======================================================================
= Elemental Gimmick Gear FAQ & Walkthrough -=- Version 1.0 =
= Written by Bison -=- Email:
[email protected] -=- 2.17.2000 =
======================================================================
= The current version can always be found at: www.gamefaqs.com =
= Check the Acknowledgements section for a list of mirror sites. =
======================================================================
-----\ Table of Contents \-----
I. Notes & Comments
* Foreword -> [UPDATED!]
- Frequently Asked Questions -> [UPDATED!]
II. What's New & Version History
III. Move List
- Basic Move List
IV. Main Walkthrough
- Welcome to Eastokion
- The First Dungeon: Fogna 1F
- Back to Eastokion
- On the Way to Fog Tower (or not?)
- The First Dungeon Part II: Fogna 1F Revisited
* Preparing for the Fog Tower -> [UPDATED!]
- The Infamous Fog Tower (1F to 13F)
- Metal Heaven
- Metal Heaven Factory
- A Hero's Welcome
- The Third Dungeon: Fogna B1F
- Fun Things to Do with Your New Geo Stone
* The Fourth Dungeon: Fogna 2F -> [NEW!]
* West Fogedge -> [NEW!]
* Moon Bay -> [NEW!]
* The Fifth Dungeon: Trench Plant -> [NEW!]
* Preparing For the Moon -> [NEW!]
* Moon Colony -> [NEW!]
* Final Preparations -> [NEW!]
* The Final Dungeon: The Depths of Fogna -> [NEW!]
V. Mini-Games
* Child Rescue -> [UPDATED!]
- Clay's Questions
* Luckie's Leisureland -> [UPDATED!]
- Egg Race
- I'll Tan
- I'll Lose Weight
* I'll Die -> [NEW!]
- Egg Trial
- It's Easy
- Oh No
* Pardon Me -> [NEW!]
* Metamo -> [UPDATED!]
VI. Item Lists
* Attack Capsules -> [UPDATED!]
* Defense Capsules -> [UPDATED!]
* Mind Capsules -> [UPDATED!]
* Energy Tanks -> [UPDATED!]
* Equip Items -> [UPDATED!]
* Status Items -> [UPDATED!]
* Miscellaneous Items -> [UPDATED!]
* Sub Tank Items -> [UPDATED!]
VII. Acknowledgements
- Many Thanks Go Out To...
- The Authorized Mirror Site List
VIII. Disclaimer
======================================================================
= I. Notes & Comments =
======================================================================
-----\ Foreword \-----
Greetings!
The walkthrough is done! Whooo! :)
Thanks for everyone who stuck with me, but now here's the payoff, a
finished and well formatted FAQ for everyone out there who's stuck,
my gift to you. At this time I'm not accepting feedback for any of the
missed items espically, but also for better boss solutions, things you
felt were worded badly, things you felt could have been done better,
basically anything you think would make a worthy addition to this FAQ,
send 'em in. The next update may not be for a while (I'm taking a
break for a little while from EGG after a pretty intensive week of
playing it), but I will definately start updating with your emails and
with any items I can find until we have a 100% item list.
Also, if any kind soul wanted to donate a high quality ASCII art logo
for the header sometime in the future, I would most likely name my
first-born child after you :O. Thanks in advance on that one.
Enjoy everyone!
-----\ Frequently Asked Questions \-----
Q: You missed an item in your walkthrough so far -OR- Hey here is the
solution to a puzzle you haven't gotten to yet. Can I send it in?
A: Yes! Now is the time to send it in to
[email protected]. Read
the foreword for more details. Anything you send in will be most
likely quoted directly and you will get your proper
acknowledgements. Thanks in advance!
-----
Q: Hey you missed this such-and-such path and/or door. What's over
that way?
A: If you see a path, door or object that I don't mention, it's
because it's a dead end or has nothing of interest down it. Usually
this means that we'll be coming back to it in the future when we
have whats needed to get by it, or I'll make a small note saying
how pointless it is. On the other hand, it's entirely possible that
I just flat out missed it and there actually IS something useful
going on. Hopefully those times will be very rare though.
-----
Q: I can't understand a damn word you just wrote! It's too wordy, and
your English is horrible. Can you give clearer directions?
A: I have no problem attempting to clairify anything for anyone. If
you can't figure out a portion, or think it's definately unclear,
let me know via email and I'll rewrite it in the FAQ and/or write
back to you personally to help you get through it.
-----
Q: Why can't I find and/or get to the Fog Tower?
How do I get past the second floor of the Fog Tower?
A: For the item you need for the first question see the section of the
walkthrough called "The First Dungeon Part II".
For the item you need for the second question see the section
called "Preparing for the Fog Tower".
The game is VERY misleading about this part, and really doesn't
tell you anything about having to have certain items in order to
get to and complete the tower. It just says go rescue Selen.
======================================================================
= II. What's New & Version History =
======================================================================
- Version 1.0 (2/17/00 - 125 KB)
+ Walkthrough completed!
+ Foreword and FAQ updated to reflect walkthrough's completion.
+ Updated the walkthrough showing where to get Blue Metamo, as
well add updated the Metamo mini-game section with the info.
+ Added Child Rescue Part 4 mini-game
+ Added stage 3 of Egg Race and Egg Trial
+ Removed Cheat CC from the list of mirror sites.
(Your only good enough until the next thing comes along ;_;)
- Version 0.3 (2/15/00 - 78.0 KB)
+ Walkthrough updated through Tantarm boss
+ Made disclaimer a little more specific
+ Added a bunch of acknowledgements for people who sent in tips
via email
+ Added a list of authorized mirror sites in the acknowledgements
section
+ Added info on how Justice Horn gets stronger as game goes on
+ Started a section on Metamo in Mini-Game section
+ Listed description of how to beat stage 1 of Egg Trial
+ Added stage 2 of Egg Race and Egg Trial
+ Added an item section for Energy Tanks (which I forgot in 0.2)
+ Added an item section for Sub Tank Items
- Version 0.2 (2/13/00 - 51.7 KB)
+ First Public Release (GameFAQs)
+ Walkthrough complete through Metal Golem boss
- Version 0.1 (2/10/00 - xx.x KB)
+ Internal Release, Rough Draft
======================================================================
= III. Moves List =
======================================================================
Here is a basic moves list. For the special moves related to items you
pick up throughout the quest, I have listed how to use each item as
you obtain them in the walkthrough.
Analog Pad - Moves the EGG/Sleeper.
A Button - Punch or Action Button (Talk, Look, Search, etc)
B Button - Changes you into EGG mode.
(Press again to go back)
Hold B Button - Spindash in that direction.
& Direction (Press B to stop)
X Button - Uses whatever equipment item you have selected.
Y Button - Not used.
Start Button - Brings up a menu with Status and Options
L Button - Brings up the Equipment Menu.
R Button - Hold to block attacks.
Note that these buttons can be changed via the options menu.
======================================================================
= IV. Main Walkthrough =
======================================================================
-----\ Welcome to Eastokion \-----
After you wake up from the lab, it's time to take a tour of your new
surroundings. There are four things of interest in the lab. First, in
the lower left corner of the room you start in is the very first save
point. Secondly, above that is two computers which you can access. The
top is a series of pictures detailing the history behind the game, and
the right one (which isn't very useful at this exact moment) will have
a monster database of every monster you've encountered in the game, as
well as keeping track of how many killed. Leaving the EGG and going
inside, to the right of your old sleep capsule is a computer which
you can use to analyze the various items you get throughout the game.
Leave the lab and venture into the town where you will find a couple
more items of interest. Hang an immediate right and head East a screen
to find what I'll term the "Rescue Child Mini-Game" for lack of a
better term right now. The details of this I'll place down in the mini
game section for now, so later on when you see "Rescue Child Part 3"
available or something to that effect, if you can't figure it out just
jump down and take a look at the answer. (Although so far all three
have been really easy).
Coming back to the main town screen, talk to the man sitting against
the wall right as you reappear. His name is Buz and he's collecting
donations for Luckie's Leisureland, a mini-game which you can catch
all the details of in the mini-game section (oddly enough).
Head towards the south part of town now, and wham-bam in the blink of
an eye you have the first boss encounter, and an oppertunity to get
the supposed best item in the game with a little determination. How's
that for game balance? =O
BOSS FIGHT: JUSTICE HORN
- Don't worry, this fight is ridiculously easy. Simply punch him
as he runs up to you before he punches you, or if you want to
play it even more safe, punch him let him swing and miss and hit
from the side. About 10 hits and he'll go down.
CAPSULE: Attack Capsule [1 1/3]
The pilot is the town's "protector", a young orphan called Luckie.
After he sees your not a pirate, he'll apologize and challenge you to
train with him anytime, by hitting his Justice Horn sitting outside
with a punch. Do so to call him out, and re-enact the boss fight. The
game will track Wins, Losses, and Win Streak from here in, and that's
where the secret item comes in. If you have the time, and the patience
you simply must beat Luckie... 100 times in a row. Ouch. I clocked a
single fight (including load times and talking) with a stopwatch at
around 50 seconds a piece, so 100x50 seconds = about an hour and a
half. If you do go through with it however you get:
EQUIP ITEM: Eco Spinner - Take no EP loss while spinning
- Simply have it equipped to use.
A mighty prize indeed, which almost defeats the whole game play
balance of the game. (It's very curious they put this item in the game
this early). You can spin constantly, everywhere and it makes boss
fights much, much easier. It's a personal choie on whether you want to
get it or not however. It's not only a long boring task, but there's a
certain moral aspect I can see to some as well, almost like using a
cheat code. The choice is yours, but I suggest that if you are going
to go for it to do it now, as I've heard rumors that Luckie gets
stronger as the game progresses. This is now confirmed by this tidbit
of information sent in by Justumaru:
---------------
"Lucky's Justice Horn does increase in power- First, after you kill
Metal Golem, he gains a flamethrower and Maximum's dashing attack.
Still dead easy. Then, later on (I THINK either after you kill Tantarm
Armordress or Armordress Spacy), he becomes MIND-NUMBINGLY powerful,
gaining dashes, missiles and i don't know what else. I wasn't able to
kill him."
(Sent in by Justumaru) ---------------
So there you have it. If you want the Eco Spinner, get it now or soon.
Now you can walk to the southern portion of the town, and to the right
of Luckie's house (the place you can walk into with your EGG), is
Herb's Junk Shop. Here's the price listing for right now: (it changes
as you progress through the game)
EP RESTORE - Price = EP refilled x .5
ENERGY TANK - 300G (Qty: 1)
You will most likely want to buy the Energy Tank now, and can do so
by killing monsters for money and coming back. (It doesn't take very
long).
ENERGY TANK: Max EP Raised to 50
Now your done with Eastokion for now (finally), time to head to your
first encounter with Fogna. Head south and into South Fogedge.
-----\ The First Dungeon: Fogna 1F \-----
Upon entering South Fogedge you'll want to go up the ramp and head to
the lower right corner to pick up a defense capsule just slightly
covered by the foliage.
CAPSULE: Defense Capsule [1 1/3]
Disregard the weird log for now on the bottom of the screen as well
as the Defense Capsule on the platform (we'll be back). Instead work
your way back down the ramp and enter the dungeon entrance in the
northern mountain wall into Fogna. (You can also go up the river but
it's a one way exit from another dungeon, and a dead-end from this
side).
Enter the dungeon, and head North from the first screen. Use the spin
to bust down the door in the next room and head North again. If you
feel like saving here, feel free to drop down to the right and use
the save point. To get back here, simply head south 2 screens (you'll
need to punch a glowing panel to open the gate on the way), and you
will be back in the original starting room. Simply backtrack from
there back up 2 screens.
Back in the room with the save, go to the lower left corner of the
raised plateau where you will see a small hole in the floor that opens
when you stand on top of it. Press B here to roll into an egg and drop
into it, which will open a door down below. Go down the stairs to the
left, head South two screens, and then take a West. Here you'll find
an elevator which you need Level 2 Access for, and a block that you
can punch to get your FIRST Access Chip from.
STATUS ITEM: Access Chip Level 1 - Allows you to access level 1
computer terminals
Now, backtrack to the room where you used the egg hole (with the save
point), and go back up the stairs there and head to the right side.
You'll see a computer which you can now use with the Access Chip,
which will in turn open the door. Proceed on through it East. Now, go
down the hallway (punch the tiles as they fly up), and take the only
direction not blocked off (an East further down). In here you'll find
a button you can punch (which moves the blocks back in the hallway),
and a Defense Capsule.
CAPSULE: Defense Capsule [1 2/3]
Head back into the hallway, go through the newly opened South passage
and pick up the Energy Tank
ENERGY TANK: Max EP Raised to 75
Go back into the hallway one more time, take the East opposite of how
you originally entered this room (the one that was previously blocked
off), and your off to a boss fight.
BOSS FIGHT: JOINTER (beaten w/o using Eco Spin)
- Jointer has three phases to him, the first being where he pops
out of the holes and runs around the room. Direct contact wont
hurt you here, so run up and punch the head as much as you can.
(Note that punching body parts will break them off and they
become bombs). After a few hits he'll begin phase 2 where all his
parts, seperated, fall from the ceiling. Use your spin here to
aim for the part with the claws as that's the head. (Anything
else will explode like a bomb when hit). He also has his third
phase which he mixes in with phase 2 when he's getting close to
death. This one will look exactly like the first except for two
differences. First he will attack you with his claws now if you
simply run up and try to punch him, and one part will fall from
the ceiling (a bomb). Use your spin here to get hits in without
getting clawed, and the deal should be pretty much sealed.
With Jointer beaten, take the North door to get your reward. You also
get an Energy Tank for defeating him.
ENERGY TANK: Max EP raised to 100
EQUIP ITEM: Flame Stone - Casts a fireball which can burn things.
- Equip it, hold down X to charge then release.
- [Uses 3 Red Element]
Now backtrack through the dungeon (S, W, W, S, S, S if you forgot)
and head back to town.
-----\ Back to Eastokion \-----
On returning to the town, you find out that pirates have attacked the
lab, kidnapped Selen and taken her to the Fog Tower. It's time to go
rescue the princess I guess.
With Jointer beated a few new things open up in town, I'll go over
them quickly. First off, Child Rescue Part 2 is now available, but you
can't complete it until you get Skill Rom 1, so don't worry about it
for now.
Secondly, Herb's Junk Shop now offers two new purchases. You can't use
energy stocks until you get a subtank, but you can refill your Red
Element here for dirt cheap.
ENERGY STOCK - Price = Max EP x 2
RED ELEMENT REFILL - Price = Amount Refilled x 1
Thirdly, right next to the shop is a house in the corner. Exit your
EGG and enter it and go upstairs and talk to old man Clay to find what
is perhaps the most annoying mini-game ever created. It is the fact
that this mini-game is so annoying that is a true testament to what
a man called Serg-D has done over on GameFAQs as he has wrote a "Clay
Question Guide". Hop on over to where you found this FAQ and look that
one up for help with this mini-game because quite frankly it's
amazing. (Make sure to come back when your done tho ^^;;).
Towards the end of Serg-D's FAQ however he states that the prizes he
got from the game changed different times that he played, so I'll post
my results here. If they in fact do change then I'm not really sure
how that's going to effect the item totals at the end, but here is
what I got:
TRY # - REWARD
1-2 - Money
3 - Defense Capsule [Level 2]
4 - Money
5 - Attack Capsule [1 2/3]
6-9 - Money
10 - Defense Capsule [2 1/3]
11-30 - Money
I recommend doing the mini-game 10 times and getting the 3 capsules.
(It doesn't take long with Serg-D's FAQ). Anything after that APPEARS
to be pointless, but I'll do more research on this as I play. (All
this is also summarized in the mini-game section).
Exit the town via the north exit and head into North Fogedge.
-----\ On the way to Fog Tower (or not?) \-----
You may have come up this way before, which is no problem. It was a
dead-end at the beginning, but the pub is again one screen up north
from this. (So far the pub is wholly uneventful). The other thing you
might have noticed is the bartender from the pub stuck behind the
vines which is located down the ramp. Use your newly obtained Flame
Stone to burn the vines to let him out, and he'll give you a reward.
STATUS ITEM: Wire Arm - Extends arm to grapple across pits.
- Hold down the A button until fist lights up then release.
Note this cave that just opened, as I'll be calling it "Sheeba's Cave"
from now on. (Sheeba being the name of the guy you just saved). That's
where you'll be going eventually, but at this time I recommend going
back through the town, back to South Fogedge and using the Wire Arm
to grab the Defense Capsule you saw up on the high platform.
CAPSULE: Defense Capsule [2 2/3]
Backtrack back to Sheeba's Cave and head into it. You'll see an Attack
Capsule up on the ledge that you can't grab right now, so instead
grapple over to the left. Exit the cave from that side, and head left
and jump into the river. Take the river North, and follow it through
the next screen off to the East upon where you'll find a Mind Capsule.
CAPSULE: Mind Capsule [1 1/3]
Exit back to the West and start backtracking back to Sheeba's Cave.
Note that this first screen with the small stream on the ground IS
in fact the way to Fog Tower, but I'll save you the time from finding
out that you need not one, but *TWO* items to get there and complete
it. Instead, we'll head to the next dungeon to complete. Back in
North Fogedge, you'll want to drop down to the lower levels of this
screen where you'll see a Grey inset door heading into the mountain.
(This is generally speaking in the lower right corner of the screen).
Here you'll see your first flashback, giving very small glimpses into
the Sleeper's past. Once that's done, enter the door into the dungeon.
-----\ The First Dungeon Part II: Fogna 1F Revisited \-----
Upon entering, follow the path down into the next room, which I will
call the "Main Room". Go up the stairs on your left, follow the path
some more, and grapple across to the right. If you head down in this
room, across the red walkway you can find a save point. Roll into the
blue hole in the floor, located in the top right part of the room as
an egg to open the door to the East and go in. In this room, use your
wire arm to hit the switch and proceed South.
The room you are in now I will refer to as the "Water Room" (you'll be
back here a few times too). Now, head across the red walkway in the
middle of the room and roll into an egg over the blue hole to open the
grate underwater. Proceed down and through the grate, take the stairs
back out of the water at the bottom and head West.
Walk around the top of this level (do NOT fall just yet), you'll see
a Mind Capsule not too far on the path.
CAPSULE: Mind Capsule [1 2/3]
Keep going around until you reach the end, then drop so that you land
on the platform with the egg hole on it. Roll into an egg to use it
and open the door to the West then go through it. (Note: If you go
one screen South you'll notice you are in the original dungeon, and
will be at the room with the save point. Flame or push the ice block
to get by it).
In this room you will see 2 sets of tiles, a left and a right set. You
will want to spindash across the left set. (You must dash because the
tiles will start falling rapidly). Be very careful at the end because
if you don't stop immediately by hitting B you'll go right over the
side. On the way you'll pickup an Attack Capsule.
CAPSULE: Attack Capsule [Level 2]
If you do happen to fall, now that you've gotten the Capsule, take the
right set of tiles, let the wall stop you then grapple over to the
left. Grapple up, then leave via the door to the East.
You will now find yourself back in the Main Room. Walk across (do not
drop yet) and enter the door to the East, placing you back into the
water room. There, use the computer to turn on the air conditioners
(and man what ACs they are =O), then head back to the main room and
drop down to the lower platform. From here, you can go up the stairs
and grapple to the right to bring you back to the "beginning". Now
head back into the water room through the initial entrance. (in the
top right of the main room).
You'll see the ACs have done their thing and the water room is now a
lake of ice. I recommend starting a spin around the door as you enter
because enemies are pouring out through a hole in the wall. Spin
across the ice, and into the red tubing hole in the middle of the room
(It's right under the blue egg hole, on the ice). Enter there (you
must be spinning), and it will take you AGAIN to the main room from
yet another direction. Grapple to the left, hit the green block for a
large EP powerup, and take the door West.
You'll now find yourself locked in a room with 4 robots with guns.
Simply dispatch them (they aren't hard at all), and the two doors will
open. Take the north door to find the reward of the dungeon.
EQUIP ITEM: Freeze Stone - Casts a iceball which freezes.
- Equip it, hold down X to charge then release.
- [Uses 3 Blue Element]
To leave this dungeon, go back into the room where you fought the
droids and go West this time. You'll be able to get to use your new
Freeze Stone right away, as to trigger the pressure plate at the end
of the room that opens the door, you must use it to freeze one of the
enemies in the room, then push the iceblock over the switch. (Don't
worry the monster wont thaw unless you hit it with the Flame Stone)
Do so, and exit East which will take you back to the very beginning of
the main room. Simply go down the stairs, go North, then East to exit
the dungeon. Now backtrack to the town, so that we can get the item
we need before heading off to the Fog Tower.
-----\ Preparing for the Fog Tower \-----
Head back to South Fogedge, and travel to the mysterious log sitting
along the south border of the screen (you have to go up the first ramp
and it's up there). Use the flame to burn the log, then head South.
Use the Freeze stone to freeze the lake there, walk across and enter
the cave for the Skill Rom 1.
STATUS ITEM: Skill Rom 1 - Allows you to lift small bricks.
Make sure that you also pick up the curious Metamo on this screen as
well.
UPDATE: For the story on Metamo so far and what to do with it, please
see the Luckie Leisureland Mini-Game section. You can get a
capsule from it so it's worth looking into as soon as possible.
CAPSULE: Attack Capsule [2 1/3]
Heading back to town, you can now complete the Child Rescue Part II if
you are so inclined. The really easy solution is documented in the
mini games section.
Leave the town into North Fogedge, pass through Sheeba's Cave, and
upon exiting you will want to travel North, but do not use the river
this time, instead stay on the mountain to the right of the river.
(Also, you can grapple across to the left side of the river further
down on this screen, and go North from there. It leads to a EP powerup
and a shortcut to South Fogedge which becomes 2-way once you use it).
On this screen you will want to freeze the first lake you come to, and
continue along the one way path until you reach the second lake.
Freezing this lake will allow you to go left or up, take the left path
for now. Roll into an egg and enter the flower here and it will
throw you to a small cliff. There's a cave entrance to the South,
enter there and grab the Attack Capsule in Sheeba's Cave you saw
earlier but couldn't reach.
CAPSULE: Attack Capsule [2 2/3]
Also, sitting right on the cliff with the capsule is the second Metamo
Make sure you grab it, and check the mini-game section again on this
as you can get a capsule from it the same way you did the first Metamo
CAPSULE: Defense Capsule [Level 3]
Head back to the second frozen lake that led to this capsule, and head
North this time. Climb up the ladder, and notice at the top you can
walk around a path to the right, just before the entrance, that leads
to the external elevator of the tower. When I mention it later, this
is where it comes out on the ground floor. Now it's time to tackle the
tower.
-----\ The Infamous Fog Tower (1F to 13F) \-----
The setup for this section will be a little different because the
tower is setup a little differently from the other dungeons. There are
a large number of floors, and usually you must complete a puzzle to
open the elevator to the next floor. Unless noted, simply leave each
floor by taking the elevator up to the next when the puzzle is solved.
1ST FLOOR - This is the lobby of the tower so to speak. Walk up to
the lovely receptionist Ted and pay him the 400G to enter the tower.
(Note: if you leave the tower and come back you do not have to repay).
There is also a save point down here if you'd like to use it.
2ND FLOOR - There is a pit in the upper left and upper right
corners of this floor. Each one leads to an elevated platform on 1F
that holds a capsule. Thus, drop down one, get the capsule, take the
elevator back up, and repeat for the other.
CAPSULE: Mind Capsule [Level 2 - Element Max raises to 25]
CAPSULE: Defense Capsule [3 1/3]
That having been done, you now need to push the green block onto the
pressure trigger to open the elevator. Do so by pushing it all the way
left, down, then left. This will place it directly above the small
brown brick. Go around to the lower right, grapple across, then pick
up and destroy the brick. This will allow you to push the block up and
onto the trigger.
3RD FLOOR - There is a West and an East exit to this room, each one
leading to a grapple and a platform with a breakable block. If you
head to the West you can get a EP powerup if you need it, but
definately head to the East where it will net you a capsule.
CAPSULE: Attack Capsule [Level 3]
Back to the puzzle at hand now, you want to push the blue glowing
block to the right, directly under the overhanging light. This will in
turn activate the moving platform on the right side. You can then push
the green block onto the platform, ride along with it, and push it on
top of the trigger.
4TH FLOOR - Push the first block all the way left, getting it out
of the way, Continue on, grapple down, and work your way back up the
room by pushing the next two blocks in your way all the way to the
right. You now can reach the block that is just south of the trigger
and can push it onto the trigger, opening the elevator.
5TH FLOOR - Three pressure triggers in this room, and you would
think that the three green blocks are the key, but not so. Your goal
here is to freeze three monsters into blocks and push them onto the
triggers. This is best accomplished by using the two monsters outside
the "pen", then releasing the others and killing off all but one or
two more to use for the last one. A few notes here, first don't freeze
anything against the left wall, because obviously you wont be able to
push it off it to get it to the triggers. Secondly, with all the
monsters this is a very good place to get EP, money and element, if
you are in need of those.
6TH FLOOR - First off, punch the blue panel to move the platform. Then
head down and grapple across to the lower left corner. Roll into an
egg and drop into the hole to extend the bridge and walk across it.
You now want to move the green block UP ONE STEP (very important as
otherwise you can't get behind it to push it off later), then to the
right over onto the platform. Backtrack your way to the blue panel to
punch it again, then walk to the top left corner. Push the block off
the platform and onto the trigger.
7TH FLOOR - First off, drop down the pit directly to the left of you
as you enter. This will allow you to get the Energy Tank you saw on
the 6th Floor below.
ENERGY TANK: Max EP raised to 125
Take the elevator back up, and grapple across the very bottom of the
screen. (You can grab the green block with your Wire Arm). Push the
green block there onto the trigger (which extends a bridge), and
grapple back. You can now push the green block close to where you
entered down, then right across the bridge, then up onto the trigger,
which makes the walkways slide giving access to the elevator. Before
you leave however, punch the red trigger, opening the door and giving
access to the outside elevator mentioned earlier from the 7F.
8TH FLOOR - The only thing you can do from this side is step on the
blue switch which opens the way to the outside elevator from 8F. Now
go back down to the 7th Floor, walk to the elevator and go back up to
the 8th Floor and re-enter. This will bring you lower into the level
on this floor (from the original entry you can't get by the lasers).
To get by the lasers now, simply push the green blocks in front of the
blue beams, turning them off and giving you access to the elevator.
9TH FLOOR - You get a break in the puzzles here. There's a couple of
computer terminals here, but you can't use yet. The only thing to do
is to take the elevator up.
10TH FLOOR - There's another terminal here that you can't use. Instead
walk around the south side of the floor and pick up and throw the
brown brick to reveal a capsule.
CAPSULE: Defense Capsule [3 2/3]
Now simply take the elevator up to 11F.
11TH FLOOR - For starters, DO NOT pick up the brown brick sitting on
the trigger just yet. If you do, leave the screen and come back to
reset it. Instead, walk to the middle and roll into an egg and drop
into the hole to change the lasers. Now you have access to the right
side of the room, and can push the green block in front of the blue
beam, disabling the lasers. Remember that brown brick at the
beginning? Well, now it's time to use it. Go over and grab it, and
make sure you HOLD A so that you don't throw it. While holding A, walk
around to the top left corner of the room. Line yourself up with the
blue switch directly off to the left of it, one step away from the
rail. Point yourself at the switch and release to throw the block onto
it, opening the elevator.
12TH FLOOR - You'll immediately see "Egg Fight" and "Metal Heaven"
written on the ground here, and as you can probably guess you're about
to enter a boss fight. Before you do though, make sure to save if
needbe, step on the blue switch to open the door to the outside
elevator from 12F, and you can punch the green block in the lower left
for a life powerup. When your ready, leave via the West door.
BOSS FIGHT: MAXMIMUM (beaten w/o using Eco Spin)
- A ridiculously easy fight. Maximum has a jetpack on his back
which he'll use to attempt to charge around the ring at you. The
attack is very predictable and easy to avoid. Run up on him while
he's charging and start landing punches, then keep following him
and punching when you can. If you keep on his tail he'll never be
able to have the time and space to charge up again, and he's
worthless in hand-to-hand combat. Just keep following and
punching and you'll have an easy victory.
You'll now see a little cutscene of Glen (the pilot of Maximum) being
pushed off the side of the tower by Juji (the leader of the pirates).
Juji congratulates you for your strength, and grants you access into
Metal Heaven to go see him inside his factory.
To head to Metal Heaven, walk back inside to the East, then take the
elevator up.
13TH FLOOR - Another terminal you can't access here. (There sure are a
lot of them in this tower so far eh?). Head to the bottom right of
this floor and pick up the small brick for a capsule.
CAPSULE: Mind Capsule [2 1/3]
Now exit through the South to enter the "town" called Metal Heaven.
-----\ Metal Heaven \-----
Here we go with a quick tour of some of the notable things in this
town. First, head left to see the second flashback of the game,
introducing you to Armordress. Head down from here and the building in
the lower right corner is a second junk shop with a few good buys.
ENERGY STOCK - Price = Max EP
ENERGY TANK - 500G (Qty: 1) [Max EP Raises to 150]
MIND CAPSULE - 400G (Qty: 1) [2 2/3]
Pick up the tank and the capsule and move along to the top left part
of the town. Roll into a egg to use the cannon to shoot you across to
the upper right corner. Work your way down to the lower right corner,
dropping off a platform, up a stairs, (skip the cannon in the middle
on the right side however, it leads back to the elevator entrance),
drop off another platform, and enter the observatory in the bottom
right.
Leave the observatory via the south entrance (the one that places you
on the platform), and head left across the bottom until you reach
another cannon. Use this one to shoot you to a small cliff with a
capsule.
CAPSULE: Defense Capsule [Level 4]
Leave North to enter the factory.
-----\ Metal Heaven Factory \-----
Start by going straight through this first room, off to the North.
Just ignore anything you see on the plateaus as you can't get to any
of that yet. Now you'll see 2 converyor belts, take the one on the
left. (The right one leads to a dead end, and theres only a Red
Element refill in that crate). Hit the switch on the ground, grapple
up and follow the path, exiting to the East.
In the next room, simply follow the path (there's a grapple to the
right in there), and exit East to a catwalk. Run straight down and
don't stop to avoid all the cannons and robots here. (you can go back
to pick up all the powerups the robots leave behind though). Keep
following the catwalk and enter the door West.
Walk around to the left of the elevated platform you see with the
capsule, then use the conveyor belt to get it.
CAPSULE: Attack Capsule [3 1/3]
Keep following the belt around, which will drop you into a small pit.
(You can search the door and the little hole here for 10G each-yay).
Climb the stairs here and note two things. First, the three pipes
below you lead back to the town if you roll into them. Secondly, if
you drop off to the left, you get a life powerup and 50G (in the small
hole), but it's a one-way trip back to the beginning of the factory.
Instead you will want to get back ON the belt to the left of the
monster generator, and OFF to the right of the hole in the floor. Take
the door to the North you see here.
Some quick terminology for this room. The conveyor belts im going to
be calling #'s 1-4 from top to bottom, so keep that in mind. First,
run straight up and let belt #1 take you to the left. Throw the switch
here, and run straight back down across the belts, letting belt #4 now
take you to the left. Here there's an egg hole to use, opening the
door back in the top left corner. Use it, hit the switch again, head
back up the belts, and let belt #1 take you all the way to the left.
Exit via the newly opened door to the West.
STATUS ITEM: Access Chip Level 2 - Allows you to access level 2
computer terminals
Grab the chip, do NOT fall, instead go back East to the room with all
the belts. Use the computer now with your new chip to open the door,
go through North and grab the Energy Tank and come back.
ENERGY TANK: Max EP raised to 175
Hit the switch, allow belt #4 to take you to the left, hit the switch
down there, then this time allow belt #2 to take you all the way to
the right. Use the computer terminal there, hit switch, let belt #4
take you all the way to the left, hit switch, then let belt #4 take
you all the way to the right. You SHOULD now be in the lower right
corner. (Blah! that's so confusing =[ If you get lost let me know and
I'll rewrite this section)
Anyway, go North through the newly opened door and grab your new toy.
EQUIP ITEM: Flame Spinner - Surrounds your spindash in flame.
- Equip, then hit X while spindashing.
- [Uses 5 Red Element]
Head back South two screens which leads you back to the room where you
came in from the catwalk. Retrace the steps in this room that led you
back to the door in the middle of the top wall. Now, you want to get
ON the belt by walking to your LEFT (not down) as close to the
beginning of the belt as possible, then quickly get OFF by moving down
at the first available passage. If done right you will be at a switch,
hit it to reverse the belt, get back on and let it take you to the top
left. From here, use the computer terminal to open the door and head
out West.
Now you are up on the plateaus you saw in the first screen of the
factory. Grapple across the gap and punch the crate for a capsule.
CAPSULE: Attack Capsule [3 2/3]
Keep walking around the platform to a egg hole. Drop into it to turn
the power on to the factory. Now backtrack your steps, across the
grapple and leave East the way you just came. Inside here, go up
the newly powered elevator.
You now find Selen, who tells you that Juji is in the back scheming
about Juji's powers. You'll also see some not so subtle directions to
where Juji is hanging out, but don't be so fast to follow them. First,
use a spindash to break down the West door, and proceed through it
to a proverbal treasure trove. 6 crates to be punched here, 3 are
money, 1 is a EP powerup, and 2 are capsules. Grab them all and SAVE
your game.
CAPSULE: Defense Capsule [4 1/3]
CAPSULE: Mind Capsule [Level 3 - Element Max raises to 40]
Now head back to the room with Selen and go North for a confrontation.
Juji explains who was behind the breeding of Fogna and also has a
small proposition for the Sleeper to be his man to harness the powers
of Fogna. Needless to say, you refuse and the fight is on.
BOSS FIGHT: METAL GOLEM (Beaten w/o using Eco Spin)
- First off, do NOT punch the crates, as they explode and will harm
you. He'll destroy them soon enough anyway. This fight is not
really so hard, but there's not a lot of room for error as his
attacks do quite a bit of damage. He has 3, one where he shoots
small fireballs that burns on the ground (he uses at long range),
another large dual flamethrower attack (medium range), and a
buzzsaw that comes out of his chest (hand-to-hand range). The
fight though is actually very simple, fire your freeze stone at
him from long range and you'll freeze him for a short period of
time (you can usually get 5 or more punches in). The only thing
to watch out for is immediately after he unthaws he'll whip out
his buzzsaw if your right there punching him for massive damage.
Just be careful of that, repeat the freeze 3-4 times and he's
done.
-----\ A Hero's Welcome \-----
Upon defeating Metal Golem, you are instantly warped back to Eastokion
where the townsfolk are very delighted to hear the pirates are gone.
You have a chat with Dr. Yam, Henry and Juji at town square, where you
are given 1000G in reward money for catching the pirates. There are a
few other things that open up that I will go over real quickly.
First off, two more mini-games are expanded. You can now complete
Child Rescue Part 3 (very easy), and Buz is now taking donations for
stage 2 construction of Luckie's Leisureland. More info on both of
these can be found in the mini-game section.
Head up into the lab to talk to Selen. She will give you a gift from
the scientists of a new status item you'll need for the next dungeon.
STATUS ITEM: Waterproof Suit - Allows full motion underwater
- Its effects are used automatically
Leave the lab to see another mini cutscene of Juji and Rot the pub
owner from the north. Apparently these two know each other, and it
doesn't seem amicable. One other small thing of note is you can play
matchmaker between the guy in front of the green tent (to the left of
where Juji now sits), and the girl who is south of the tent next to
the pub up north. I'm not really sure what this accomplishes, but if
I find out, or it develops into a mini-game or something, it'll be
updated in the appropiate sections.
Before charging into the basement of Fogna, lets take a short return
trip to the Fog Tower to use your new Access Chip 2 to pick up a new
item. First off, you CAN use the card to open the door that leads to
the external elevator on 9F, but this isn't really critical. Instead
take the elevator up to 12F, then go up to 13F and use your card to
open the elevator to 14F. Go up, and smash the block in the lower left
corner to get the Transporter.
EQUIP ITEM: Transporter - Takes you back to the exit of a dungeon
- Equip the item, press X and then confirm
- [Uses 15 Blue Element]
Now it's off to Fogna's basement, via Fogna 1F.
-----\ The Third Dungeon: Fogna B1F \-----
Head to South Fogedge and enter Fogna 1F via the original entrance you
used at the beginning of the game. Pick up the block to the left and
go down the stairs and through the door West. Here you'll find an
elevator you can now use with the computer terminal. Take it to head
down to Fogna B1F and a save point. Head East from here.
In this room first go the lower part of the room, and lift up both
small blocks to reveal a Blue Element refill and a capsule.
CAPSULE: Defense Capsule [4 2/3]
Head back to the upper part of the room, where you must use the Freeze
Stone to make ice blocks out of two of the enemies, and slide them
onto the triggers. This opens the door and allows you to proceed East,
and follow the path through the next room to go East again.
You'll now come out into a larger room. Head down the path but do NOT
drop into the water just yet. Use the egg-hole to open the small gate
here (so you can climb back up later if you jump in the water). Walk
down the steps into the water, then back up the steps on the other
side back out of the water. Here you'll see a platform with a robot
generator and 3 triggers. Freeze 3 monsters here as well (I'm getting
a little sick of playing "Freeze the Monsters by this point ^^;;),
and push them onto the triggers, which will cause a set of grapple
posts to pop up. Backtrack to the egg-hole, grapple to the right and
leave through the door to the North.
(If you go West from the previous room, it leads to a drop which is
the one-way exit to South Fogedge described at the very beginning. If
you go the East path which is underwater, through the water flow,
you'll see a capsule you can't get just yet).
In this room, before doing anything, stop and kill the enemy. Walk
up a little bit and pick up the northern of the two blocks and HOLD A
to hold the block overhead. Pick up the capsule revealed.
CAPSULE: Attack Capsule [Level 4]
Now, take the block you are holding and throw it across the gap to hit
the blue switch, which in turn pops up another set of grapple posts.
Grapple across and exit via the door to the North.
Here before grappling off to the left, walk up to the edge of the
platform, and grapple straight up to grab the Skill ROM.
STATUS ITEM: Skill Rom 2 - Allows you to catch bricks that are
thrown at you.
Now grapple off to the left and collect your first sub tank.
EQUIP ITEM: Sub Tank #1 - Holds items (like Energy Stocks)
- Equip the item and simply hit X to use it.
Unfortunately the bad news is I see no way of getting off this little
island with the Sub-Tank. Easily solved is this problem however, just
simply walk off the edge into the pit and you will re-appear at the
door. (Not very elegant, but it works). I also don't think you can
reach the passages you see in the far northern part of this room
either from this direction. If I find anything out on either situation
I'll definately update this little section later. For now, after
you've reappeared at the entrance to the room, walk around to the side
and exit via the door to the East.
In this room, you of course get to test out your newly obtained Skill
Rom 2. Stand where the bricks are landing from being thrown out of the
brick generator, and hit and HOLD A just as the brick would strike you
(You want to HOLD A so that you catch and hold the brick). Now carry
it over and throw it across to hit the blue switch, which will pop up
a set of grapple posts upon which you will use to exit the room
through the chute to the East. In this small room once again take the
chute to the East.
In this room, seperated in half by piping (you'll see the other half
in just a second), you will see a egg-hole in the lower left corner
of the side you are on. Use it, and backtrack two screens to the West.
(Through both of the chutes you just came from).
Now, jump into the water, and take the door underwater to the East
(The one with the water flow coming from it). Also note that if needbe
you can go West from the otherside of this room which will lead to the
North Fogedge entrance to Fogna B1F. (The entrance is downstream from
the river that leads to the Fog Tower)
In this room head straight to the east, through the gate you just
opened, up the stairs and out of the water. From here, take the door
to the South into an interesting room. Here there are four monsters,
and each door opens depending on the corresponding number of monsters
killed.
1 Killed - Opens W Door
2 Killed - Opens E Door
3 Killed - Opens S Door
4 Killed - Opens N Door
The southern path is a dead-end, the western path is a dead-end with
a save point, and the eastern path leads to a boss fight. I strongly
suggest killing 1 monster, exiting West and saving before heading
two screens to the East to fight the boss. When you're ready, head in
that direction
BOSS FIGHT: TANTARM (Beaten w/o using Eco Spin)
- This is just not a fun fight. It's overly long, and while not
that difficult, there are still a lot of aspects about this fight
that I don't understand. Tantarm has two phases. In the first, he
appears, either fires off 1 small shot (very weak), 2 small shots
or 1 larger shot (strong, also has splash damage). Then after
firing it stands still for a little while, and runs away slowly
if you try to approach. Then it teleports somewhere else and
repeats. The second phase, which kicks in after you land a bunch
of hits in, is the same thing except there are two Tantarms doing
the pattern. One is real and can take damage, and one is fake and
cannot. (Do note that the shots fired from BOTH are both very
real and do damage to you). He also must be hit in the glowing
orb that opens up when his two halves seperate to fire, and thus
punches wont do the job (they aren't high enough). My method was
simple and unefficient. Stay on the red platform and fire my Wire
Arm at the core to do damage. (You will know that you've scored a
hit when you see a yellow spark. A blue cloud means you missed
and/or hit the fake Tantarm). You basically want to have the wire
charged and ready so that when he teleports in, you can strike
then. (It's the easiest time to get a hit because his body is
fully opened while firing). Repeat this process many times (the
bullets are rather easy to avoid) to finish him off.
One other thing I must bring up, involves the lighting in the
room. It seems to be on a little chart that goes like this:
[ Red -> Yellowish/Orange -> Green -> Dark Blue ]
I've noticed that a few different things change the lighting, but
I don't really know what the lighting means, or how it changes
things. In general, a hit upon the real Tantram will turn the
light back to red. Continous missed hits (blue clouds) will turn
the lighting back towards the blue spectrum slowly, and hitting
Tantrum with the Freeze Stone instantly moves the lighting one
step towards the blue end. If anyone has anymore info on this, or
has a much more elegant way of beating this boss, I'd be very
happy to hear it and give you some acknowledgement.
When Tantarm dies, he drops an Energy Tank. Grab it, then leave to the
North to obtain the Geo Stone.
ENERGY TANK: Max EP raised to 200.
EQUIP ITEM: Geo Stone - Weakens loose flooring
- Equip it, hold down X to charge then release.
- [Uses 8 Yellow Element]
-----\ Fun Things to Do with Your New Geo Stone \-----
Before we leave this place, there's a couple items to be picked up,
and one of them is fairly major. First, make sure you leave Tantarm's
room by heading through the door that just opened to the SOUTH. Head
down the path in this room, and use the Geo near the cracked, uplifted
floor to reveal a set a stairs, to grab a new item.
STATUS ITEM: Vacuumer - Vacuums up light sources into sub-tanks.
- Stand over a light source and push A.
If that description is kind of vague, you have the first change to
experience what it does in this very room. Make sure you have an empty
sub-tank, stand in the light and press A to fill it with a double
stock. Convenient huh? Exit up the stairs. Follow the path South, into
the next room and around the corner until you see a blocked up door.
Use your spindash to get in, and grapple across to get a capsule.
CAPSULE: Mind Capsule [3 1/3]
Push the red block in to get to the door to leave North. Go down the
stairs (into the water), and leave West, then go all the way
underwater south through the next one and through the door at the
bottom. Go up the stairs in this room (skipping the computer terminal
you can't use yet) and leave South. In this room you'll see a
mysterious cracked floor. Stand in the middle and use Geo and just as
mysteriously you'll see a capsule drop from the heavens =O.
CAPSULE: Attack Capsule [4 1/3]
Backtrack back to the North two screens (you'll be underwater again),
and take the first left stairs out of the water. (the one that leads
past the egg-hole). Follow the path up here and exit West, then walk
through the next room to the West. Here in this room (where you froze
the monsters) you'll see another place to use the Geo Stone. Use it,
and travel down the stairs. Take a good look at a robot getting eaten
alive by Fogna =O and travel North to get the fourth element.
EQUIP ITEM: Plasma Stone - Shoots out plasma energy.
- Equip it, hold down X to charge then release.
- [Uses 6 Green Element]
Having got that now, head back up the stairs then take the first door
on the West, which should leave back to a save point and the elevator
you took here from Fogna 1F. Use the save and take the elevator.
Back in Fogna 1F now, there's one new capsule you can get with the Geo
Stone. First, take the East exit back to the main room, climb the
stairs and take the "main" North twice (it will lead to the save room
with the ice block). Do not fall to the save point, instead take the
door to the East that you opened so very long ago with the computer
there. Head all the way south through the next one (watch out for the
tiles) and exit the South door. Here on this plateau in the first room
of the dungeon you can use the Geo Stone again to open the stairs in
the floor, which lead to a capsule.
CAPSULE: Mind Capsule [3 2/3]
If at this point you want to head back to town, you will find you can
now attempt the Child Rescue Part 4 mini-game (You need the pull item
though), and the junk shop now has Yellow and Green Element refills as
shown.
YELLOW ELEMENT REFILL - Price = 3G x amount refilled
GREEN ELEMENT REFILL - Price = 3G x amount refilled
After you stop back at the town (or if you didn't you're already here)
go to the main room of Fogna 1F (drop off the cliff to the left and
climb the stairs if you are still at the capsule above), and use the
Plasma Stone on the elevator. Then take it up, to head to Fogna 2F.
-----\ The Fourth Dungeon: Fogna 2F \-----
You will start off here seeing a set of 2 platforms and an egg-hole
on either side of them. One extends the platform out, and the other
moves it back. Here's the series of egg-holes you'll want to use to
make your way to the top right exit: First, use the left egg-hole of
the left platform. Go up and use the bottom egg-hole of the platform
above it to make it move in against the left wall. Take a breather
here by heading through the door in the upper right hand corner to
the North. There's a green block here you can punch for a capsule.
CAPSULE: Attack Capsule [4 2/3]
After getting the capsule, go back through the door to the first room,
as this is a dead end from here. Now, Backtrack to the beginning of
this room by using the right egg-hole of the left platform. Use
the left egg-hole of the right platform to extend it, walk across,
then use the left egg-hole there to extend it again to reach the exit.
(Wow... that's ugly too. If anyone has a hard time with this let me
know and I'll try to write it up better). Exit through the North door.
Head East through the next room. In here, use the Plasma Stone on the
colored circle to turn on the brick generator. Catch a block and HOLD
IT (hold A), then get onto the floating platform. While your floating
across, line up and throw the block onto the blue switch to the right.
Ride across the platform, and go through the gate that just opened.
Before taking the next platform, head West, then South and punch the
green block to get a capsule.
CAPSULE: Mind Capsule [Level 4 - Max Element raised to 55]
You can also shoot your Wire Arm across to break the green block there
to reveal an EP powerup. Use your Wire Arm again to grab it. Do NOT
drop off the platform here as it leads to the dead-end mentioned with
the Attack Capsule above. Instead go back to the room with the brick
generators and the switches. (North, then East)
Here you'll want to repeat what you just did (catch block, hold, get
on platform, throw at trigger) two more times. The only catch now is
that the triggers are moving as well as the platforms. (Don't worry
though it's not that hard). When you finish the last two, head North
to get some nice scenery of the landscape. Take the South exit on the
left side of this balcony.
Welcome to a nice little puzzle here that corresponds to the symbols
you saw on the three platforms you just went across. (For those of you
that forgot they are Blue Circle, Green Triangle, Red Square in that
order). The trick to this puzzle is, there is only "real" path across
the tiles that doesn't drop you into the pit. Stepping on a tile of
the path results in a chime indicating you didn't fall into the pit ;)
The solution is that you must use a path that goes Blue, Green, Red,
Blue, Green, Red repeat in that EXACT order. (the order of the
platforms) Here's the exact solution if your still stuck, starting
from the blue square 3 from the left.
(Blue Square), S, W, S, S, E, S, E, N, E, N, E, E (to land)
Go up the stairs to find an EP in the green block (useful if you fell
down the pit too many times), then head around the path and up the
stairs to the lower left corner. Take the West door there.
Two things in this next room, one being a door you can't open yet, and
the other (keep walking around the path) being a capsule in another
green block.
CAPSULE: Mind Capsule [4 1/3]
Grab the capsule, backtrack to the tile room (East) and this time take
the door off to the South.
Grapple to the left, and exit through the West door, In the next room
immediately grapple up to find an EP powerup in a block, and a vacuum
source for an Energy Stock (this should greatly help if your short on
EP at this point). Grapple back down, go up the stairs and follow the
pretty neon lights to the South exit.
Divert your eyes from all the gates (yes it IS your worst nightmare)
and head through the East exit instead. Here you can step on a switch
that will open the gate to the Attack Capsule you got way at the
beginning (aka a shortcut to beginning of the dungeon). After its
opened, head North for a save point and a Green Element powerup in
a block. Then, backtrack to the gates.
Here comes the fun part. The plan is to use the egg-hole, then
IMMEDIATELY roll into an egg and spindash through the gates, much like
some of the rooms of Egg Trial. Thankfully, it's really not that hard,
and only took me a couple tries. When your done, step on the blue
switch to open the gate so that you never have to do that again, then
proceed South to a rather large surprise.
-----\ West Fogedge \-----
Yup, Fogedge just got a whole lot bigger. Right upon entering you will
see a flashback showing the Sleeper getting trapped in Fogna (where
he was later found). Walk around the path and the first staircase
leading off to the right leads to a flower that will shoot you back
to South Fogedge. (The flower that leads back is just slightly south
of where you land, up the stairs).
The second staircase is of no use until you get the pull item, so
we'll come back for that. The third staircase, leading off to the
right leads to a small house that has a guy selling a Super Stock for
an absurd price of 1500G. (Super Stock fully refills EP and Element).
Buy it if you so desire (and have a Sub-Tank empty), and continue
along the vinepath, and use the flower at the end.
-----\ Moon Bay \-----
You'll now find yourself landing at the Moon Bay. (If you need to go
back to West Fogedge, use the flower directly above where you landed).
First off you'll notice the large stranded robot that should look
familiar (and the Sleeper confirms it), laying in the sand to your
right. There's nothing down there interesting right now though except
an ominous feeling that you'll be back ;o , so head South.
Walk around the path to the top right corner and go down the stairs
for a vacuum stock containing Double Stock, and a capsule inside the
green block.
CAPSULE: Defense Capsule [Level 5]
Head back to the left, going down the stairs, and then underwater. Go
across the underwater path to the cave that leads to the East. Inside
the cave, use the egg-hole up on the plateau to turn the power on to
the Moon Bay. Exit the cave and go back to dry land, then head down
to the big green platform which is in fact an elevator. Take it to
head to the next dungeon.
-----\ The Fifth Dungeon: Trench Plant \-----
The first thing you'll notice is the capsule, but you can't get it
just yet. Instead, head off to the East exit to a save point. Save up
(it's been a while), and head into the water. The door heading to the
East here at midroom (almost across from the stairs down into the
water), leads to a dead-end with an EP powerup. Head there if your
short on life. Right above there are two blocks (and a capsule and
Red Element refill you can't get yet), which you can push both inwards
onto triggers to open the door in the upper left. Do so, and take the
door you opened, which leads West.
In this room there's an elevator with no power here, but the trigger
for the Plasma Stone is underwater (and you can't use it underwater).
So simply go into the water and head West.
Two more element refills you can't get in this next room, instead head
to the West, through the door in the middle of the room. Here, head up
and punch the blinking button to drain the water from most of the
plant. Exit back to the East, then backtrack the way you came, taking
the East in the top part of the room to head back to the turned off
elevator. Use the Plasma Stone in front of the green circle to
activate it, and head on up to 2F
Head around the right side of the level until you reach the freezeable
lake at the bottom. You might want to kill both enemies here first
before attempting this as it takes exact timing. First, freeze the
lake, then grab and hold the brick and make it across the lake before
it unfreezes. Once your across, stand at the top barrier and throw
the brick across to trigger the switch which opens the gate. Circle
back around to the beginning of the room and go through the door West
that is behind the gate that opened.
In this room, freeze the first lake, walk part way across, then
freeze the second and head over to the left side. Grab the brick and
line yourself up with the switch, then back about 2 steps away from
the barrier (keep yourself lined up, the switch should have just left
your view of the screen), then throw it to turn on the elevator. Take
the elevator back to 1F.
Walk down the steps to the left here (around the item for now) and
head to the upper left corner and hit the blinking button. (This now
sets the drainage back the way it was when you first entered). Take
the elevator back up to 2F after doing so.
Jump into the now emptied pool, and use your Geo Stone to break the
brick thats slightly risen. Jump down the hole that's made to get the
Super Grip.
STATUS ITEM: Super Grip - Allows you to pull blocks.
- Hold down A at a block and pull backwards on the pad.
Congratulations, there's only about a million different items you can
now go back to and get with this item :). We'll grab a couple of them
inside this dungeon now (since I know you're just chomping at the bit
to use this thing ;). Jump down and head through the door to the South
that leads outside.
Jump down to the lower level and head to the left. You'll find the
first block you can pull, which will lead to a green block with a
capsule in it.
CAPSULE: Attack Capsule [Level 5]
Head back to the right and enter the middle of the three towers, which
leads back to the entrance to the Trench. You can now go to the upper
right corner and get the capsule there.
CAPSULE: Attack Capsule [5 1/3]
Head off to the East, where you can pull another block towards the
middle of the room to land another capsule. (Also, save while you're
here).
CAPSULE: Mind Capsule [4 2/3]
Backtrack back outside, but instead take the door in the upper right
corner underwater that leads to the right side tower. Go inside and
up the middle stairs. The trick to this room is to kill the two
turtle type monsters, which converts them into stone corpses. (Don't
ask me how, I just report this stuff I don't explain it :). You now
want to pull the corpse down into the small passage (It's important
to pull and not push, because you'll get trapped by a laser if you
push... you'll see what I mean). Pull the corpse onto the trigger,
then go down and jump into the water. Go back up the stairs and repeat
for the other trigger to activate the elevator, then take it up to 2F.
Walk down towards the middle and get out of your EGG. Walk up to the
glass case to see a long cutscene about a figure from the Sleeper's
past, which fully explains the history and backstory of the game.
When your done, head back outside, and enter the middle tower again.
Take a moment to duck into the East room to use the save point, then
go up the elevator and backtrack to Armordress, the robot buried out
in the sand at the entrance to the Moon Bay. Unfortunately for you,
someone got there first.
BOSS FIGHT: ARMORDRESS (Beaten w/o using Eco Spin)
- This mammoth robot has 3 different attacks you should be aware of
First off, don't be afraid to run right up to it, as it cannot
harm you by touch alone. It's first attack, while it's on the
ground, is a punch to the ground which ignites into a small chain
of blue fireballs. Simply run to the side before he punches to
avoid it. After do you a certain amount of damage, the blue
fireballs will turn red and be much larger and harder to avoid.
When he's almost dead, he'll turn bright red before he does this
move (long charge time here), then unleash one HUGE multi-colored
explosion which is almost unavoidable. (For the time it takes to
charge, and the small amount of energy it surprisingly takes off,
its worth it to take the hit and land a flurry of punches on him
while he's charging). When he jumps in the air, he then chooses
from his other two attacks. If your just about standing next to
him he'll jump straight down providing a small shockwave ring
around him that will damage you. If your farther away you'll hear
a loud whine, and his eye will light up green, and he'll shoot
out a laser around himself in a circle from mid-air. If you hear
the whine, that's your cue to run in and try to stay as close to
his shadow as you can on the ground.
To beat him, I found you can take off a good chunk of damage in
the early goings by going through your Green Element firing off
Plasma Stone after Plasma Stone at him. Wait until the
electricity wears off before firing another however. (This seems
to be the only element that damages him.) After blowing through
those (I used 13 Plasma shots... a full Green Element and a
Double Stock worth), it'll take approximately 40-50 punches to
finish him. (He takes a brute's worth of damage). The best time
to punch him is when he lands from performing the green laser
attack, as you can get 4-5 shots in then. Also, while he's
charging up for the super punch as stated above you can get 10+
hits in if you choose to take it. On a whole, he's actuall pretty
easy due to the surprisingly low damage his attacks do.
After defeating him, you'll get a transmission from Omega telling you
what to do next, and you'll receive your reward.
STATUS ITEM: Access Chip Level 3 - Allows you to access level 3
computer terminals
Next, go up towards the North and enter the flower to go back to West
Fogedge. Even though the next goal is the Fog Tower, we've got some
things to take care of first with all our new found toys.
-----\ Preparing For the Moon \-----
First off, you'll want to grab one last capsule before you leave West
Fogedge to go back to South Fogedge. Take the second staircase
mentioned the first time we came through here (the one that leads
down), where you can pull a block to access a green block with a
capsule in it.
CAPSULE: Attack Capsule [5 2/3]
Now, take the flower in the top right back to South Fogedge, and head
back to town. There's a couple new things here, one being that Buz
is out making collections for Stage 3 of Luckie's Leisureland. See the
mini-game section for more details on that one, although you may want
to do it as soon as possible. The games are hard, but net two decent
prizes as shown here:
ENERGY TANK: Max EP raised to 225.
EQUIP ITEM: Sub Tank #2 - Holds items (like Energy Stocks)
- Equip the item and simply hit X to use it.
Secondly, you can now complete part 4 of the Child Rescue mini-game,
which actually nets you a capsule for a prize this time.
CAPSULE: Defense Capsule [5 1/3]
For the next item, head to Fogna 2F via the elevator in Fogna 1F
(South Fogedge entrance). Work your way back to the tile game puzzle
(exit first room North in the upper right corner, then go up through
the moving platforms - check back in the section if you're really
lost). Go west from the lower left corner of the tile puzzle room to
find a level 3 computer terminal. Open the door to get a capsule.
CAPSULE: Mind Capsule [Level 5 - Max Element raised to 70]
Use the Geo Stone to destroy the raised block in the corner, then
fall through the hole back to Fogna 1F to find an Energy Tank.
ENERGY TANK: Max EP raised to 250.
Use your Transporter for a quick trip back to the entrance of Fogna 1F
then head back in, go West and take the elevator down to Fogna B1F.
There's two places of interest for you here. For the first, travel
3 screens East of the elevator, then drop down into the water and take
the North door. From this room, head to the upper right corner to exit
East through the door with the water flow. Exit the water in the next
room via the stairs on the right side and head up a little bit to two
red blocks. Pull and push them out of the way to get access to the
capsule.
CAPSULE: Defense Capsule [5 2/3]
For the next location of interest, backtrack West one screen, then
head South two screens. (All of that is underwater). Go up the stairs
and use the level 3 computer terminal to open the door. Inside, you'll
find another Energy Tank.
ENERGY TANK: Max EP raised to 275.
Use your Transporter again to exit, and return to the town if needbe
to heal. Now head up through North Fogedge to the Fog Tower, but
instead of heading to 9F as Omega told you, take the external elevator
to 12F, then go up to 14F from the inside. You'll now be able to pull
the green block to get access to yet another Energy Tank sitting under
the brick.
ENERGY TANK: Max EP raised to 300.
Take indoor elevators now down to 10F, and use your level 3 computer
skill to open the West door. Inside you'll find a vacuum source for
Element Stock, and a capsule underneath the brick.
CAPSULE: Mind Capsule [5 1/3]
OK that's everything! Quite a haul wasn't it? Time to move on, and to
do so, head down the elevator to 9F. Open the shutter to the outside
elevator if you haven't do so already, then use the computer to the
left of the EGG panel. Get out of the EGG, head into the center
building, and hit the orange launch button to see Mother make one last
attempt to stop you from getting to the moon.
----\ Moon Colony \-----
After the cut-scene you'll find yourself on the Moon Colony. In this
initial room, theres a save point to the upper right side of the
shuttle, and a lot of purple blocks to ignore right now. Instead take
the door South outside. You'll see a capsule sitting on the first
level down, left side.
CAPSULE: Attack Capsule [Level 6]
If you go all the down you'll see a Shrine at the bottom that looks
like the one in South Fogedge. If you roll into a ball on it, it takes
you back to South Fogedge, *BUT* I tried it real quick and messed
around with it for 5 minutes or so, and could not seem to activate it
to get back to the Moon Colony. You have been warned. Instead, head
back inside and go West from the initial start room (it's up the
stairs).
An update on the above teleporter - it seems that it can be done, but
you must be EXACTLY on the right spot in order for it to activate. I
know this because I had problems with it LEAVING the Moon Colony after
I was done there. ^^;
In this room you'll need to do two things. First go around and down
the stairs, then pull the blue block onto the trigger. This will slide
a walkway down across the top. Pick up the brick and HOLD it, and walk
up the stairs, around the side and across the walkway that just
dropped. Throw it across the gap onto the blue trigger to open the
North door and proceed through it. (There is also a vacuum point for
an energy stock here, feel free to take it if you have an extra sub
tank).
Walk to the top of this room and use the button, which is actually a
level 3 computer terminal. This activates the guard program which is
good because it thaws the purple blocks, bad because they thaw into
guards. (The guards really aren't that hard though). Backtrack South
then East into the room you started in.
For the first item of business, use the door that leads North in the
upper left corner of the room. Here, walk to the right to use an
egg-hole which opens the door at the bottom. Now, walk all the way
around the other way so your standing just above where the egg-hole
was, and drop down to the left. This will allow you to get to the door
you opened, but oh... did I mention it was timed? That's right you get
to do the whole thing spinning through those electricity wires at high
speed. (Thankfully they only take 1 EP off if you hit them, but if you
hit even 1 you've pretty much missed the door).
When you finally get through the door, you'll find yourself on 2F.
Punch the button to keep the door back permanently open, then head
into yet another "fun" level. The game here is to take the orange
antenna in the lower right corner, pull it up, then across the blue
switch and down, lining it up with other two green antennas at a
right angle. A few things of note, be careful because when you do
"make the connection" watch out for the energy beams that will form.
(You may want to pull the block in a way so that your on the lower
half of the room when it hits). Now, you have a short time to run up,
grapple across and get through the door before the electricity stops.
If you don't make it, move the orange antenna a square down (so that
you're not trapped when you hit the power), then push it up on your
way to the door.
Relax, as you finally get an "easy" room. Well, it's not easy to
figure out what to do (this one took me a while), but it's easy to
actually do once you know. You want to push the block in the lower
left corner, up the left side and place it against the neon light,
exactly opposite the bridge. Now, grapple across, and you will fall
and land on the lower level, which allows you to exit South.
(It sounds so simple but the above paragraph represents almost an
hour of work ^^; . One of my friends walked in during the middle of
the process and laughed at all the different things I was trying to
the block as I knew the answer had to be in the room somewhere. He
lost his acknowledgement by laughing :)
Anyway, on with the FAQ. Walk up the stairs and around the path to the
lower right corner to find a block with the Skill Rom 3 in it.
STATUS ITEM: Skill Rom 3 - Allows you to pick up large objects.
- Walk up to a large object and hit A.
On the way out, use your new Skill Rom to grab the large purple block
and HOLD it while you stand on the trigger at the end, opening the
door. Backtrack East two screens to the electricity room, and this
time head South.
First of all, don't even ATTEMPT the grapple with those cannons, as it
just won't happen. Instead, use your Plasma Stone to destroy most of
the cannons, then grapple across. Grab and hold the large purple
block at the end and stand on the trigger to open the door and head
North.
Sit back and relax as it's time for a cut-scene. Among the info here
is where the Nova Stone is located, as well as a battle plan for
beating Psycho Mother. When your done chatting, take the North door
in the top right corner. Kill the enemies to open the door, and extend
the bridge up to get a capsule. Get it and leave.
CAPSULE: Mind Capsule [5 2/3]
Use the door in the upper left this time, and use the egg-hole within
to switch the power. Now you want to backtrack to the very beginning
(you'll travel through the grandmother room, the grapple room, the
electricity room, and the timed door room in that order). This time
go through the North door in the upper right corner.
Go down the stairs and across the red platform in this room to find a
capsule.
CAPSULE: Defense Capsule [Level 6]
Now stand in the upper right corner as far as you can, and you'll see
a Plasma Stone switch up in the corner. Use the Plasma Stone and it
will turn the blue elevator in the floor on. Take it and go down.
Head South through the next 3 rooms, into a room with 2 very large
docked robots. If you walk down the left side of them you'll find a
EP powerup, and along the right side a capsule in the green block.
CAPSULE: Attack Capsule [6 1/3]
Leave via the North door in the upper left corner. In the next room,
I recommend starting off by using your Freeze Stone to freeze the two
monsters here. After that it's another race, the goal this time is to
pull the right side of the two big red capsules all the way to the
right. Then, you have to rush around and go through the blue gate that
opens directly to the left of them. If you froze the monsters though
and they aren't bothering you, it's a non-issue though, and not hard
at all. Leave through the North door.
Grapple across and hit the blue switch in this room to turn on the
brick generator. (You are btw, one screen west of the second room in
the series of 3 Souths you went through earlier.) Before attempting
the race in this room, I recommend again freezing/killing the monsters
in the room, as this one isn't nearly as leisurely as the last one.
The idea is to pull the red capsule to open the gate, then catch and
hold a brick and run through the blue gate. The only real hard part is
that you really only have time to try and catch the brick once, so
make it good. When you make it, throw the block across the gap to hit
the blue switch and head North through the door.
Welcome to another nasty puzzle. Here's the idea: you want to make
a connection between the antenna on the console (with the orange
button on it that you punch to turn on th power), and the antenna
you can see along the far left wall across from the grapple point.
This will extend a bridge, which will allow you to speed across, grab
and HOLD the large purple block, bring it BACK across the bridge and
throw it to hit the blue switch, which will in turn open the door at
the very top <takes a deep breath>. Here's a few things to watch out
for: first, set up the orange antennas in a Z shape (with all right
angles though). The first one goes just above the console, the second
should be lined up to shoot the electricity slightly to the left of
the grapple point. The third one you should line up with the second
and the goal antennas, and then push slightly to the right to give
yourself a path when you turn on the power. Now, hit the button,
run over and push the third antenna into place (making sure you stay
on the grapple side), cross the bridge, grab the brick, hold it and
bring it back across before the power goes off. Now, stand ON the
grapple point and aim right to hit the trigger. Simply turn the power
on again and repeat the first couple steps to cross the bridge, and
enter the North door to get your prize. (And also, let me know if
anyone needs a clearer description of this solution)
EQUIP ITEM: Nova Stone - Cancels nova traps
- Equip it, charge with X and release.
- [Uses 8 of each color Element]
Backtrack South two screens, and use the Nova Stone to remove the
swirling trap around the capsule you see here, then grab it.
CAPSULE: Defense Capsule [6 1/3]
Now head East, South, then East through a series of rooms. Here you
can use the Nova Stone to be able to hit the switch. This gate will
then lead outside, one screen South of where you arrived here. Head
to that starting room, and use the save point here before moving on.
Now that you've saved, head straight down back outside, and head down
to the landing zone. When you reach it, it'll trigger a cut-scene
showing Mother stealing one of the Armordresses from the hangar. Time
for you to get into the other to go after it. To get there, head
inside the small entrance to the right side of the lower level that
you opened with the Nova Stone. From inside, head West then South,
and roll into an EGG to enter the yellow Armordress. The fight is on.
BOSS FIGHT: ARMORDRESS SPACY
- Welcome to the best (certainly the most enjoyable) boss fight of
the game. Unfortunately, it's really easy and will be over far
too soon. You each take off in identical Armordresses and the
battle is fought in a 3D almost Virtual-On type style of combat.
Here are the controls in case you missed them:
X Button - Hold down to charge and release a plasma shot.
A Button - Hold down to a fire rapid-fire machine gun.
R1 Button - Hold down to turbo boost in the direction last going.
In the upper left and right corners are the life bars. The
enemies is the white one on the left side, and yours is yellow
and on the right. The top bar represents life remaining, and the
lower green bar is the plasma shot charging up. The fight is
really simple, as the enemy only ever attempts to use the plasma
shot and never the machine gun. Keep in mind that any time you
hit the enemy with your machine gun, it breaks his charge and
he has to re-charge again to fire the plasma. This results in a
stay close and keep peppering away for the machine gun for an
easy easy win. Very cool fight tho :)
Head south through the landing zone and use the shrine at the bottom
(turn into an EGG on the circle in front of it) to warp back to South
Fogedge.
-----\ Final Preparations \-----
Head back to town now, heal and save up. The only other thing of
interest is to talk to Juji, then go and talk to the pub owner Rots,
then go back to the middle of town and see a somber cut-scene about
Juji's past.
Heading back to the pub, take the new flower thats along the West
wall, which is now the only way to get to Metal Heaven. The only thing
of interest up here now is for you to work your way around the left
side and down to the junk shop in the left corner where there is now
a capsule on sale for 600G. Needless to say, you want to buy it.
CAPSULE: Attack Capsule [6 2/3]
Now, hit the cannon in the top left corner, then use the one in the
middle of the right side of Metal Heaven to exit.
You'll now find yourself on Fog Tower (or what USED to be Fog Tower)
on the walkway of the 12F elevator. Take it down to the bottom and
climb down. Freeze the pond and head around to the right side of
the base of where the tower used to be. Pick up the large block that
is sitting in front of the doorway, and enter to find a capsule.
CAPSULE: Mind Capsule [Level 6 - Max Element raised to 85]
Exit the room and head south to jump into the river that runs below
the Tower, and take it East into a cave where you got a capsule a long
time ago. Freeze the lake here and head North through the pipe.
(You'll want to do it from the right side near the map interface).
Inside, use the Nova Stone to eliminate the nova trap and take the
Energy Tank.
ENERGY TANK: Max EP raised to 325.
Now, backtrack to the town to begin the final journey.
-----\ The Final Dungeon: The Depths of Fogna \-----
When your ready, leave town and enter Fogna 1F through South Fogedge.
Go two screens North, drop off the side and save your game, then go
North through the ice block. Pick up the large block in front of you
and step on the colored tile, which is actually an elevator that takes
you down to Fogna B1F. Walk down the stairs to the left, then under
the bridge where you'll see another nova trap. Use the Nova Stone and
take the elevator down to Fogna B61F, the game's final dungeon.
Head down the steps and walk around to the green block for an EP
refill if you need it, otherwise head down to a door that leads West.
Walk around this next room, to the far left and take the door that
leads straight North.
Take the platform across and exit the door to the West. Kill all the
drones in this room to open the doors, then take the South door to
lead to an egg-hole. Use it to extend a bridge and head back North.
Kill the drones again and head West this time. You'll find a vacuum
source for an Energy Stock right off the bat. Head to the left side
at the fork for a save point if you need it, then backtrack through
the drone room again and head back to the East. Ride the platform
down where it'll be stopped by the platform you extended. Then step
off and step on it from the left to ride it to the other side. Here,
if you walk straight down from platform to platform it'll take you
to the Northwesternly door that was in the second room of this
dungeon. Travel down that way, then step off and get on from the right
side to take you across to the lower left corner. Exit via the West
door here. Take the elevator in the lower part of the next room down
to Fogna B62F.
When you arrive on the floor, 10 floor tiles will come after you, so
be ready for them. When you get by, head through the door to the East.
This next room is a puzzle involving two of those directional sliding
platforms, the goal being to make it to the exit at the top of the
room. Start by sliding the first block down (step on from the top
side), then all the way to the right (get off from the left side and
get back on from that same side). This will place it directly below
the second platform. Step directly up from platform to platform to
take the second one all the way up. Then slide it to the left, then
down, then right (the same way you slid the first one). Now the
second platform should be sitting to the left of the first, and you
can ride it up, allowing you to exit North.
The next room has the big pay-off, but there's a block puzzle in front
of you with a long solution. Here goes <deep breath>: basically you
want to start by getting the first two blocks in the long "crease"
that is to the left of where you enter the maze of neon lights. This
crease is a dead-end, 3 blocks deep where you can put blocks to get
them out of the way. Get these first two blocks (I'll term the left
one A and the right one B for now) in our crease by doing the
following: Pull A down one step, then push B up one step. This will
allow you to get behind A, push it all the way down, then all the way
left. Now pull B back down one step, circle around, pull it left one
step, then circle around again to push it LEFT one step. This will
place block B at the same start spot that point A was at, and you can
use the same method for getting it into the crease.
Deep breath time ;D
The next two blocks will be labelled C and D. C is the one on the left
and D is the one in the top right corner. Push C all the way up to get
it out of the way, then pull D down until it's at the spot B started
at. Repeat the pattern you used for B to put block D into the crease.
Now there's one block left which we will affectionately term as E.
Pull E past where C is resting now, then circle around to push it into
the upper right corner out of the way. Your now free to go get the
Gravity Shield on the left side of the room.
EQUIP ITEM: Gravity Shield - Prevents enemy damage
- Equip and hit the X button.
- [Uses 15 Yellow Element]
Exit out of this room, then backtrack West to the elevator and take it
back up to Fogna B61F. (You can get through the moving platform room
by taking the platform at the door down, then left). Upon reaching the
top, take the door West that is right in front of you, and walk around
the pathway, stopping at the first yellow crystal. Activate your new
Gravity Shield and run through the crystals to grab a capsule.
CAPSULE: Defense Capsule [6 2/3]
Activate the Gravity Shield again to pass back through, then go back
to the East to the elevator room. Backtrack your way to the East door
at the top of the room, then take the moving platform right, then up.
Use the Gravity Shield to run through the yellow crystals, heading
North.
Yay... another block puzzle. Only two here this time though, which
will term the left one A and the right one B. Pull B back 1 step to
the left, then circle around and pull A straight down. Circle around
and push B all the way to the left (allowing you to walk all around
the loop). Now you can push and pull A from corner to corner (bottom
left to bottom right to top right). Once it's in the top right you
can push it off to the left side of that little holding pen up there.
Pull block B back to the right and you can circle around and exit the
room through the South entrance on the left side.
Use the egg-hole in this room to extend another platform, then
backtrack through the second block puzzle, and through the yellow
crystals (remember to use the Gravity Shield). Jump on the lower
platform, taking it to the left and back. This allows you to take the
upper platform of the two straight up by walking directly from one to
the other. Now take this platform left (against the platform you just
extended), and down which will take you down into the place ominously
known only as "Bottom". Oooh. A fitting name for the hideout of a
final boss dont'cha think? ;O
Take the red platform down, and at the grapple post start a spin dash
and race around the outside of the room. (You will need to do this
because the floor will start disappearing). Go all the way around to
grab the Energy Tank, then take the door to the West.
ENERGY TANK: Max EP raised to 350.
Walk through the next room to the North to have a lovely chat with
Psycho Mother. She gives you the crazed destroyer looking for world
domination lecture, then shows off her newest creation, a random guy
named Noman. Yup, Noman. So much for developing a storyline eh?
Head through the door to the East, and up the elevator. If you
triggered the Juji flashback in town before coming here, you'll find
him here at the top of the elevator. (I'm pretty positive he won't be
here if you don't- if someone would like to confirm this I'd be very
thankful). Hear his final words and take his present of an Energy Tank
ENERGY TANK: Max EP raised to 375.
At this point consider it this the last chance gas station. If you
want to go back for any reason, now's the time. I recommend at the
very least to go back to the room with the save and the Energy Stock
to fill up on life and save up the game so later you can go back and
get the rest of the items we missed through this FAQ. (The next
revisions will be working towards a 100% item rate). You can also use
the Transporter to go back to town to heal if you want. When you are
good and ready, exit through the door in the South, then take the
elevator in the middle up to the final encounter.
FINAL BOSS FIGHT: NOMAN'S GUARD (Beaten w/o Eco Spin)
- Phase 1: He has two attacks in phase 1. The first you can tell
is coming when he puts up the blue globe shield around him. This
tells you he's about to shoot a blue laser in a circle around him
It's easily avoided by running in a circle as well, and once the
energy shield goes down it's a good time to get some punches in.
The other attack is primarily when your in close, and is a quick
spin-punch. It does decent damage and is very fast, so watch for
it's cue - he puts his arms up like wings before doing it. If you
see that you want to stop punching and get out of there.
- Phase 2: After landing a number of punches, his robot will start
glowing from damage and he'll start mixing up his attacks. He has
a move where he jumps in the air and shoots a very quick blue
laser across the ground which erupts into fireballs. Basically
just run away from the blue line there. He also has some moves
from the ground including some spikes which will pop up from the
ground (run away from the points which you see pop up first), and
he will open fire with dual machine guns (the bullets are hard to
avoid, try to walk between them as he alternates firing from left
then right). Also, if you see the blue shield go up he's going to
fire missiles into the air which will come down on you in a hurry
Start running when you see this happen. He will usually follow
that up immediately with the machine guns. It's at this time you
will probably start to want to break out the Elemental Stones,
unfortunately he will absorb them all but the Nova Stone. The
idea here is to land punches whenever you can get in close (the
best time is actually when he starts shooting the machine guns as
if you get close enough, the shots will go right by you), and
use the Nova Stone blasts to make up the difference. Make sure
however that you save at least ONE Nova Stone blast because you
WILL need it to finish him off.
- Phase 3: You can really see his armor is having problems now, and
will flash red occasionally. Here he likes the blue air laser,
a punch to the ground that shoots the posts from the ground in
6 directions from around him, and when he starts getting low on
energy, he goes to the middle, turns dark red and starts shooting
light lasers into the sky which land all over the place. When
you see this start to happen, run into the middle and use your
last Nova Stone blast, which should finish him off. (I'm not sure
how this last hit would be obtained if your out of Nova, as he
appears to be immune to punches at that state).
Sit back, pop a cold one, and watch the not-so-amazing ending to an
amazing game -- Elemental Gimmmick Gear!
-----\ To Be Continued ... !? \-----
You don't think we're done yet do you? There's still a handful of
items to be found before we hit 100%! Here's what I'm missing as of
right now:
- 1 Attack Capsule
- 1 Defense Capsule
- 3 Mind Capsules
- 1 Energy Tank
- Sub Tank #3
- Yellow Metamo
- Green Metamo
Got info on them? Send it in along with anything else you think is
wrong or could be improved in this FAQ, whether it be a better way to
beat a boss, or something you think isn't worded very well. The FAQ
will be updated periodically until the rest of the items are found so,
see you next version!
======================================================================
= V. Mini-Games =
======================================================================
-----\ Child Rescue \-----
To find this mini-game, simply go East right outside the lab in
Eastokion. It entails having to get to the otherside of the screen to
"rescue" the child that has fallen. After passing certain plot points,
the kid falls again and the room changes to another "challenge". (I
use the word challenge lightly since so far they have been very easy).
Here are the ones so far:
Part 1 - Available from beginning - Simply punch through the first
wall and spin through the second.
Part 2 - Available after beating Jointer - Push the first wall out of
way, then pick up the second. (Need Skill ROM 1)
Part 3 - Available after beating Metal Golem - Push the first wall
straight back, then grapple across and walk around.
Part 4 - Available after beating Tantarm - Pull the first block to the
left, the second block straight down (below where you can
grapple across), and the third block straight down as well to
clear a path. [Reward: Defense Capsule]
-----\ Clay's Questions \-----
To find this mini-game, go to Clay's house in the lower right part of
Eastokion (just right of the Junk Shop). Climb to the second floor and
talk to Clay any time after you have beaten Jointer. Clay will ramble
very quickly through a story, and then ask you 2 questions about it,
then repeat the whole process 3 times. If you answer all 6 questions
correctly then you get a prize.
Like I stated in the main walkthrough at this part, I'm going to defer
this section over to Serg-D's awesome Answer Guide. You can find it on
GameFAQs in the same section you found this, and has all the answers
within it. Please check it out, then write to him and tell him how
great he is =O.
One thing he does mention is that his rewards changed from new game to
new game, so I will post my findings here:
TRY # - REWARD
1-2 - Money
3 - Defense Capsule
4 - Money
5 - Attack Capsule
6-9 - Money
10 - Defense Capsule
11-30 - Money
Any more information on the changing rewards that anyone can come up
with would be greatly appreciated. Also, I will keep tacking on more
tries to see if any other rewards come out of it, and will update
this section if I find anything.
-----\ Luckie's Leisureland \-----
Between the lab, and where the Child Rescue mini-game is located, you
will see a man called Buz sitting against the wall taking donations.
He's taking donations for Luckie's Leisureland, and every time you
pass one of the "stage levels" of donations, it opens up another Egg
Race and Egg Trial at the Leisureland. (see below for details on those
two). To reach the Leisureland, spin into the red pipe just to the
left of the exit to the lab in Eastokion. Here are the stage amounts
and when they are available so far:
Stage 1 - Available from beginning - 600G
Stage 2 - Available after beating Metal Golem - 1200G
Stage 3 - Available after beating Armordress - 2500G
A quick note, extra money donated does NOT carry over from stage to
stage. So say, if you are trying to get Stage 1, and you are holding
2000G, it's better to give it to him in 50G installments, instead of
choosing to give him everything. Otherwise, you are just losing the
1400G in excess there.
Also, after obtaining Metamo near where you get Skill Rom 1 (see
"Preparing for the Fog Tower in the walkthrough"), you can take him
to the room East of Luckie's Leisureland and place him in the silver
holding container. See the Metamo mini-game heading for more details
from there.
-----\ Egg Race \-----
This is one of the mini-games that opens up in the Leisureland. It's
a simple race over a course where are you judged on a variety of
things. Here's how the scoring works (to the best of my knowledge):
TIME BONUS - The faster you are, the higher the score.
BEST TIME BONUS - If you set the best time, you get 30pts.
ITEM STOCK BONUS - You get 20pts per turbo left at the end.
TECHNICAL BONUS - 30pts for 1st, 20pts for 2nd, 10pts for 3rd.
If anyone can clarify Time Bonus more specifically with exact numbers,
or finds any errors in the other scoring, feel free to let me know.
Here are the items that appear on the tracks:
RED CIRCLE - Explodes and pushes your car, usually off the track.
YELLOW SQUARE - Turbo square. Run over it for turbo speed.
GREEN GLOBE - Turbo stock. Gives you a turbo to use by hitting A.
And finally, here are the track descriptions. The stage numbers
indicate when they are opened up, and correspond with the donations
you give to Buz. (One track per each stage donation met).
STAGE 1 - I'LL TAN [Cost: 40G]
Prize Table: ( 0-349 pts) - 0G
(350-449 pts) - 50G
(450-549 pts) - 150G
(550 + pts) - Half Card R, then 300G after that.
The Half Card R makes all Egg Race games half price after that.
How to win: For each lap, stay high to avoid explosion on top bend,
stay towards left side on second corner to get the nitro.
Keep going straight, when the road starts to bend for the
S-curves, hold down on the pad and hit the nitro, and keep
holding down on the controller. You'll fly over the gaps
and end up on the straightaway right after the S-curves
with a huge lead. Stay low on the bottom stretch to avoid
an explosion and get another nitro (hold it for points).
Hit both turbo squares by saying to the left side before
both mini S curves and the lap is done.
My best score for the race was 620.
-----
STAGE 2 - I'LL LOSE WEIGHT [Cost: 60G]
Prize Table: ( 0-199 pts) - 0G
(200-249 pts) - 100G
(250-299 pts) - 200G
(300 + pts) - 400G
How to win: This race is pretty damn hard. One little mistake anywhere
will pretty much put you into the lava. Here's a few notes
about the track: At the beginning, the narrow lanes
alternate, and on the first lap in this section, when you
have a chance to knock Blue into the lava here be very
careful as its very easy to throw yourself in on a bounce
as well. Towards the end of these theres a turbo square
located at the bottom of the track that's actually much
easier to get then it looks (and is very useful in this
long straightaway). The first turbo stock you see sitting
on the girder around the next corner is neither worth the
wasted time nor the insane risk so don't even try. (Plus
there are 2 turbo stocks later on in the lap). Make sure
you are headed straight going over the small jump, then
it's gut check time. Right after the turbo stock here is a
girder which *IS* a shortcut, but is very very thin. The
shortcut makes up huge time and is definately worth it,
but the risk is just as high. (It is however just about
the only way to catch Red and set a best time though).
Speaking of Red, if you do hit the shortcut on the first
lap and have been racing well it'll place you directly in
front of the streaking Red and you have a very very good
chance of knocking him into the lava. If you do so, play
it safe (ESPICALLY if you knocked Blue off too in the
beginning) as you should have the race won from there.
One last note, if you miss the turbo square going into the
huge last jump, you *MUST* use a turbo stock to make it
over. There's also a turbo stock/last resort sitting on
the outside edge right before the jump.
Well don't I look silly. I just finished the race with a
solid race (didn't take the risky shortcut, hit all the
turbos), and just finished under the 2:00 best time AND
flat out beat Red for 1st place and a 350 score. I guess
the shortcut isn't that necessary after all (but the rest
of the race must be perfect).
My best score for the race was 350.
-----
STAGE 3 - I'LL DIE [Cost: 100G]
Prize Table: ( 0-249 pts) - 0G
(250-299 pts) - 150G
(300-349 pts) - 300G
(350 + pts) - Sub Tank #2, then 500G after that.
How to win: This race honestly looks a lot harder then it is. A good
solid race with no major mistakes (and getting the
majority of the turbos) will get you the Sub Tank. Here's
a quick spin of the course: The ice around turns 2 and 3
really don't affect your driving that much so don't worry
about it. As for the first turbo stock way out on the
corner, not only is it very getable, but if you aren't
cutting your cornering that close to the inside anyway
you'll probably won't win the race. Use the nitro down
the next long straightaway, and you will probably pass the
Red racer (and he should never catch you). Notice around
the long set of narrow curves (be careful passing in this
area too as it's very easy to get knocked off if you are
on the outside) all the girders connecting them in the
middle. Reminds you of race #2 doesn't it? Well, let me
inform you that those are NOT SHORTCUTS. Don't even think
about them, just run your race. Use your next nitro on
the back stretch, making sure to weave through the poles.
Hit the nitro square, then go up the ramp lining yourself
up in the middle to get the last nitro stock (hold onto
this one each lap to end with 3), and you should be golden
My best score for the race was 390.
-----\ Egg Trial \-----
This is the other mini-game available in the Leisureland. You go
through a series of rooms with your EGG and have to do various things
to score points. Note that the time left remaining doesn't matter in
this game, but you DO have to get to the finish before the time runs
out to get your score to count. Also you can leave any room as soon as
you get to the end (you don't HAVE to do anything in any room), but
you can't backtrack through rooms. Here are the descriptions, and like
the Egg Race section, the stage numbers indicate when they are opened
up, which correspond to the donations you give Buz.
STAGE 1 - IT'S EASY [Cost: 50G]
Prize Table: ( 0-349 pts) - 0G
(350-399 pts) - 50G
(400-449 pts) - 100G
(450 + pts) - Half Card, then 300G after that.
[OFF THE RECORD NOTE: My game and/or Dreamcast has locked up SOLID
twice on this trial. Once after I fell down a pit in the second room.
(this wiped out 50 of my Luckie kills too that I had to re-do, ouch ;(
The second time came just moving from room 2 to room 3. Both times the
screen went black and never loaded the map back up. I don't know what
caused it, or if it's the game or my disc or whatnot, but now it's
been documented (I wasn't going to say anything at all, but two times
in the same spot is enough for me). If anyone else has had a similar
experience feel free to let me know]
Room 1: Scoring - Step on the buttons to get the labelled # of pts.
Notes - There are five 20pt buttons in this room and five
-5pt ones, and their locations change slightly every
time. Get the 100pts and move on.
Result - You should have 100pts and about 102 seconds.
Room 2: Scoring - Push block onto trigger: 20pts
Punch enemy: 5pts
Spin into enemy: 1pt
Notes - Each of the 4 blocks has a trigger that's not too
far from it. Try to work the top of the map first as
it seems to me it fills up with enemies faster. Take
the time to work all 4 blocks, and kill any enemies
that stand in the path. I don't recommend sitting
around to kill any additional ones however. Also, of
notable mention is that you can fall down a pit to
reset the blocks and make it so you can score the
20pts over again. I don't recommend it however as it
takes a LOT of time.
Result - You should have about 230pts and about 60 seconds.
Room 3: Scoring - Step on the buttons to get the labelled # of pts.
A couple wrote in to help me with this one, the
first being someone by the name of Dimas
Dhanurukma who writes:
----------
"In your EGG Walkthrough, in the EGG trial room #3,
You can get the 30 points by using your wire arm.
And about the 'spin through before the doors closed'
thing, I can only do it once. And I guess it was
because of luck.
(Sent in by Dimas D.) ----------
Hmm.. I feel silly I overlooked that, thanks for the
info. This actually makes the room and the trial
pretty easy as making it through the last gate of
the timed gates nets you NOTHING for points.
Interesting. Anyway, my method was to make it
through 3 gates to score the two 20pt buttons there.
Then, fall to the right side, Wire Arm all the 30pt
buttons, walk up the stairs, drop off to the left
and *SPIN* up and around to the next room. (You will
be pretty short on time by this point).
Result - You should have about 420pts and about 20 seconds.
Room 4: Scoring - Step on the buttons to get the labelled # of pts.
Notes - The idea is to spin across the falling tiles and
swerve to get the circles while staying on. I say,
to heck with that. There's no penalty for falling,
so as long as you have the time just aim straight
for the 30pt buttons and fall and repeat for each
path. (There's one on the left path, two on the
middle one, and one on the right path). When that's
done (or your running out of time), simply spin
across to the goal on the other side. You should
have enough time to grab a 30pt or two.
Result - You should have about 480-510pts.
(My high score is 470)
-----
STAGE 2 - OH NO [Cost: 80G]
Prize Table: ( 0-399 pts) - 0G
(400-449 pts) - 100G
(450-499 pts) - 200G
(500 + pts) - 400G
Room 1: Scoring - Throw block onto moving platform: 20pts
Punch enemy: 5pts
Spin into enemy: 1pt
Notes - There's only so many blocks to use here until (I
imagine) you get Skill Rom 2 which will allow you to
catch the blocks being thrown out of the wall. Take
the blocks you do have access to and get the 20pts
each for them then move on. (Don't waste your time
grappling, there is just an enemy generator there)
Result - You should have 80pts and about 95 seconds here.
Room 2: Scoring - Step on the buttons to get the labelled # of pts.
Notes - This is a remake of Stage 1, Room 1 with more blocks
There are 6 20pt switches available, and they move
around their location each time. Hit them all and
move on.
Result - You should have 200pts and about 75 seconds here.
Room 3: Scoring - Step on the buttons to get the labelled # of pts.
Notes - This is a remake of Stage 1, Room 4 with more tiles.
Strategy is basically the same here, but you should
be able to get all the circles and have enough time
for the final room. You want to leave yourself
enough time to make a complete run through the gates
in the last room (if your quick you can do it in 25
seconds, but leave like 26-28 to be safe). There are
7 30pt buttons on this level. (2 at the beginning, 2
on the left side, and 3 on the right side).
Result - You should have 410pts and about 28 seconds here.
Room 4: Scoring - Step on the buttons to get the labelled # of pts.
Notes - This is a remake of Stage 1, Room 3 with more gates.
Amazingly enough this is much much easier then the
third room of Stage 1. I've screwed up pretty badly
at times and still made it just about every time.
Simply run the gauntlet of gates which will net you
3 20pt buttons in the middle, and 3 30pt buttons at
the end. Drop off to the left and climb the stairs
after to tag the goal.
Result - You should have 560pts (which is my best score).
The only way to score higher is to have Skill Rom 2.
-----
STAGE 3 - PARDON ME [Cost: 120G]
Prize Table: ( 0-299 pts) - 0G
(300-349 pts) - 150G
(350-399 pts) - 300G
(400 + pts) - Energy Tank
Room 1: Scoring - Step on the buttons to get the labelled # of pts.
Notes - This is a remake of Stage 1, Room 4 with more tiles.
Strategy is same as always, take one good shot at
each of the three paths going from right to left.
Each one has 2 30ptrs on it. On the third one on
the far left, try not to fall but to instead make
it across and head for the exit.
Result - You should have 180pts and about 90 seconds here.
Room 2: Scoring - Throw block onto moving platform: 20pts
Punch enemy: 5pts
Spin into enemy: 1pt
Notes - This is a remake of Stage 2, Room 1 but the platform
moves even faster. Take one good shot with each of
the blocks (I find aiming at the ends is a good
strategy because the platform stops shortly at each
end before going back the other way), and head to
the exit.
Result - You should have about 280pts and 55 seconds here.
Room 3: Scoring - Step on the buttons to get the labelled # of pts.
Notes - This is a remake of Stage 1, Room 1 except with
grapple points and more blocks. Don't waste your
time grappling, instead run straight up and hit
both sets of 6 blocks to get a good deal of 20s and
rush to the next room.
Result - You should have about 400pts and 27 seconds here.
Room 4: Scoring - Step on the buttons to get the labelled # of pts.
Notes - This is a remake of Stage, Room 3 except that it's
a pure re-incarnation of the devil =O. You have
enough time to take one good shot at the hardest
timed gates run yet. This one is all about timing
and here's how to get it done: When the platform is
about halfway, heading to towards the bottom of the
screen, punch the button to open the first gate,
then walk ALL THE WAY to the edge (or you'll miss
the grapple), grapple up, step on the 20, and you
should be perfectly timed to catch the platform.
The second you hit the platform (the INSTANT), start
your spindash, holding down on the pad. When the
platform hits your spin will finish at the same time
and you'll be off to attempt to make it through a
straight path of 3 gates. If you fall down the pit,
you probably won't make it to the goal in time. If
you fall on land, make a mad dash for the goal. If
you make the gates, score the 20s and hit the goal.
Result - You should have about 500pts.
[My high score? 482. I missed a few in Room 2 ;(
-----\ Metamo \-----
Metamo can be picked-up right outside where you got the Skill Rom 1,
south of South Fogedge. Once you get him, bring him to Luckie's
Leisureland, and place him in the metal holding container in the room
to the east. Now you can feed him elements by looking at the
container. If you look at it while the light is red, then you will
try to feed it Red Element, and vice versa for blue.
Give your Red Element to him, then leave and refill at the Junk Shop,
come back and feed him again. (I gave him two doses of 40 each, for a
total of 80 so I don't know what the exact number is here). After
doing so, leave Luckie's Leisureland and come back and you will find
that Metamo has grown. Now, when you talk to it, it will do 3 actions
from a random list, then nothing when you talk to it after that. (You
can leave and come back to get him to do the actions 3 more times).
Here's a list of the things I've seen him do:
- Spits out a large EP powerup. [C]
- Spits out a large Red Element refill. [C]
- Spits out an Attack Capsule. (only once ever) [VR]
- Spits out an Energy Stock for the Sub Tank (if available). [R]
- Spits out a Double Stock for the Sub Tank (if available). [R]
- Sucks in 20 EP. [UC]
- Sucks in 20 Red Element. [UC]
- Sucks in 20 Green Element. [VR] (I've seen this *ONCE*)
- Sucks in 50G. [R]
- Sucks in what's in your Sub Tank (if available). [R]
Frequency: [C]=Common, [UC]=Uncommon, [R]=Rare, [VR]=Very Rare
Shortly after finding the FIRST Metamo (which I'll now dub the Red
Metamo), you'll find the blue one up on the cliff in Sheeba's Cave.
He's almost exactly like the Red one except that he requires Blue
Element to feed, spits out and sucks in Blue Element instead of Red,
and you can get a Defense Capsule from it instead of Attack. (which
explains my questioning about that in the last version)
I've also seen the Blue Metamo suck in Red Element, so there seems to
be an air of randomness to which they suck in. (ala the Red one taking
in Green Element).
More info on Metamo in later revisions as new options become available
======================================================================
= VI. Item Lists =
======================================================================
-----\ Attack Capsules \-----
Level 1 - Start with it.
1 1/3 - Kill Justice Horn Boss in Eastokion
1 2/3 - Clay's Questions Mini-Game
Level 2 - Fogna 1F Revisited
2 1/3 - Red Metamo Mini-Game
2 2/3 - Sheeba's Cave, on cliff. (use flower outside Tower)
Level 3 - Fog Tower, 3F
3 1/3 - Metal Heaven Factory
3 2/3 - Metal Heaven Factory
Level 4 - Fogna B1F
4 1/3 - Fogna B1F
4 2/3 - Fogna 2F
Level 5 - Trench Plant
5 1/3 - Trench Plant
5 2/3 - West Fogedge (use super grip)
Level 6 - Moon Colony
6 1/3 - Moon Colony
6 2/3 - Buy at the junk shop in Metal Heaven at end of game
-----\ Defense Capsules \-----
Level 1 - Start with it.
1 1/3 - South Fogedge, lower right corner
1 2/3 - Fogna 1F
Level 2 - Clay's Questions Mini-Game
2 1/3 - Clay's Questions Mini-Game
2 2/3 - South Fogedge, use grapple
Level 3 - Blue Metamo Mini-Game
3 1/3 - Fog Tower, 1F
3 2/3 - Fog Tower, 10F
Level 4 - Entrance right before Factory
4 1/3 - Just before fighting Metal Golem in Factory
4 2/3 - Fogna B1F
Level 5 - Moon Bay
5 1/3 - Reward for completing Child Rescue Part 4 mini-game
5 2/3 - Fogna B1F (use super grip)
Level 6 - Moon Colony
6 1/3 - Moon Colony
6 2/3 - Fogna B62F
-----\ Mind Capsules \-----
Level 1 - Start with it.
1 1/3 - One screen east of Fog Tower (travel through river)
1 2/3 - Fogna 1F Revisited
Level 2 - Fog Tower 1F
2 1/3 - Fog Tower 13F
2 2/3 - Buy at the junk shop in Metal Heaven
Level 3 - Just before fighting Metal Golem in Factory
3 1/3 - Fogna B1F
3 2/3 - Fogna 1F (use geo stone)
Level 4 - Fogna 2F
4 1/3 - Fogna 2F
4 2/3 - Trench Plant
Level 5 - Fogna 2F (use access chip #3)
5 1/3 - Fog Tower 10F (use access chip #3)
5 2/3 - Moon Colony
Level 6 - Fog Tower B1F
-----\ Energy Tanks \-----
Max EP: 25 - Start with it.
Max EP: 50 - Buy at the junk shop in Eastokion
Max EP: 75 - Fogna 1F
Max EP: 100 - Reward for killing Jointer in Fogna 1F
Max EP: 125 - Fog Tower 7F
Max EP: 150 - Buy at the junk shop in Metal Heaven
Max EP: 175 - Metal Heaven Factory
Max EP: 200 - Reward for killing Tantarm in Fogna B1F
Max EP: 225 - Win stage 3 of the Egg Trial mini-game
Max EP: 250 - Fogna 1F (fall from Fogna 2F)
Max EP: 275 - Fogna B1F (use access chip #3)
Max EP: 300 - Fog Tower 14F (use super grip)
Max EP: 325 - Cave East of Fog Tower River (use nova stone)
Max EP: 350 - Bottom of Fogna
Max EP: 375 - Get from Juji right before Noman's Guard
-----\ Equip Items \-----
Flame Stone - Fogna 1F
Freeze Stone - Fogna 1F Revisited
Geo Stone - Fogna B1F
Plasma Stone - Fogna B1F (use geo stone)
Flame Spinner - Metal Heaven Factory
Transporter - Fog Tower 14F
Gravity Shield - Fogna B61F
Nova Stone - Moon Colony
Sub Tank #1 - Fogna B1F
Sub Tank #2 - Win stage 3 of the Egg Race mini-game
Eco Spinner - Kill Luckie's Justice Horn 100 times in a row
-----\ Status Items \-----
Wire Arm - Rescue Sheeba from his cave
Waterproof Suit - Rescue Selen from the pirates
Vacuumer - Fogna B1F (use geo stone)
Super Grip - Trench Plant
Access Chip #1 - Fogna 1F
Access Chip #2 - Metal Heaven Factory
Access Chip #3 - Reward for killing Armordress at Moon Bay
Skill Rom #1 - One screen south of South Fogedge in cave
Skill Rom #2 - Fogna B1F
Skill Rom #3 - Moon Colony
-----\ Miscellaneous Items \-----
Half Card T - Win stage 1 of the Egg Trial mini-game
Half Card R - Win stage 1 of the Egg Race mini-game
Metamo - One screen south of South Fogedge
-----\ Sub Tank Items \-----
Note that all Sub Tank Items can also be vacuumed at locations across
the game. The locations here are lists of other places you can find
them.
Energy Stock - Refills EP
Element Stock - Refills Element
Double Stock - Refills 50% EP and Element
Super Stock - Refills EP and Element
======================================================================
= VII. Acknowledgements =
======================================================================
-----\ Many Thanks Go Out To... \-----
Vatical and Hudson- for making and bringing this sleeper hit here.
Serg-D (
[email protected])- for his incredible work on the
Clay's Questions FAQ
CJayC and www.gamefaqs.com- for having one of the best sites on the
net these days, period.
Justumaru (
[email protected])- for more specific info on how Justice
Horn gets stronger as the game
progresses.
Dimas Dhanurukma (
[email protected])- for help with Room 3 of Stage
#1 of Egg Trial
To all the readers out there who sent even the smallest feedback of
praise and constructive criticism, thanks for showing interest in my
work! It really makes the whole FAQ writing process worthwhile.
-----\ The Authorized Mirror Site List \-----
The following sites are authorized to carry mirror copies of this FAQ:
Cheat Informant - (www.cheatinformant.com)
About.com Guide to V.Game Strategies - (vgstrategies.about.com)
Many thanks to all of you for supporting the FAQ and considering it of
high enough quality to put on your web site.
To the readers out there, please at least stop by real quick to the
above sites (even if your a GameFAQs loyalist like me admittedly ^^;)
as theres some good stuff on each and every one of them.
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= VIII. Disclaimer =
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-----\ The Legal Ramblings \-----
- This FAQ is copyright 2000 by Bison (aka Brian M. Dammen)
- This FAQ is not endorsed by any company and thus is "Unofficial"
- This FAQ cannont be altered in any way shape or form. If you have
something to add, contact me and I'll add it and give you an
acknowledgement for it. It also cannot be shortened in any way.
- This FAQ, or sections of this FAQ cannot be used on ANY website
or publication (other then GameFAQs) without my specific written
consent. The websites that have gotten this permission are listed
above in the acknowledgements section. If you see it somewhere else
where it looks like it shouldn't be, please let me know via email.
- This FAQ can NEVER be used for commercial purposes, and thus can
never be sold or put into a package that is sold in any way.
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= FIN. =
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