Gunstar Heroes
Black's Base FAQ ver 1.0

By Cordero King (destro54)
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1) Legal Disclaimer:
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This is my FAQ, my first one in fact. It is copyright (c) 2004 destro54 aka
Cordero King. Please do not copy or post this guide without my permission and
first notifying me of posting or reproduction. Also, you cannot use this guide
for profit or public distribution. Failure to comply with these rules will
result in punishment.
Email me at [email protected] for questions, comments, or permission to use
the FAQ.


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2) Version History
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1.0- everything here

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3) Contents
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1) Disclaimer
2) Version history
3) Contents
4) What is the dice palace?
5) Map
6) Space descriptions
7) Boss strategy
8) Credits
9) Note


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4) What is the dice palace?
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Welcome to the dice palace!
You cannot get away.

Gunstar Heroes is a great game because of the diversity of its action-packed
levels. One part of the game that shows this diversity is the dice palace in
Black's stage. The dice palace is basically a huge board game in which you have
to throw a giant die and face the challenge on the space that you land on. To
roll the die, go next to it and press the shoot button. The die has sides of 1,
2, and 3 dots. This part of the level is over when a player lands on the boss
space.
In a two player game, the players take turns rolling, moving, then going
through the levels.


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5) Map
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Here is a representation of the board for the dice palace. In the game, all
spaces are labeled "fight" except for start, item rooms, curry and rice (which
is indicated with a gun with a diagonal line through it), the way back, and the
boss.


Valvalion---  Item  --- Timeron --- Rush & --- Minion --- Destroy  --- Pit
    |        Room# 1               Go         Soldier                  |
    |                                                                  |
    |                                                                Rush &
  Start                                                               Go
                                                                       |
                                                                       |
                                                                       |
                                                                     Item
                                                                     Room #2
                                                                       |
                                                                       |
                                                                       |
BOSS -- The Way -- Item  -- Super -- Abarenbou -- Curry --  Vortex ---Phan-
        Back       Room #3  Gondola  Gel          & Rice    Base      tom


                                    _____
                                    |o  |    ()
                               die  |  o|   -||- you
                                    -----    /\

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6)Space Descriptons
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Note: Bellyflopping refers to the double jump attack in free mode and kicking
refers to fixed mode. Both are done by pressing jump, then jump again.

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1) Valvalion   |HP: 2821 | Type: Fight
              |         |
----------------------------------------------------
Shoot his head
----------------------------------------------------
Valvalion is a big yellow snake that flies in the air and tries to crash in on
you. It'll come from the top of the screen and will perform one of two attacks.
If it curls in on itself, it will dive at you and go off on a crazy pattern. If
you see this, get out of the path of the dive, or else you will get hit by the
body. If Val curls towards the right side, it will do a wave attack in which it
bounces to the left. If you see this curl, get to the right, but don't jam the
corner, and crouch facing left. Shoot Val during the wave attack or during the
curls.

----------------------------------------------------
2) Happy Item  |HP: None | Type: Item
  Room #1     |         |
----------------------------------------------------
This is the first item room. There will be four items on a platform above you.
Jump up, grab as much as you want and exit through the doorway. You can pick
between force, lightning, chaser, or heart.

----------------------------------------------------
3) Timeron     |HP: 2423 | Type: Fight
              |         |
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Destroy the core
----------------------------------------------------
Timeron is a big space pod that throws yellow bombs that blow up and leave the
shells, which will be important later. See the timer on the top of the screen?
Timeron will drop bombs for ten counts, then pause. After 10, it will rewind,
picking up the open shells in the reverse order that they were dropped as it
goes along. It will then repeat the process. This enemy is pretty easy. Just
avoid the bombs and the blast and on the rewind, stay clear of the reassembling
shells. Interesting quirk: even the bombs pause: they can freeze in midair or
in mid-blast.

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4) Rush &      |HP: None | Type: Bonus Stage
  Go          |         |
----------------------------------------------------
Here's a bonus stage! You have to get to the goal chamber at the top right
corner in one minute. Attacking the walls, floors, and ceilings will make
certain walls, floors, or ceilings of the same color disappear. The order of
disappearance for each attack is green, blue, yellow, and red. To get to the
goal chamber on the top right corner quickly, go along the outer chambers of
the level. Punch the right wall until the ceiling opens, then jump up, jam the
right wall and punch until the ceiling opens, all the while, jamming the walls.
Repeat until you reach the top. At the top, keep punching the right wall until
it opens, then repeat until you are at the goal. Watch out for the two red
balls: they hurt.

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5) Minion      |HP: 2010 | Type: Fight
  Soldier     |         |
----------------------------------------------------
The Minion Soldier is awesome! He's so small, but can pack a punch. He has 3
attacks. One is that he will charge up and shoot a small spiraling shot you can
duck under. Another is that he will create around 8 multiples of himself that
can be destroyed in one hit. Finally, if he gets close enough, he will pick you
up ad toss you clear across the screen. If he tries to run towards you, he will
go for a toss attack. Get as far away as possible from MS, then start shooting.

----------------------------------------------------
6) Melon       |HP: 1310 | Type: Fight
  Bread       |         |
----------------------------------------------------
Melon bread is a set of eyes, teeth, and a big red nose that float on the
center of the screen. It is very easy top destroy, since it takes so long to
perform its attack (a projectile that falls from its "mouth" and bounces a
short distance). It attacks after it dips down to the bottom, then suddenly
rises up. Just shoot the nose.

----------------------------------------------------
7) Destroy     |HP: 847  | Type: Bonus Stage
              |         |
----------------------------------------------------
It's another bonus stage! You have one minute to blow up the vehicle with the
soldier inside. First, blow up the boxes next to the vehicle for life ups.
Then, work on the vehicle with the poor enemy stuck inside.

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8) Pit         |HP: 374  | Type: Fight
              |    (x6) |
----------------------------------------------------
Destroy them all
----------------------------------------------------
The pit consists of 6 small balls and a big rod floating lengthwise in the
middle of the screen. The rod moves back and forth, while increasing and
decreasing in length. The balls ricochet slowly around the screen. The rod can
attack by crushing you under it and the balls can crush you on the wall or the
floor. Your job is to destroy the 6 balls. The best ways to do this are to
either bellyflop or kick or use a straight projectile. You can also hang off of
a ball (jump under it and hold up) as long as it is in the air and shoot up.
However, if it comes down low, get off and run away. To make your life easier,
stand on the side of the rod with the least amount of balls.

----------------------------------------------------
9) Rush &      |HP: None | Type: Bonus Stage
  Go          |         |
----------------------------------------------------
This is another bonus level. Here, you have to leap up the wall by
bellyflopping/kicking up the wall, then falling down. Take care of the enemies
at the bottom by throwing them, then bellyflop/kick up the next corridor, wall
to the end, take care of the next set of enemies, then bellyflop/kick up the
wall, then go right to the goal. You might take a little bit of damage; don't
worry about it. To bellyflop/kick up the wall, flop/kick at one wall, then
press in the other direction of the wall and bellyflop/kick again, then repeat.
It's just like the triangle jump featured in other games like Super Metriod,
Strider, Tiny Toons: Buster's Hidden Treasure, and other games.

----------------------------------------------------
10) Happy Item |HP: None | Type: Item
   Room #2    |         |
----------------------------------------------------
It's another item room. Here, you can pick between flame, force, lightning, or
heart.

----------------------------------------------------
11) Phantom    |HP: N/A  | Type: Fight
              |         |
----------------------------------------------------
You know the guy that you faced before entering the dice palace and many other
times? This is a green version of him. He features quite a few attacks: he'll
throw bombs, slide at you, try to kick you, or perform a grab attack in which
lets a bomb go if you try to wriggle free. You should have experience fighting
this guy. If not, I suggest performing any attack, like throwing him or
shooting him when you are far enough. He can be hurt by his own bombs, so try
throwing bombs back at him if you're good. He'll even take damage from his own
grab attack. Just like any phantom, this one will leave a lifeup upon death.

----------------------------------------------------
12) Vortex     |HP: 2802 | Type: Fight
   Base       |         |
----------------------------------------------------
Destroy the core
----------------------------------------------------
Do you see the 7 red balls? These will light up in a random order. Remember the
sequence, because the "core" at the bottom will fire a laser that will follow
the sequence of the lit up balls. The lights go by quite fast, so make sure you
watch closely. Fire at the core when the balls light up or when you are out of
the path of the laser. Remember, you need to destroy the ever-moving core at
the bottom of the stage.

----------------------------------------------------
13) Curry and  |HP: 362  | Type: Fight
   Rice       |         |
----------------------------------------------------
If you've landed on the "no-gun" space on the board, it's Curry and Rice time.
Curry and Rice looks like a giant rocky person. He has 3 attacks: a split, a
flurry of punches, and a somersault. You have to make it so that you can
prevent C&R from performing an attack. Right now, you cannot use ANY weapons,
and punches are pretty much useless. Your best bet is the bellyflop/kick. At
the beginning of the round, C&R will stand in one place. Walk to him until he
goes into a split, then immediately bellyflop/kick it. If it falls, walk away,
then wait for it to walk, then bellyflop/kick as soon as you can. Watch out for
any somersaults before the walk. I'm telling you right now, you will most
likely take a hit from a somersault or a quick flurry.

----------------------------------------------------
14) Abarenbou  |HP: 3510 | Type: Fight
   Gel        |         |
----------------------------------------------------
This is a big amoeba-like creature that hops and throws exploding balls behind
it. It can also attack by jumping on you. Stay on the corner, peppering it with
shots. When the gel lands 3/4 of the way toward you, rebound off of the wall,
run off of the gel, run to the other corner, then repeat the process again.
Easy

----------------------------------------------------
15) Super      |HP: 380  | Type: Fight
   Gondola    |    (x7) |
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Destroy them all
----------------------------------------------------
The last "fight" space is a tricky one. Super gondola consists of 7 weapons
above you that you have to destroy and a crank. The weapons scroll back and
forth, so it is hard to focus on one of them. The solid gray orbs throw bombs
that can blow out pieces of the platform, the chute drops a flame that flares
up to the top, the gray orb with yellow lines shoots lasers in 3 directions,
and the gunlike weapon charges up and shoots a thick laser. The handle is a
crank that can be shot in order to move the platform over, useful for filling
the gaps that the bombers caused. It's another level where you will most likely
take a hit. First, try to take care of the bombers, while avoiding the rest of
the shots. You can blow the bombs as they fall if you are quick enough. Then,
work on the rest of the weapons, shooting the crank along the way. Another
strategy is just to keep shooting up, avoiding shots along the way and shooting
the bombs as they fall.

----------------------------------------------------
16) Happy Item |HP: None | Type: Item
   Room #3    |         |
----------------------------------------------------
The final item room consists of a chaser, flame, and two hearts.

----------------------------------------------------
17) The Way    |HP: None |Type: Annoying!
   Back       |         |
----------------------------------------------------
This space sucks. Every time I play this, I always land on this very spot. If
you are unfortunate enough to land on this, you have to go back to the start
and go through the whole board again. However, all spaces that you cleared will
still be cleared. If you land on a cleared space, you will move to that space
you will have to roll again.


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7) Boss Strategy
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Black Beat Stepper

HP: 6482

Attacks: Red Fireball
        Green Cutter
        Blue Cracker
        Yellow Laser

You've finally made it to Black, the boss of this level. The stage is set up
like this:

    ______________________________________
    |_|____b___|____g___|____y___|__r___|_|
    | |                                 | |     legend: b= blue   p=platform
    |r|                                 |b|             g= green
    |_|                                 |_|             y= yellow
    | |                                 | |             r= red
    |y|__________            ___________|g|
    |_|    p    |            |    p     |_|    Notes: -The letters on the
    | |_________|            |__________| |            diagram represent the
    |g|                                 |y|            color of the wall
    |_|                                 |_|            section.
    | |                                 | |           -You can hang off of
    |b|                                 |r|            the platforms and
    |_|_________________________________|_|            swing up on them.
    |_|___r____|____y___|___g____|__b___|_|            (up+jump while hanging)




Black will appear riding his mechanical walker. He will roll a die, then move
the walker according to the number rolled. He will then activate one of four
weapons, based on the color of the section of the wall that lights up after the
walker's movement.
The red section activates Red Fireball, a short flame that originates from one
red section and enters then exits each of the other 3 before exiting through
the original red section.

                              ______________________________________
         Flame Path:          |_|____b___|____g___|____y___|__r___|_|
                              | |--->  --->  --->  ---> --> -^  | | |
                              |r|<                              | |b|
                              |_| |                             v |_|
                              | | |                               | |
                              |y|__________            ___________|g|
                              |_|    p    |            |    p     |_|
                              | |_________|            |__________| |
                              |g|                               | |y|
                              |_| ^                             | |_|
                              | | |                              >| |
                              |b| | v- <--- <---  <---  <---  <---|r|
                              |_|_|_______________________________|_|
                              |_|___r____|____y___|___g____|__b___|_|



The green section shoots Green Cutter, a single laser that ricochets along the
green sections.
The blue section releases Blue Cracker, 3 bombs that are ejected from the blue
sections and detonate after traveling a short distance.
Finally, the yellow sections deploy Yellow Laser, straight lasers that
crisscross the screen.

Fighting Black:
First of all, the die determines how many steps the walker will take clockwise
along the walls. The color that the left foot of the walker steps on after
moving will be the color that will light up.
To evade the Red Fireball, just stay on the ground and jump forward over the
fire as it comes at you. For Green Cutter, go to any corner and duck. You can
even hang off of the ceiling corner. For Blue Cracker, stay in the center of
the screen and you will be clear of the bombs. For the Yellow Laser, run to any
corner and stay until the fire ceases. Also, when the walker walks around the
screen, go to the side away from the walker. If you're careful, you can get
through the fight unscathed. However, when you beat Black, he will first throw
you a trick exploding gem. Shoot him to make him cough up the real gem.


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8)Note
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Keep in mind that I wrote this guide based on the HARD difficulty setting, so
some concepts such as the HP of the enemies, or the amount of enemies may be
different for other difficulty settings.


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9) Credits
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Me: For typing this FAQ and figuring out the stats and strats of the stages.

My brother Joe: For editing the FAQ

GameFAQs: A website for the ages

Finally, the late Chris McDonald (Kao Megura), one of the best FAQ writers
ever. Rest in peace.