapon Name: Met Shield Obtained: Mettorl (Enemy) Ammo Count: Infinite Effects: - Zero holds up a Shield, the shape of a helmet. - Shield: No Attack -------------------------------------------------------------------------------- Weapon Name: Lamp Shield Obtained: Lamplot X Shield Portion (Enemy Portion) Ammo Count: Infinite Effects: - Zero holds up a Shield, the shape of a Lamplot X Shield. - Shield: No Attack -------------------------------------------------------------------------------- Weapon Name: Ice Shield Obtained: Heccrysta (Enemy) Ammo Count: Infinite Effects: - Zero holds up a Shield, the shape of a Heccrysta. - This Shield does not reflect Energy Bullets like all the other Shields. When an Energy Bullet hits the Shield, instead of reflecting an Energy Bullet, the Ice Shield will send out 6 Shots, and immediately revert back the Zero Knuckle. - Shield: No Attack - Ice Shot: Attack 2 Combo Value 1 (Ice Elemental) -------------------------------------------------------------------------------- Weapon Name: Blade Shield Obtained: Sand Dozer (Enemy) Ammo Count: Infinite Effects: - Zero holds up a Shield, the shape of a Sand Dozer shovel. - Shield: Attack 1 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Sharp Shield Obtained: Yadoka Roid Outer Portion (Enemy Portion) Ammo Count: Infinite Effects: - Zero holds up a Shield, the shape of a Yadoka Roid Shell. - Shield: Attack 1 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Rod-Class Weapons ----------------- - Rod Class Weapons are generally weapons with varying range, that can be aimed to Attack in seperate directions. - On the Ground, Rod Class Weaons may be aimed in 4 directions: Up, Upforward, Forward, Downforward. Press the Directional Pad in the corresponding direction before Attacking to attack in that direction. - In the Air, Rod-Class Weaons may be aimed in 5 directions: Up, Upforward, Forward, Downforward, Down. Press the Directional Pad in the corresponding direction before Attacking to attack in that direction. - Using Rod Class Weaons while Walking or Dashing will end up with Zero Standing. - Ammo Count reduced only when the Attack hits an enemy. Activating but not hitting an enemy will not reduce the Ammo Count. This is regardless of how many hits a single Attack can deal, as long as at least one hit of the Attack hits. - When Ammo Count is depleted to 0, the Assimilated Weapon will revert back. -------------------------------------------------------------------------------- Weapon Name: Long Snapper Obtained: Popplan (Enemy) Ammo Count: Infinite Effects: - Zero attacks with a Snapper that extends outwards, then attacks repeatedly at a fixed range. This Attack has a very slow recovery. - Snapper: Attack 2 Combo Value 1/2/3/4/5 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Elec Rod Obtained: Raiken (Enemy) Ammo Count: 6 Effects: - Zero attacks with a short Electric Rod. If this Rod comes into contact with the Wall/floor, 2 Spark Balls will travel along the walls/floor in seperate directions. They dissappear after a short while. - Hitting a wall/floor or Damaging an Enemy with the Spark Balls will not cause the Shot Count to reduce. - Electric Rod: Attack 10 Combo Value 1 (Thunder Elemental) - Spark Ball: Attack 4 Combo Value 2 (Thunder Elemental) -------------------------------------------------------------------------------- Weapon Name: Tongue Rod Obtained: Kerosh (Enemy) Ammo Count: Infinite Effects: - Zero attacks with a long whip that can hit up to 2 times. - Whip: Attack 4 Combo Value 1/2 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Bee Rod Obtained: Apnet (Enemy) Ammo Count: Infinite Effects: - Zero attacks with a very short needle. - Whip: Attack 4 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Elec Nail Obtained: Ele Deserter (Enemy) Ammo Count: Infinite Effects: - Zero attacks with a short Discharger. A Spark is left behind after the attack for a short while. - Discharger: Attack 5 Combo Value 1 (Thunder Elemental) - Spark: Attack 5 Combo Value 2 (Thunder Elemental) -------------------------------------------------------------------------------- Weapon Name: Magne Punch N Obtained: Magnepper N (Enemy) Ammo Count: Infinite Effects: - Zero attacks with a short Blue Pod. - This Attack sends the Magnepper N and Magmine N Enemy flying away. - This Attack temporarily disables the Magnepper S and Magmine S Enemy, making them unable to deal damage. - Blue Pod: Attack 4 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Magne Punch S Obtained: Magnepper S (Enemy) Ammo Count: Infinite Effects: - Zero attacks with a short Blue Pod. - This Attack sends the Magnepper S and Magmine S Enemy flying away. - This Attack temporarily disables the Magnepper N and Magmine N Enemy, making them unable to deal damage. - Red Pod: Attack 4 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Drill Rod Obtained: Gan Ga Gern (Enemy) Ammo Count: 6 Effects: - Zero attacks with a long Drill extending outwards. This has a slow recovery. - This Attack may be used to destroy Blocks which the Tely Bomb can destroy. - Long Drill: Attack 3 Combo Value 0/1/2/3/4/5/6/7/8 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Card Key Obtained: Hikyal Nicos C (Enemy) Ammo Count: 1 Effects: - Zero attacks with a short card. - This Attack may be used to disable Electric Lock at the Cold Sleep Facility. - Card: Attack 4 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Elec Arm Obtained: Pantheon Corpse (Enemy) Ammo Count: Infinite Effects: - Zero atacks with a short electric rod. - Electric Rod: Attack 6 Combo Value 1 (Thunder Elemental) -------------------------------------------------------------------------------- Weapon Name: Heat Sabre Obtained: Variant Fencer (Enemy) Ammo Count: Infinite Effects: - Zero attacks with a mid-range Lance. - Lance: Attack 12 Combo Value 1 (Flame Elemental) -------------------------------------------------------------------------------- Weapon Name: Steel Claw Obtained: Variant Claw (Enemy) Ammo Count: Infinite Effects: - Zero attacks with a mid-range claw. - Lance: Attack 10 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Bomb-Class Weapons ------------------ - Bomb Class Weapons are generally Weapons that are thrown forward to damage the Enemies with range. Some Bomb Class Weapon explodes on contact or after a Time period, others simply attack. Generally, Bombs follow a path like gravitational objects, falling down while moving forward. Some do not follow this behaviour. - Hold "Down" when attacking with a Bomb Class Weapon, to throw the Bomb at low range. - Using Bomb Class Weaons while Walking or Dashing will end up with Zero Standing. - Effects that affect Zero's Jump Height also affect the throw of the Bombs. - Ammo Count is reduced whenever the Attack is activated. - When Ammo Count is depleted to 0, the Assimilated Weapon will revert back. -------------------------------------------------------------------------------- Weapon Name: Bound Tire Obtained: Kelberos (Enemy) Ammo Count: 1 Effects: - Zero throws a Wheel that bounce off walls/floors up to 5 Times before disappearing. - Wheel: Attack 10 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Joint Bomb Obtained: Bomsect Joint Portion (Enemy Portion) Ammo Count: 4 Effects: - Zero throws a Block Bomb. This Block Bomb explodes upon contact with an Enemy or after approximately 1 Second. - Block Bomb: Attack 8 Combo Value 1/2 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Rising Bomb Obtained: Bomaider Ammo Count: 2 Effects: - Zero throws a Cylinder Bomb. This Cylinder Bomb burns up upon contact with an Enemy or the wall/floor. - Cylinder Bomb: Attack 8 Combo Value 1/2 (Flame Elemental) -------------------------------------------------------------------------------- Weapon Name: Egg Bomb Obtained: Fire Reynant Eggs (Enemy) Ammo Count: 1 Effects: - Zero throws a Small Bomb. This Small Bomb explodes upon contact with an Enemy or after approximately 1 Second. - Block Bomb: Attack 12 Combo Value 1/2 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Balloon Bomb Obtained: Nid Balloon (Enemy) Ammo Count: 1 Effects: - Zero throws a Ball, that explodes in air, or after contact with enemy or wall/floor, sending needles in 8 directions. - Ball: Attack 8 Combo Value 1 (Non-Elemental) - Needle: Attack 4 Combo Value 2 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Gear Bomb Obtained: Serpent Gear (Enemy) Ammo Count: 1 Effects: - Zero throws a Gear. This will not pass through walls or enemies. - Gear: Attack 14 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Hive Bomb Obtained: Beeneran (Enemy) Ammo Count: 1 Effects: - Zero throws a Plant, that releases 3 Puchinets upon contact with an enemy or wall/floor. - The Puchinets, are normal Puchinets. They will damage Zero, not Enemies. - Plant: Attack 2 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Neon Bomb Obtained: Clio Neon (Enemy) Ammo Count: 2 Effects: - Zero throws a Power Unit forward, that explodes in air, or after contact with enemy or wall/floor, leaving a Spark behind. - Block Bomb: Attack 5 Combo Value 1/2/3 (Thunder Elemental) -------------------------------------------------------------------------------- Weapon Name: Gyro Boomerang Obtained: Gyro Attacker (Enemy) Ammo Count: 1 Effects: - Zero throws a Boomerang forward, that arcs around before returning. - Boomerang: Attack 10 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Wave Bomb Obtained: Bomgal (Enemy) Ammo Count: 1 Effects: - Zero throws a Missile Bome forward. If this hits a floor, 4 flames will be created that travel away until they reach the end of the floor. If this hits an enemy, flames will be created on the enemy. - Missile Bomb: Attack 8 Combo Value 1/2/3/4 (Flame Elemental) -------------------------------------------------------------------------------- Weapon Name: Burst Bomb Obtained: Containers on the Giant Subdesert (Enemy) Ammo Count: 3 Effects: - Zero throws a Sphere Bomb. This Block Bomb explodes upon contact with an Enemy or after approximately 1 Second. - Sphere Bomb: Attack 4 Combo Value 1 (Non-Elemental) - Explosion: Attack 6 Combo Value 2/3/4/5 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: 3WAY Bomb Obtained: Hikyal Nicos B (Enemy) Ammo Count: 1 Effects: - Zero throws a Circular Bomb. On contact with an enemy or wall/floor, the Bomb explodes into 3 Shots fired at different directions. - Circular Bomb: Attack 9 Combo Value 1 (Non-Elemental) - Shot: Attack 2 Combo Value 2 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Mini Craban R Obtained: Mini Craban R (Enemy) Ammo Count: 1 Effects: - Zero throws a Crab. This will not pass through walls/floors or Enemies. - If this crab comes into contact with Mini Craban B, 2 Purple Shots will be released upwards. - Crab: Attack 6 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- Weapon Name: Mini Craban B Obtained: Mini Craban B (Enemy) Ammo Count: 1 Effects: - Zero throws a Crab. This will not pass through walls/floors or Enemies. - If this crab comes into contact with Mini Craban R, 2 Purple Shots will be released upwards. - Crab: Attack 6 Combo Value 1 (Non-Elemental) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- ================================================================================ - 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. (This is calculated after effects that increase Attack Damage, and after Elemental Attributes.) 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. Damage is always in Integer. Elemental Damage is always calculated after taking into consideration, the Attack Damage increasing effects. 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 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. Attacks like Spin Jump Saber Slash and Burning 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 Spin Dash Slash. In the case of the repeated Spin Dash 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 use a Zero Knuckle 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 Dash Slash (Combo Value 1). The Dash Slash 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. ================================================================================ ________________________________________________________________________________ ________________________________________________________________________________ ___________ / \___________________________________________________________________ =========== - CYBER ELF - =========== - Cyber Elf - You have one Cyber Elf for use. This Cyber Elf has various abilities, and may be altered. In your Cyber Elf Menu, the LV is displayed. This is the Maximum Level of each Ability Class you can assign. At the Upper right corner, the upper number is your Capacity Level. This is the number of Points you can assign without suffering a Penalty for your Results Ranking Score. The lower number is the Total Level. This is your Total Assigned Points, currently. There are 3 Classes of Cyber Elf Ability. The first one with the red Icon is Nurse Elf Ability, the second one with the green Icon is Animal Elf Ability, and the third one with the blue Icon is Hacker Elf Ability. Each of these Abilities have a Level. Each Levels of each Class will have it's own effect. While you can have the effects of different Classes at the same time, you can only have one effect from each Class. The effects from one Level of a Class, will not accumulate with another effect of another Level. Only the effect of that particular Level will be taken into consideration. (Exception for Ultimate Mode.) At the Start, the Level Limit of your Cyber Elf is 0. You can increase this Level Limit when you speak to Alluet, and spend E Crystals. Points must be Assigned in order for the effects of the Ability Class to be active. You Assign 1 Point for each Level of each Ability Class. You have a Capacity Level. At the Start, your Capacity Level is 0. As you complete more Missions, your Capacity Point Limit will increase. During a Mission, if your total Assigned Points exceeds the Capacity Level, at the end of the Mission at the Results, your Results Ranking Score will receive a penalty based on the excess of Capacity Level. Unfortunately, you will not receive a Bonus if your Total Assigned Points is lower than your Capacity Level. If no Cyber Elf Abilities are active, the Cyber Elf will not appear at all. Your Cyber Elf is inactive. E.g. (If you have your Cyber Elf Max Level at Lv 3, you cannot assign 4 Points to a single Ability Class to get a LV 4 Ability.) (If you assign 2 Points to Animal Elf Ability, you will have the Lv 2 Animal Elf Ability. You will not have the LV 1 Animal Elf Ability. You can activate a Nurse or Hacker Elf Ability without affecting this.) (If you have 3 Capacity Level Points, and you assigned 4 Points among the Cyber Elf Abilities, you will receive a Penalty of 1 Point at the Results Ranking Score.) - Alluet - When you Speak to Alluet and choose Cyber Elf, you have 3 Options. The first Option allows you to increase the Level Limit, by spending E Crystals. The Maximum is Level 7. Note that this is applicable only for Normal Mode, as the other 3 Modes have fixed Max Levels. The second Option allows you to changed the Assigned Points. This is already in your Start Menu. The third is to speak with the Cyber Elf. This does nothing, except for some flavor text. As the Level gets higher, there will be more talk. Your Cyber Elf may give you some clues for Gameplay or Recipe. These are the Costs in E Crystals required to increase the Max Level for Normal Mode. Level 0 --> Level 1 50 E Crystals Level 1 --> Level 2 100 E Crystals Level 2 --> Level 3 300 E Crystals Level 3 --> Level 4 600 E Crystals Level 4 --> Level 5 1000 E Crystals Level 5 --> Level 6 1500 E Crystals Level 6 --> Level 7 3500 E Crystals - Game Mode - In Easy Mode, the default is Fixed at Level 5, and 15 Capacity Points. In Hard Mode, the default is Fixed at Level 0, and 0 Capacity Points. In Ultimate Mode, the default is Fixed at Level 7, and 21 Capacity Points. In Normal Mode, you start at 0 Capacity Points, and your Maximum is 8 Capacity Points. (Not counting the Elf Body Chip.) - Cyber Elf Name - When you are to receive your Cyber Elf from Alluet, after the Area Zero Mission, you are given a chance to Name your Cyber Elf. Alluet will ask you if you choose to Name your Cyber Elf as Crowarl. If you say no, you can move around, and ask the other 5 people around. They will each give you a Name suggestion. There are 6 Names in total. Pick the Name you want and say yes. The Name you have will last for this Playthrough. In your next playthrough, you get a chance to name your Cyber Elf again. The name of the Cyber Elf will affect certain Abilities as well. These are the available names that you have. Alluet - Crowarl Ciel - Sharite Rouge - Variable Celvo - Progress Hirondell - Nuvel Tifon - Rukuryu - Cyber Elf Effects - ------------------------------------------------------------------------------ | - Nurse Class Ability - | ------------------------------------------------------------------------------ | | | LV 1 Effect: | | | | The Cyber Elf will produce a Small Life Energy every 25 Seconds. | | If Cyber Elf name is Crowarl, The Cyber Elf will produce a | | Small Life Energy every 20 Seconds. | | | ------------------------------------------------------------------------------ | | | LV 2 Effect: | | | | Zero's Life Gauge is now 20 Life Points. | | | ------------------------------------------------------------------------------ | | | LV 3 Effect: | | | | Zero's Life Gauge is now 24 Life Points. | | | ------------------------------------------------------------------------------ | | | LV 4 Effect: | | | | Zero's Life Gauge is now 28 Life Points. | | | ------------------------------------------------------------------------------ | | | LV 5 Effect: | | | | Zero's Life Gauge is now 32 Life Points. | | | ------------------------------------------------------------------------------ | | | LV 6 Effect: | | | | Zero's Life Gauge is now 32 Life Points. | | | | Effect of Nurse Class Ability LV 1. | | | ------------------------------------------------------------------------------ | | | LV 7 Effect: | | | | Zero's Life Gauge is now 64 Life Points. (2 Life Gauge Colors.) | | | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | - Animal Class Ability - | ------------------------------------------------------------------------------ | | | LV 1 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. | | | ------------------------------------------------------------------------------ | | | LV 2 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. | | | ------------------------------------------------------------------------------ | | | LV 3 Effect: | | | | The Cyber Elf will attack with a Flame Elemental Shot directly forward. | | The Shots cannot pass through walls or enemies. | | Rate of shooting is approximately 1 per 2/3 Second. | | If Cyber Elf Name is Rukuryu, Attack Power of this Attack is increased | | by Attack 2. | | If Cyber Elf Name is Sharite, Attack Power of this Attack is increased | | by Attack 1. | | | | Straight Shot: Attack 3 - Flame Elemental Combo Value 0 | | | ------------------------------------------------------------------------------ | | | LV 4 Effect: | | | | The Cyber Elf will attack with an Ice Elemental Shot forward, slightly | | up, before falling down. It will explode on an Enemy or wall/floor. | | The Shots cannot pass through walls or enemies. | | Rate of shooting is approximately 1 per 1 Second. | | If Cyber Elf Name is Progress, Attack Power of this Attack is increased | | by Attack 2. | | If Cyber Elf Name is Sharite, Attack Power of this Attack is increased | | by Attack 1. | | | | Falling Shot: Attack 1 - Ice Elemental Combo Value 0 | | Explosion: Attack 2 - Ice Elemental Combo Value 1 | | | ------------------------------------------------------------------------------ | | | LV 5 Effect: | | | | The Cyber Elf will attack with a Thunder Elemental Shot aimed at Enemies. | | If no aimable Enemies are present, the Shot will be directly forward. | | The Shots cannot pass through walls or enemies. | | Rate of shooting is approximately 1 per 1 Second. | | If Cyber Elf Name is Variable, Attack Power of this Attack is increased | | by Attack 2. | | If Cyber Elf Name is Sharite, Attack Power of this Attack is increased | | by Attack 1. | | | | Homing Shot: Attack 3 - Thunder Elemental Combo Value 0 | | | ------------------------------------------------------------------------------ | | | LV 6 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. | | | ------------------------------------------------------------------------------ | | | LV 7 Effect: | | | | The Damage that Zero receives is Halved, rounded down. | | The formula is Final Damage = Int(Initial Damage/2) . Miminum = 1. | | | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | - Hacker Class Ability - | ------------------------------------------------------------------------------ | | | LV 1 Effect: | | | | Zero may fire up to 4 Buster Shots on screen instead of 3 at any time. | | | ------------------------------------------------------------------------------ | | | LV 2 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. | | If Cyber Elf Name is Sharite, Attack Power of this Upward Slash Attack is | | increased by Attack 3. | | | | Upward Slash: Attack 10 Combo Value 3 | | | | When using standing Saber Slashes, at the Normal 3rd Standing Saber Slash, | | press the "Up" direction, and Zero will immediately cancel the | | 3rd Standing Saber Slash into a Shouenga EX Skill. | | This effect will work only if the Shouenga EX Skill is obtained and | | activated. | | | ------------------------------------------------------------------------------ | | | LV 3 Effect: | | | | The Attack Power of the Buster Shot, Z-Saber, and Zero Knuckle, | | Increases by Attack 1. | | | ------------------------------------------------------------------------------ | | | LV 4 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. | | | | Upward Slash: Attack 8 Combo Value 3 | | | ------------------------------------------------------------------------------ | | | LV 5 Effect: | | | | All normal Enemies destroyed will have a 100% Item drop rate. | | The quality/grade of dropped Items will be higher. | | | ------------------------------------------------------------------------------ | | | LV 6 Effect: | | | | All normal Items collected will have double the Effect. | | (Does not apply to Parts.) | | | ------------------------------------------------------------------------------ | | | LV 7 Effect: | | | | 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 | | | | - Zero Knuckle (Up) = | | Forward, Upforward, Up + Weapon | | | | - Zero Knuckle (Up-forward) = | | Down-Forward, Forward, Upforward + Weapon | | | | - Zero Knuckle (Forward) = | | Down, Downforward, Forward + Weapon | | | | - Zero Knuckle (Down-Forward) = | | Forward, Downforward, Down + Weapon | | | | Effect of Hacker Class Ability LV 2. | | | | Effect of Hacker Class Ability LV 4. | | | ------------------------------------------------------------------------------ - Ultimate Mode Effect - In Ultimate Mode, the Effects of Cyber Elf Abilites will stack up. For the chosen Ability Class Level, the effects of the lower Levels will be in place. (LV 7 will take LV 6, LV 5, LV 4, LV 3, LV 2, LV 1 effects.) However, for Effects that are the same, only the highest will be taken into consideration. (This means that only the highest effect can take place. For Nurse Elf LV 7, you will get 64 Life Points for your Life Gauge, and the effects are not accumulative like Life Gauge +4 +8 +12 +16, and then multiplied by 4.) ________________________________________________________________________________ ________________________________________________________________________________ ____________ / \__________________________________________________________________ ============ - GAME MODES - ============ - Game Modes - ********************************************************************** -------------------------------------------------------------------------------- Mode: EASY Requirements: Starting Features: - You start the Game with 2 Subtanks from Irondell. - You start each Playthrough with 9 Retries. - You start each Playthrough with all Subtanks full. - Spikes and Magma Damages Zero by 8 points instead of becoming fatal. This cannot be altered by the Strong, Stronger and Strongest Body Chips. - Zero will not fall through a Pit. When Zero falls into a pit, he will float for a short while, and you can control the direction slightly. - The Damage that Zero receives is Halved, rounded down. The formula is Final Damage = Int(Initial Damage/2) . Miminum = 1. - Weather Level is for 8 Stages is Fixed at Easy. Weather Level cannot be changed. - EX Skills are not obtainable. - E Crystals will not appear, and are replaced with Life Energy instead. You cannot collect E Crystals. - Cyber Elf Max Level is Fixed at LV 5. - Capacity Level is Fixed at 15. - Attack Power of Buster Shot is Increased by Attack 3. - Attack Power of Z-Saber is Increased by Attack 3. - Pupra Cockapetri's Stage will not have Crushing Blocks. - All Bosses will not use High Level Attacks or EX Attacks. - No Unlocking of Game Modes or Mini-games in this Mode. - Your Save File will be labelled with an "E" Symbol. -------------------------------------------------------------------------------- Mode: NORMAL Requirements: Starting Features: - Default -------------------------------------------------------------------------------- Mode: HARD Requirements: Complete the Game in Normal Mode. Features: - 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. - EX Skills are not obtainable. - Cyber Elf Max Level is Fixed at LV 0. - Capacity Level is Fixed at 0. - Weather Level is for 8 Stages is Fixed at Normal. Weather Level cannot be changed. - Zero's Default Color is a dull green and black. Body Chips will not change Zero's Color. - Your Save File will be labelled with a "H" Symbol. -------------------------------------------------------------------------------- Mode: Ultimate Requirements: Complete the Game in Normal Mode, with Cyber Elf Max Level 7, and at least one of every Part. Features: - Cyber Elf Max Level is Fixed at LV 7. - Capacity Level is Fixed at 21. - The Effects of Cyber Elf Abilities will stack. - Zero's Default Color is dull red. Body Chips will not change Zero's Color. - Your Save File will be labelled with a "U" Symbol. -------------------------------------------------------------------------------- - New Playthrough - 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 EX Skills Collected. - All Subtanks Collected. - All Chips Collected. - All Parts Collected. - All Recipe Lists. - Cyber Elf Max Level and Capacity Level. - 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 settings. While the Cyber Elf Max Level is also carried over, you will not see the changes until you receive your Cyber Elf. ================================================================================ - Mini-Games - ********************************************************************** ------------------------------------------------------------------------------ | -Mini-Game- | -Criteria- | ------------------------------------------------------------------------------ | Plant Panic | Complete the Game with Cyber Elf Max Level at LV 0. | ------------------------------------------------------------------------------ | Busy Basket | Complete the Game in Hard Mode. | ------------------------------------------------------------------------------ | Wood Chopping | Complete the Game on Level S. | ------------------------------------------------------------------------------ | Magma Border | Complete the Game with a Complete Database. | ------------------------------------------------------------------------------ | Elf Chase | Complete the Game without creating any Chips. | ------------------------------------------------------------------------------ | Hammer Harvest | Complete the Game under 1 Hour. | ------------------------------------------------------------------------------ | Energy Laboratory | Beat the High Scores of all 6 other Mini-Games. | ------------------------------------------------------------------------------ Note: No Mini-Games are Unlockable in Easy Mode. ________________________________________________________________________________ ________________________________________________________________________________ ______________ / \________________________________________________________________ ============== - PARTS RECIPE - ============== - Parts Basics - As you defeat normal Enemies, some of the normal Enemies may drop their respective Parts. These items have an appearence of a grey square icon with a wrench. These Parts are randomly dropped, just like other Items. You can store up to a Maximum of 9 of each Part. These Parts are used in Recipes, in the creation of Chips or other Parts. - Recipe Basics - Speak to Celvo, and choose to create items. 2 Lists will appear in the Menu. The first List is Recipe, the second list is Parts. The Recipe List shows the Recipes that you have, as well as the Parts required to make them. If you have not fulfilled the requirements for the Recipe, you will see a Cross Icon. If you have fulfilled the requirements for the Recipe, you will see a Circle Icon. If you have fulfilled the requirements for the Recipe, and already have the Chip, you will see an OK Icon. You cannot build the same Recipe again. For Parts which you did not fulfill the requirement, they will be highlighted in red. The Parts List shows the Parts that you have. You can choose to combine the Parts manually. It is possible to create a Recipe manually, even if it does not appear on the Recipe List initially. You choose at least 2 Parts, up to 4 Parts. You can then combine these Parts to create a new Chip or Part. A correct Recipe combination will result in the corresponding Chip or Part, and the Recipe will appear on the Recipe List. You cannot build the same Recipe, if you already have the corresponding Chip. Note that a non-Recipe mix, will always result in a Galacta Part. The order of the Parts Combined will not matter. (Note the number you use must also be exact. Suppose you have 2 Items in a correct Recipe, then you add in a random Part. This will only result in a wrong Combination, and you get only a Galacta.) Parts that are used in the combination will be used up. - Parts List - ------- / Parts \ --------------------------- | 01) - Arc Cannon | --------------------------- | 02) - R.B Cannon | --------------------------- | 03) - Axe Roid | --------------------------- | 04) - E.Laser | --------------------------- | 05) - S Crystal | --------------------------- | 06) - Ele Deserter | --------------------------- | 07) - Galacta | --------------------------- | 08) - Gan Ga Gern | --------------------------- | 09) - Cannon Hopper | --------------------------- | 10) - Glasharl | --------------------------- | 11) - Glass Cannon | --------------------------- | 12) - Clio Neon | --------------------------- | 13) - Crossbine | --------------------------- | 14) - Kelberos | --------------------------- | 15) - Kerosh | --------------------------- | 16) - Serpent Gear | --------------------------- | 17) - Sand Dozer | --------------------------- | 18) - Gyro Attacker | --------------------------- | 19) - Gyro Cannon H | --------------------------- | 20) - Ceramical Chitan | --------------------------- | 21) - Tely Bomb | --------------------------- | 22) - Tria Forma | --------------------------- | 23) - Nid Balloon | --------------------------- | 24) - Variant Claw | --------------------------- | 25) - Variant Fire | --------------------------- | 26) - Variant Fencer | --------------------------- | 27) - Variant Misil | --------------------------- | 28) - Pantheon Corpse | --------------------------- | 29) - Beeneran | --------------------------- | 30) - Beam Walker | --------------------------- | 31) - Hikyal Nicos B | --------------------------- | 32) - Faital | --------------------------- | 33) - Poor Elf | --------------------------- | 34) - Heccrysta | --------------------------- | 35) - Popplan | --------------------------- | 36) - Bomaider | --------------------------- | 37) - Bomgal | --------------------------- | 38) - Bomsect | --------------------------- | 39) - Magnepper N | --------------------------- | 40) - Magnepper S | --------------------------- | 41) - Mini Craban B | --------------------------- | 42) - Mini Craban R | --------------------------- | 43) - Mecha Mezon | --------------------------- | 44) - Mettorl | --------------------------- | 45) - Medu Hopper | --------------------------- | 46) - Maul Roid | --------------------------- | 47) - Mole Ghoul | --------------------------- | 48) - Yadoka Roid | --------------------------- | 49) - Raiken | --------------------------- | 50) - Lamp Lot X | --------------------------- | 51) - Ref Beamer | --------------------------- - Recipe List - ---------------------------------------------------------------------------- | Recipe Item | Recipe Parts | ---------------------------------------------------------------------------- | | Variant Misil | | Auto Charge | Sand Dozer | | | Raiken | | | Raiken | ---------------------------------------------------------------------------- | | Popplan | | Auto Recovery LV1 | Variant Fencer | | | None | | | None | ---------------------------------------------------------------------------- | | Popplan | | Auto Recovery LV2 | Variant Fencer | | | Arc Cannon | | | None | ---------------------------------------------------------------------------- | | Popplan | | Auto Recovery LV3 | Variant Fencer | | | Arc Cannon | | | Pantheon Corpse | ---------------------------------------------------------------------------- | | Beam Walker | | Quick Charge LV1 | R.B Cannon | | | None | | | None | ---------------------------------------------------------------------------- | | Beam Walker | | Quick Charge LV2 | R.B Cannon | | | Hikyal Nicos B | | | None | ---------------------------------------------------------------------------- | | Beam Walker | | Quick Charge LV3 | R.B Cannon | | | Hikyal Nicos B | | | Serpent Gear | ---------------------------------------------------------------------------- | | Bomsect | | Auto Filling | Mole Ghoul | | | Glasharl | | | Mecha Mezon | ---------------------------------------------------------------------------- | | Bomsect | | Weapon Plus | Bomgal | | | Variant Fire | | | Tria Forma | ---------------------------------------------------------------------------- | | Galacta | | Galacta Head | Serpent Gear | | | Glass Cannon | | | None | ---------------------------------------------------------------------------- | | Axe Roid | | Absorber | Gyro Attacker | | | Ceramical Chitan | | | None | ---------------------------------------------------------------------------- | | Maul Roid | | Rolling | Lamp Lot X | | | Tely Bomb | | | Ceramical Chitan | ---------------------------------------------------------------------------- | | Mini Craban B | | Erase | Mini Craban R | | | E.Laser | | | Ceramical Chitan | ---------------------------------------------------------------------------- | | Gun Ga Gern | | Strong | Ceramical Chitan | | | None | | | None | ---------------------------------------------------------------------------- | | Gan Ga Gern | | Stronger | Mecha Mezon | | | Ceramical Chitan | | | None | ---------------------------------------------------------------------------- | | Gun Ga Gern | | Strongest | Mecha Mezon | | | Nid Baloon | | | Ceramical Chitan | ---------------------------------------------------------------------------- | | Gyro Attacker | | Reflect | Ref Beamer | | | Ceramical Chitan | | | None | ---------------------------------------------------------------------------- | | Bomaider | | Extend | Heccrysta | | | Ele Deserter | | | Ceramical Chitan | ---------------------------------------------------------------------------- | | Poor Elf | | Elf | Mettorl | | | Beeneran | | | Ceramical Chitan | ---------------------------------------------------------------------------- | | Galacta | | Galacta Body | S Crystal | | | Gan Ga Gern | | | Ceramical Chitan | ---------------------------------------------------------------------------- | | Kelberos | | Quick | Kelberos | | | Kelberos | | | None | ---------------------------------------------------------------------------- | | Faital | | Double Jump | Gan Ga Gern | | | Gyro Cannon H | | | Cannon Hopper | ---------------------------------------------------------------------------- | | Clio Neon | | Splash Jump | Yadoka Roid | | | Medu Hopper | | | None | ---------------------------------------------------------------------------- | | Nid Baloon | | Spike Type I | Crossbine | | | Clio Neon | | | None | ---------------------------------------------------------------------------- | | Variant Claw | | Spike Type W | Popplan | | | Glass Cannon | | | None | ---------------------------------------------------------------------------- | | Magnepper N | | Frog | Magnepper S | | | Kerosh | | | None | ---------------------------------------------------------------------------- | | Galacta | | Galacta Foot | Bomaider | | | Beam Walker | | | Maul Roid | ---------------------------------------------------------------------------- | | Faital | | S Crystal | Mecha Mezon | | | Variant Fire | | | Ceramical Chitan | ---------------------------------------------------------------------------- ________________________________________________________________________________ ________________________________________________________________________________ _______ / \_______________________________________________________________________ ======= - CHIPS - ======= ================================================================================ - HEAD CHIP - ********************************************************************** -------------------------------------------------------------------------------- Name: Normal Effect: - Starting Head Chip -------------------------------------------------------------------------------- Name: Auto Charge Effect: - Zero will automatically charge up Weapons, without having to hold down the Weapon Buttons. -------------------------------------------------------------------------------- Name: Auto Recovery LV1 Effect: - If Zero stays still for a long time, the 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. -------------------------------------------------------------------------------- Name: Auto Recovery LV2 Effect: - If Zero stays still for a long time, the Life Gauge will slowly recover. The rate of recovery is 1 Life Point approximately 3.0 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. -------------------------------------------------------------------------------- Name: Auto Recovery LV3 Effect: - If Zero stays still for some time, the Life Gauge will slowly recover. The rate of recovery is 1 Life Point approximately 2.5 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. -------------------------------------------------------------------------------- Name: Quick Charge LV1 Effect: - The Charge Time for Weapons is reduced, and Weapons can be Charged faster. The Charge Rate is approximately 5/6 of the original Charge Time. -------------------------------------------------------------------------------- Name: Quick Charge LV2 Effect: - The Charge Time for Weapons is reduced, and Weapons can be Charged faster. The Charge Rate is approximately 2/3 of the original Charge Time. -------------------------------------------------------------------------------- Name: Quick Charge LV3 Effect: - The Charge Time for Weapons is reduced, and Weapons can be Charged faster. The Charge Rate is approximately 1/2 of the original Charge Time. -------------------------------------------------------------------------------- Name: Auto Filling Effect: - Zero Knuckle Assimilated Weapons will recover Full Ammo every 10 Seconds. When this effect is active, the Timer starts counting once the Ammo Number is reduced at least 1 below the Max Ammo Number. -------------------------------------------------------------------------------- Name: Weapon Plus Effect: - When Zero acquires Zero Knuckle Assimilated Weapons, the Ammo Number increases by 1. -------------------------------------------------------------------------------- Name: Galacta Head Effect: - This effect will only work when you equip the Chips: Galacta Head, Galacta Body, Galacta Foot Chips, and your Cyber Elf Effects are inactive. - Zero's Attack Power for the Buster Shot, Z-Saber and Zero Knuckle is Doubled. - The damage that Zero receives is Doubled. - Zero's Color is dull green. -------------------------------------------------------------------------------- ================================================================================ - BODY CHIP - ********************************************************************** -------------------------------------------------------------------------------- Name: Normal Effect: - Starting Head Chip -------------------------------------------------------------------------------- Name: Absorber Effect: - When Zero is hit, he will not be Hit Back. - Zero's colour will be bright green. -------------------------------------------------------------------------------- Name: Rolling 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. This attack will always end with a normal Dash Saber Slash. - Zero's colour will be orange. -------------------------------------------------------------------------------- Name: Erase Effect: - Zero may use the Z-Saber Attacks to Nullify Energy Bullets. This only applies to normal Saber Slashes and those techniques added by Cyber Elves. This does not apply for EX Skills, or a Full-Charged Saber. - Zero's colour will be light violet. -------------------------------------------------------------------------------- Name: Strong Effect: - Spikes and Magma Damages Zero by 10 points instead of becoming fatal. - Zero's colour will be brick brown. -------------------------------------------------------------------------------- Name: Stronger Effect: - Spikes and Magma Damages Zero by 8 points instead of becoming fatal. - Zero's colour will be light brown. -------------------------------------------------------------------------------- Name: Strongest Effect: - Spikes and Magma Damages Zero by 6 points instead of becoming fatal. - Zero's colour will be bright yellow. -------------------------------------------------------------------------------- Name: Reflect Effect: - Zero may use the Z-Saber Attacks to Reflect Energy Bullets. This only applies to normal Saber Slashes and those techniques added by Cyber Elves. This does not apply for EX Skills, or a Full-Charged Saber. - Reflected Energy Bullets deal damage of Attack 2, and damage enemies. They are reflected in the opposite direction they were going. - Zero's colour will be dull grey. -------------------------------------------------------------------------------- Name: Extend Effect: - Zero's Invincibility Time is increased by approximately 1/10. From 90 Frames increased to 98 Frames. - Zero's colour will be deep blue. -------------------------------------------------------------------------------- Name: Elf Effect: - Cyber Elf Capacity + 1. - Zero's colour will be deep green. -------------------------------------------------------------------------------- Name: Galacta Body Effect: - This effect will only work when you equip the Chips: Galacta Head, Galacta Body, Galacta Foot Chips, and your Cyber Elf Effects are inactive. - Zero's Attack Power for the Buster Shot, Z-Saber and Zero Knuckle is Doubled. - The damage that Zero receives is Doubled. - Zero's Color is dull green. -------------------------------------------------------------------------------- ================================================================================ - FOOT CHIP - ********************************************************************** -------------------------------------------------------------------------------- Name: Normal Effect: - Starting Head Chip -------------------------------------------------------------------------------- Name: Quick Effect: - Zero's normal Walking and normal Jump speed increases. The Speed increase is approximately 1/4. - Effects will not accumulate with Animal Class Ability LV 1. -------------------------------------------------------------------------------- Name: Double Jump 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: Splash Jump 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: Spike Type I 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: Spike Type W Effect: - On the ground, Zero will not be pushed by effects of Wind. In the air, Zero can still be pushed back by effects of Wind. -------------------------------------------------------------------------------- Name: Frog 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 Animal Class Ability LV 2. -------------------------------------------------------------------------------- Name: Galacta Foot Effect: - This effect will only work when you equip the Chips: Galacta Head, Galacta Body, Galacta Foot Chips, and your Cyber Elf Effects are inactive. - Zero's Attack Power for the Buster Shot, Z-Saber and Zero Knuckle is Doubled. - The damage that Zero receives is Doubled. - Zero's Color is dull green. -------------------------------------------------------------------------------- ================================================================================ - SUBTANKS - ********************************************************************** Subtanks are equipment that are used to store surplus Subtank, and used to refill Zero's Life when necessary. 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 - Give S Crystal to Irondell Subtank - Give S Crystal to Irondell Subtank - Norbil Mandrago Stage Subtank - Fenriy Luna-Edge Stage ================================================================================ ________________________________________________________________________________ ________________________________________________________________________________ __________ / \____________________________________________________________________ ========== - DATABASE - ========== - Database - The Database records all Bosses, Midbosses, Normal Enemies, and Characters that you have met. You can view information in the Database. The Database is shared for all Save Files. - Database List - ------------- / Boss - (16) \ -------------------------------- | 01) - Carnage Force 0 | -------------------------------- | 02) - Craft | -------------------------------- | 03) - Cyball | -------------------------------- | 04) - Subdesert Core | -------------------------------- | 05) - Sol Titarnyan | -------------------------------- | 06) - Tech Kraken | -------------------------------- | 07) - Norbil Mandrago | -------------------------------- | 08) - Vile (Battle Mode) | -------------------------------- | 09) - Vile (Battle Mode 2) | -------------------------------- | 10) - Heat Genblem | -------------------------------- | 11) - Pupra Cockapetri | -------------------------------- | 12) - Fenriy Luna-edge | -------------------------------- | 13) - Pegasolta Eclairl | -------------------------------- | 14) - Hell The Giant | -------------------------------- | 15) - Mino Magnax | -------------------------------- | 16) - Random Bandom | -------------------------------- --------------- / Enemy A - (8) \ -------------------------- | 01) - Gear Bank | -------------------------- | 02) - Crabanger NS | -------------------------- | 03) - Spy La-Ryuu E | -------------------------- | 04) - Spy La-Ryuu F | -------------------------- | 05) - Spy La-Ryuu I | -------------------------- | 06) - Tear Reen | -------------------------- | 07) - Fire Reynant | -------------------------- | 08) - Ribops | -------------------------- ---------------- / Enemy B - (56) \ ---------------------------- | 01) - Arc Cannon | ---------------------------- | 02) - R.B Cannon | ---------------------------- | 03) - Axe Roid | ---------------------------- | 04) - Apnet | ---------------------------- | 05) - E.Laser | ---------------------------- | 06) - Ele Deserter | ---------------------------- | 07) - Gan Ga Gern | ---------------------------- | 08) - Cannon Hopper | ---------------------------- | 09) - Glasharl | ---------------------------- | 10) - Glass Cannon | ---------------------------- | 11) - Clio Neon | ---------------------------- | 12) - Crossbine | ---------------------------- | 13) - Kelberos | ---------------------------- | 14) - Kerosh | ---------------------------- | 15) - Cocka Puule | ---------------------------- | 16) - Serpent Gear | ---------------------------- | 17) - Sand Dozer | ---------------------------- | 18) - Gyro Attacker | ---------------------------- | 19) - Gyro Cannon H | ---------------------------- | 20) - Tely Bomb | ---------------------------- | 21) - Tria Forma | ---------------------------- | 22) - Nid Balloon | ---------------------------- | 23) - Variant Claw | ---------------------------- | 24) - Variant Fire | ---------------------------- | 25) - Variant Fencer | ---------------------------- | 26) - Variant Misil | ---------------------------- | 27) - Pantheon Corpse | ---------------------------- | 28) - Beeneran | ---------------------------- | 29) - Beam Walker | ---------------------------- | 30) - Hikyal Nicos B | ---------------------------- | 31) - Hikyal Nicos C | ---------------------------- | 32) - Faital | ---------------------------- | 33) - Poor Elf | ---------------------------- | 34) - Puchinet | ---------------------------- | 35) - Peti Pricka | ---------------------------- | 36) - Heccrysta | ---------------------------- | 37) - Popplan | ---------------------------- | 38) - Bomaider | ---------------------------- | 39) - Bomgal | ---------------------------- | 40) - Bomsect | ---------------------------- | 41) - Magnepper N | ---------------------------- | 42) - Magnepper S | ---------------------------- | 43) - Magmine N | ---------------------------- | 44) - Magmine S | ---------------------------- | 45) - Mini Craban B | ---------------------------- | 46) - Mini Craban R | ---------------------------- | 47) - Mecha Mezon | ---------------------------- | 48) - Mettorl | ---------------------------- | 49) - Medu Hopper | ---------------------------- | 50) - Maul Roid | ---------------------------- | 51) - Mole Ghoul | ---------------------------- | 52) - Yadoka Roid | ---------------------------- | 53) - Raiken | ---------------------------- | 54) - Lamp Lot X | ---------------------------- | 55) - Ref Beamer | ---------------------------- | 56) - Ray-Tri | ---------------------------- ----------- / ETC - (16)\ ------------------------- | 01) - Alluet | ------------------------- | 02) - Irondell | ------------------------- | 03) - Caravan Humans | ------------------------- | 04) - Colbor | ------------------------- | 05) - Ciel | ------------------------- | 06) - Celvo | ------------------------- | 07) - Zero | ------------------------- | 08) - Danpeit | ------------------------- | 09) - Tifon | ------------------------- | 10) - Dolnard | ------------------------- | 11) - Nage | ------------------------- | 12) - Vile (Normal) | ------------------------- | 13) - Focon | ------------------------- | 14) - Bliz | ------------------------- | 15) - Lafarl | ------------------------- | 16) - Rouge | ------------------------- ________________________________________________________________________________ ________________________________________________________________________________ _____________ / \_________________________________________________________________ ============= - WALKTHROUGH - ============= Stage Summary ************* - Giant Subdesert Ship - Boss: Subdesert Core Mission: 20P Clear Time: 100 Enemy Count: 20 Note: This Stage is not revisitable. - Area Zero - Boss: Carnage Force 0 Mission: 20P Clear Time: 140 Enemy Count: 30 - Scorching Particle Cannon - Boss: Heat Genblem Midboss: Spy La-Ryu F Mission: 20P Clear Time: 190 Enemy Count: 25 Weather Level: - At Normal Weather Level, the firing rate of the Particle Cannon is approximately 4 Seconds (256 Frames) once. At Easy Weather Level, the firing rate of the Particle Cannon is approximately 6 Seconds (384 Frames) once. - Deep Ocean - Boss: Tech Kraken Midboss: Spy La-Ryu I Mission: 20P Clear Time: 200 Enemy Count: 20 Weather Level: - At Normal Weather Level, the Transmission Messages will be distorted. At Easy Weather Level, the Transmission Messages will be clear. - Underground Forest - Boss: Norbile Mandrago Midboss: Fire Reynant Mission: 20P Clear Time: 190 Enemy Count: 25 Subtank: Room above the 2nd Gyro Cannon H. Weather Level: - At Normal Weather Level, when the Vines are destroyed, they will regrow back after a short while. At Easy Weather Level, when the Vines are destroyed, they will not regrow back. - At Normal Weather Level, the Beenerans will grow faster, and will send out more Puchinets. At Easy Weather Level, the Beenerans will grow slower, and will send out only one Puchinet. - Cold Sleep Facility - Boss: Fenriy Luna-Edge Midboss: Gear Bank Mission: 20P Clear Time: 210 Enemy Count: 45 Subtank: Use the Card Key from the Hikyal Nicos C on the Electric Door. Weather Level: - At Normal Weather Level, there will be solid snow at the starting of the Stage. Variant Claws will be attacking from the snow. At Easy Weather Level, there will not be solid snow at the starting of the Stage. Variant Claws attack normally. - At Normal Weather Level, there will be Icicles, Icy Floors, and Spikes for some parts of the Stage. At Easy Weather Level, there will not be Icicles, Icy Floors, and Spikes for some the Stage. - At Normal Weather Level, there will not be Sunlight in one room. You cannot destroy the Poor Elf. At Easy Weather Level, there will be Sunlight in one room. You can destroy the Poor Elf. - Artificial Sun - Boss: Sol Titarnyan Midboss: Tear Reen Mission: 20P; -5P for each of the 4 Power Generators not destroyed. Clear Time: 220 Enemy Count: 30 Weather Level: - At Normal Weather Level, the rate of overheating is approximately 36% per second. (0.6% per Frame) At Easy Weather Level, the rate of overheating is approximately 24% per second. (0.4% per Frame) - Sky Garden - Boss: Pegasolta Eclairl Midboss: Tear Reen Mission: 20P; -4P for each of the 5 Acid Rain Generators not destroyed. Clear Time: 220 Enemy Count: 30 Weather Level: - At Normal Weather Level, there will be Wind at certain parts of the stage. At Easy Weather Level, there will not be Wind at the stage. - At Normal Weather Level, clouds will appear on the Stage. At Easy Weather Level, Clouds will not appear on the Stage. - Magnetic Field Zone - Boss: Mino Magnax Midboss: Crabanger NS Mission: 20P Clear Time: 200 Enemy Count: 35 Weather Level: - At Normal Weather Level, there will be Magnetic Fields throughout the Stage, which can increase Jump Height by X 2, or reduce Jump by / 2. At Easy Weather Level, there will not be Magnetic Fields throughout the Stage. - At Normal Weather Level, yellow platforms will be electrocuted at intervals. Crabanger NS ceiling will be electrocuted. At Easy Weather Level, yellow platforms will not be electrocuted. Crabanger NS ceiling will not be electrocuted. - At Normal Weather Level, Sparks will travel through the Bars. At Easy Weather Level, Sparks will not travel through the Bars. - Living City - Boss: Pupra Cockapetri Midboss: Ribops Mission: 20P Clear Time: 210 Enemy Count: 25 Weather Level: - At Normal Weather Level, there will not be snow covering some of the Spikes. At Easy Weather Level, there will be snow covering some of the Spikes. Note: At Easy Mode, the Crushing Blocks will not be present. - Human Settlement - Boss: Craft Mission: 20P; -2P for each of the 10 Fires not extinguished. Clear Time: 170 Enemy Count: 25 Note: This Stage is not revisitable. - Prison - Boss: Hell The Giant Mission: 20P Clear Time: 180 Enemy Count: 35 Note: Part 2 of this Stage is not revisitable. - Ragnarok Control Room - Boss: Craft II Mission: 20P Clear Time: 180 Enemy Count: 25 - Large Transfer Base - Boss: Random Bandom Mission: 20P Clear Time: 360 Enemy Count: 45 - Transfer Circuit Interior - Boss: Cyball Mission: 20P Clear Time: 250 Enemy Count: 40 - Ragnarok Central Core - Boss: Pegasolta Eclairl Sol Titarnyan Fenriy Luna-Edge Norbil Mandrago Pupra Cockapetri Tech Kraken Heat Genblem Mino Magnaxe Vile (Battle Mode) Vile (Battle Mode 2) Mission: 20P Clear Time: 680 Enemy Count: 35 Note: This Stage is not revisitable. -------------------------------------------------------------------------------- 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 complete the Stage in the fastest possible time. Important Items will be highlighted. Different paths will also be noted. It is highly recommended that you actually go through the Mission Stages as fast as possible for the first time, to optimize your Ranking Score. - For the 8 Stages, they have a Weather System, which causes differences to the Stages. Such differences will be noted in the Walkthrough. - 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. It all depends on yourself. -------------------------------------------------------------------------------- -Prologue- When you start the game, long events happen. Finally, you get to start your first mission. -------------------------------------------------------------------------------- - Giant Subdesert Ship - Stage Strategy:- This is the stage to first get familiar with your controls and actions. First, you should set the configuration. I recommend changing the Attack Type to B. Get used to the controls if you are not already. Know what each of your Weapons do. This stage should be easy. This stage, unlike most of the other Stages, will not be revisitable. Go right, jump over the gap, and continue. Destroy the descending Variant Fire, and the one in front. Jump over the gap and destroy a descending Variant Fire. Continue forward and destroy another Variant Fire. Go to the edge, and jump off to the right. There is a Lamp Lot X in front. To destroy it, you can either wait until it turns around before attacking, or use the Zero Knuckle to remove its shield and then attack it. Go forward, then up. Destroy the 2 Variant Fires. Go right, and jump onto the next truck. Destroy the 2 descending Variant Fires, and continue right. Before you jump over the gap, note that there is an opening below. This path leads to a Retry. Take it if you wish, then jump over the gap. Destroy the 2 Variant Fires, then continue right. You can either jump over the gap, or take the E Crystal below first. Destroy the Variant Fire and go right. Jump off to the right. There are 3 crates in front of you. You can destroy them, but if you use the Zero Knuckle on them, you can Assimilate a Burst Bomb Weapon. Go forward, and destroy the Arc Cannon. Destroy the Lamp Lot X in front. Go right then up, and destroy the 2 Variant Fires. Go right and jump off, but do not jump too far, as you will be in range of the attack from a Lamp Lot X. Destroy it and continue. There is a crate below. Go right and destroy the Arc Cannon. Continue and destroy a Variant Fire, then go right and destroy an Arc Cannon. Take the Large Life Energy if you wish. Go right and then up. Go right. There will be an event, and you will end up in the next part of the stage. *Start Point* There are 2 Large Life Energy above, but you can take them only if you have Double Jump. Go right and continue. Watch out for missiles that appear, and quickly destroy them. Destroy the Gyro Cannon H. Continue all the way right, while watching out for 2 missile launchers. Go right, and there will be an event. *Start Point* You will fight the Boss of this Stage - Subdesert Core. Boss Strategy:- This Boss is a large target, and will not move. It will occasionally send out Beam Walkers, which are not much of a problem. In one attack, it will use 2 Spark trails that curve while travelling forward. Stay in the left middle on the ground of the screen to avoid it. It will also send out attacks of 4 wide beams. To avoid the beams, you have to constantly Dash under them. There are Blue Wires just below the core. If you rip out 2 of these wires using the Zero Knuckle, the Beam will become much more narrow. If you rip out all 4 of the Wires, the Subdesert Core cannot use the Beam attacks at all. It is recommended that you only pull out 2 wires, since the Beams become narrow and unlikely to hit you. After you defeat the Boss and Results show, there will be an event. -------------------------------------------------------------------------------- - New Resistance Transportation Vehicles - There will be a long dialogue and you can Save your game. Head out and enter the room on the left. Talk to Celvo. Here, you can mix Parts for Recipes. Return and talk to Ciel. There will be a long dialogue. You can choose to continue with your next Mission. There will be a long dialogue. -------------------------------------------------------------------------------- - Area Zero - ________________________________________________________________________________ ________________________________________________________________________________ _______________ / \_______________________________________________________________ =============== - MISCELLANEOUS - =============== This section contains things that don't belong anywhere else. All the translations in here belong to Xybazelu. -Boss Speeches- Heat Genblem: Loyal subordinate of Kraft, the "Commander" he utters at the end of his second defeat refers to him. Pre-Battle: Jyokyo kaishi! Commence removal! Pre-Battle(Vile): Ikimasu! Let's go! Walk: Zenshin! Forward! Block: Kaihi! Evade! Wave Fire: Housha! Emission! Post-Battle: Te...tesshuu!! Wi...withdrawal!! Post-Battle(Vile): Taichou!!! Commander!!! Fenriy Luna-edge: All of his attacks are either howls or roars, no need to TL Pre-Battle: Ore ni tsuitekoreru kana? Can ya keep up with me? Pre-Battle(Vile): Kirisake kiba yo! O my fangs, tear him to pieces! Post-Battle: Yaru ja nee ka... Not bad... Post-Battle(Vile): Yaru na... Nice... Tech Kraken: Former subordinate of Phantom. Pre-Battle: Ware fukushuu no yaiba nari!! I am the blade of revenge!! Pre-Battle(Vile): Mishirushi joudai!! Let me see your true self!! Sonar: On...odore! Sound...dance! Stealth: Yami wo... Darkness... Post-Battle: Mi...mieru! I...I can see! Post-Battle(Vile): Sasuga da... As expected... Sol Titarnyan: Supposed to be insane? Probably from all that heat she's packin' an' takin'. Pre-Battle: Chou uzain dakedo... This is super-annoying, but... Pre-Battle(Vile): Majiusasugi~ You really look gloomy~ Green Fan: Sore sore! Take this! Red Fan: Mitai na... I wanna see... Bombs: Hahahaha...Baan! Hahahaha...Bang! EX-Skill: Ikuyo! Moechae! Here I go! Burn! Post-Battle: Arienakunai! Impossible! Post-Battle(Vile): Arienai~! Impossible~!(Tone changes from the first "Impossible", kinda like how you say it when you're owned AGAIN :P) Kraft(1): Hot-Blooded Showdown, Round 1! His lines are awesome. Pre-Battle: Temijika ni sumaseyou. Let's finish this quickly. Split Grenade: Warui na. Sorry. (Like a "I hate to do this to you..." kind of sorry) Homing Missile: Bouru no da. This is a ball.(???) Tri-Bomb: Sagari na! Outta my way! Knife: Satsugi da! Killing move! Blue Laser: Atare!! Hit!! EX-Skill: Kore de douda!? How's this!? Post-Battle: Tsuyoi...ngah! Strong...argh! Hel The Giant: Seems to know Zero? (Think back...WAY back to the X series *wink*) Pre-Battle: Omae ka!? Omae ga Zero ka!? Is it you!? So you're Zero!? Post-Battle: Mukae wo...dare mo kure! Someone'll be coming...to the other side! *VERY not sure due to the noise of explosions* *Might make more sense if he actually says "I'll be waiting...on the other side!"* Norbil Mandrago: Clear, crisp voices make her one of the easiest to TL. That, and all of her lines are simple. Pre-Battle: Odoranai? Wanna dance? Pre-Battle(Vile): Shitsukoi wa yo! Enough already! Spin: Shininasai! Please die! After Spin: Ikaga? How was that? Seeds: Irasshai! Come on! Dive: Shitsurei! Bye Bye! Surface: Gokigenyou! How do you do? Honey: Gochisou suru wa! I'll treat you! Get hit by Honey: Ara ara... Oh my... EX-Skill: Mezawari da wa! You're such an eyesore! Post-Battle: Nanttekoto! How could this be...! Post-Battle(Vile): Iya...iya yo!! No...No!! Pupla Cockapetri: Most of this cockatrice's lines are weird and incomprehensible...curse the way he speaks. Pre-Battle: Gacchigochi ni shite yaru! I'll (do something) to you! (no idea what that "something" is) Pre-Battle(Vile): Doshagan ni kuruze! I'm coming after you in (something)! (again, no idea what that "something" is =_=|||) Feather: Ugokuna! Don't move! EX-Skill: Raingo! Yokei no jikan ja! (Not sure)! Your time is useless! Post-Battle: Uso! No way! Post-Battle(Vile): Nani!? What!? Mino Magnax: All of his lines end with "Do"...it's a weird habit, I'll give you that much. Pre-Battle: NDooooo! NDooooo! Pre-Battle(Vile): NDooooo! NDooooo!(Notice a trend here?) Grab: Toddado~~! Got yoouuu~~! Green Ball: Beam Da Doooo~~~! It's a Beam~~~!(...It's not a beam...it's a GIANT BALL =_=|||) Post-Battle: Uwo! Woah! Post-Battle(Vile): Da do!? Wha!? Pegasolta Eclairl: Pretty-boy-reploid with elegant cuss words...what more could you want? (Alright it's not exactly cuss words but still, his attitude pisses me off :() Pre-Battle: Yoruna, kegarawashii. Stay away, filth. Pre-Battle(Vile): Nidome wa, nai. There won't be a second time. Double lightning post: Kurae! Take this! Lightning-movement: Mogake mogake! Struggle and struggle! Post-Battle: Mushigena gotoki ni...! To be defeated by a bug like you...! Post-Battle(Vile): Uso da! ...Konna! No way! ...(To be defeated)Like this! Kraft(2): Hot-Blooded Showdown, Round 2! I love this guy. Pre-Battle: Hajimeru ka? Shall we begin? EX-Skill: Kondo koso...owari da!!! This time for sure...it'll be over!!! Post-Battle: Kore ga...Eiyuu no...chikara!!! So this is...a Hero's...power!!! Vile(1): Ragnarok Core + Old Man Pre-Battle: Risou dato...zaregoto da! Ideals and stuff...is utter nonsense! Tiny purple balls of DOOM: Kurae! Take this! Electro-Daggers: Zetsubou seyo! Sutoomu Seiyaa! Fall into despair! Storm Sear! (Not 100% about Storm Sear) Boulders: Rufeera! No idea. Green Ball X4: Chikara wo yokose! Hand over the energy! Blue Crystal: Uttoushin! No idea. Hachishinkan Revival: Yomigaere, waga shimobe yo! Come back to life, O my servants! Post-Battle: Sasuga da na...Eiyuu! Not bad...Hero! Rise from below: Shinenu! Kono teido de wa shinenu no da~~~!!! I won't die! I won't die from only this~~~!!! Transformation: Dou da kono itami wa!? Kisama ni wakaru ka!?!? Do you see this pain!? You'd NEVER understand any of it!! (Actually, he's talking about the things he went through as a human (the exile, etc); the transformation pain(if any) is just part of it.) Vile(2): Final Showdown...nice music. Pre-Battle: Wa ga akumu da! I am the devil! Red Balls: Iera nigero! (Something) run away! Grey Spikes: Orokana! Foolish! Shooting Low Spike: Nameruna! Don't underestimate me! Green Web: Kyoudai da! This is powerful! Get caught in Green Web: Buzama da na! Such a disgrace! Tiny purple balls of DOOM ver.2: Kozakashii! Pitiful/Stop running around!(Basically this implies that Vile sees Zero as a little mouse, always moving around and can't hit him, so he gets annoyed and fires those balls in a futile attempt to trap him) Laser: Yuusero! Unforgivable!(Not sure) Caterpillar Summon: Ason de yare! Play with him! Post-Battle: Kono...washi ga...(bumyou doki ni)... Horobe!!! Horondeshimae!!!!! For someone...like me to...(Not sure) Perish!!! Perish and begone!!!!! - Song Lyrics - Ending Song: Artist: Ciel/Tanaka Rei Kono mune ni afureteru Anata e no omoi Eien wa nai ka ga Ima wa soba ni ite hoshii no The feelings toward you That are overflowing within my heart Although it is not eternity, For now, I wish to be by your side. ________________________________________________________________________________ ________________________________________________________________________________ ____________________________ / \__________________________________________________ ============================ - FREQUENTLY ASKED QUESTIONS - ============================ ----- Q: Can I contact you? A: Only if you have a contribution. Quite frankly, if you need questions answered, you may be better off asking the other FAQ writers. All Emails must have Rockman/Megaman Zero 3 in the subject title. All Emails must contain a Contribution. This includes, but is not limited to: Unknown facts, helpful tips, mistake corrections, constructive suggestions. Emails without any contributions will be deleted and blocked. If you want to ask a question, you must have a contribution first. USE PROPER ENGLISH! NO ROMS REQUEST! NO FLAMES OR HATEMAIL! If you keep this in mind, you can contact me at: 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 I contribute to your guide? A: All contributions are more than welcomed. If you can help me, please do so. If you know of something that I don't, please inform me. Just because I don't have something like Boss Strategies now, doesn't mean I will never have it. If you have good strategies, I don't mind your input. ----- Q: Can you tell me where to get the rom? A: Get out of my face before I kick your *BEEP* !! ----- Q: Help! I am missing some entries in the Database. A: For the 4 Sets, Boss, Enemy A, and Character, will be filled, as long as you play the game normally, and remember to Speak to the characters. You do not have to worry about these 3 Sets, as they are filled automatically. For the Enemy B set, which applies to all Enemies, note that some Enemies appear from other Enemies. For example, the Bomaiders appear from the Mecha Mezon. You need to find all of such enemies. ----- Q: How do I obtain EX Skills? A: Unlike before, obtaining EX Skills is no longer dependant on Rank Level. Getting EX Skills is now dependant on the Weather of the Stage. You will have to Complete the Mission with the Weather Level of the Stage at Normal. This is the Weather making the stage more difficult. The Normal Weather Level will be highlighted in Red. You cannot obtain EX Skills in Easy or Hard Mode. ----- Q: What are the first 4 Stages that you recommend for me to go first? A: The 4 Stages I would recommend you to go first would of course be the easiest. They are: Deep Ocean - Tech Kraken Underground Forest - Norbil Mandrago Scorching Particle Cannon - Heat Genblem Cold Sleep Facility - Fenriy Luna-Edge Heat Genblem's Scorching Particle Cannon Stage is also important, as it contains parts for you to get the Double Jump Foot Chip, and the Strong Body Chip. For the rest of the Stages, it is recommended that you try them after obtaining the Double Jump Foot Chip and Strong Body Chip. ----- Q: Where can I find the Maul Roid enemy? A: This is the Hammer Enemy, that appears only in the Base Camp Rescue Mission which appears after you have completed 4 of the Boss Missions. This is the only time where it appears, and you cannot revisit this Stage again in the same Playthrough. ----- Q: How can I destroy the Poor Elf? A: You need to Assimilate one of the Lighting Units with the Zero Knuckle. Use these Lighting Units to force the Poor Elf away from you. You need to force a Poor Elf into the Sunlight to destroy it. You can only do this in the Sunny Weather. It is not possible to do this in Hard Mode. ----- Q: Where is the Ceramical Chitan? A: This is a Part that does not have an Enemy. You find it in various Stages. ----- Q: Which method is the easiest to get E Crystals? A: Go to Random Bandom's Stage. Just go to any of the rooms where the Crossbines appear. The Crossbines appear infinitely. Make sure you have Hacker Elf LV 5, than attack them. ----- Q: Which is the best way to get Ceramical Chitan Parts? A: Go to Craft's Ragnarok Control Room Stage. From the start, do a Dash Double Jump to the right, and grab on to the bars. It is within reach. ----- Q: How do I get into the electrical door in Fenriy Luna-Edge's Stage? A: At the start of the stage, notice that there are 2 paths you can choose to take to continue? You have to take the lower Path. If the Weather is Snowing, the lower path will be blocked by Ice. You will need to use either Heat Genblem's Shouenga EX Skill, or Assimilate a Weapon from the Variant Fire, to melt the Ice. Continue down the Conveyor Belts. You will see a Hikyal Nicos C. This one, is carrying a Card Key. Assimilate this Enemy with the Zero Knuckle. Make sure you keep this all the way to the Electrical Door. When you get there, attack door side with the Card Key, and you can open the Door. Inside is a Subtank. ----- Q: Do I need to make all Chips to get Ultimate Mode? A: No. You just need all Parts, and your Cyber Elf at LV 7. ----- Q: Are there any ladders in this game? A: No. All ladders are removed. Instead, you have handhold bars. ----- Q: Help me! I can't read Japanese! I can't tell Part from Part, and the Recipe keeps failing! A: Get a Japanese Dictionary, and try to identify the Katakana. Try and match, and see which reading matches the one closest to what I have listed. If you still have difficulties, check the Parts List and Database List that I have as well, and make the comparisons yourself. That is all the help I can give you. You can't honestly expect me to tell you how to identify each and every part and read for you every single name! If you don't know Japanese, it's your own problem, sorry. I can't help every guy out there who doesn't know Japanese, and I can't help him identify each and everything! ----- Q: I have just completed the game. What does Ciel say at the ending? A: Are you sure you want to know? Okay, this is what I have managed to translate. Keep in mind this is not 100% accurate, though. *SPOILERS* "Zero, I... We had always entrusted you to fight our battles. You always came back. Look around, Zero. Repliroids and Humans are now walking hand-in-hand. Because of you, the war is over, and now, we are at peace. So Zero, you have to return. Zero, I believe in you!" *SPOILERS* ----- Q: How do I get to Ghost Sigma? A: Ghost Sigma, Green Biker dude, rush X, and whatever crap you have heard, are pure bullshit. They are bullshit cooked up by idiots who have nothing better to do with their time. The next time you see someone describe Ghost Sigma, communicate with him using your middle finger and your asshole. It's the only language they will understand. ----- Q: The names that you use are wrong. A: That is for me to decide, not for you to judge. For the US and Europe Version gamers, let me make it perfectly clear to you that I am writing based on the Jap version, so whatever names that they used for the US and Europe Version WILL NOT MATTER TO ME! Would you like to argue about Elpis / Elpizo and Megaman / Rockman too? Whatever your theories are, I don't want to hear them. For those Japanese Literate people, keep in mind that there is no such thing as a 100% Accurate translation for the names of People and Places, when you translate Katakana to English. You of all people should know that. These translations are subjective. There is no absolute right or wrong. You are not any more right than I am, so don't declare me as wrong! I simply use translations I feel to be correct. What makes you think others are wrong? ----- 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 these useful information! This site rules! 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 goes to Xybazelu for Cyber Elf names information, as well as what each Boss say. Many thanks goes to Dark Unknown for the encouragement. Mega thanks goes to Terence Fergusson for the Online game topic. He provided much information, such as the Galacta Parts combination. He had also answered most of my questions which no one else can. Thanks goes to WhiteBase and other Board Members (forgot their names), for encouraging me to write another guide. Thanks to Whitebase again for the info that Burning Shot can pass through Vile's Shield. Many thanks to Snoocete for the various information, which were indirectly from Terence. Also thanks for the information on Vile's Horn. Thanks to Mykas0 for the Map of Deep Ocean stage. Thanks to BBEG for the information of certain attacks that are not affected by damage increasing effects. Again, from Terence. ________________________________________________________________________________ ________________________________________________________________________________ ___________________ / \___________________________________________________________ =================== - 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 4" / "MEGAMAN ZERO 4" 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 -------------------