==============================
====Mega Man Legends Guide====
==============================

by Estil (aka Dittohead Servbot #24)
: http://megaman.retrofaction.com
: [email protected]

======
Index:
======
1. Introduction
2. Game Mechanics
3. Mega Buster
4. Special Weapons
5. Normal Items
6. Special Items
7. Enemies
8. Intro Stage: Blue Refractor
9. Citizen's Card
10. Class B and Class A Licenses
11. Cardon Forest Ruins: Yellow Refractor
12. Lake Jynn Ruins: Red Refractor
13. Clozer Woods Ruins: Open the Main Gate
14. Main Gate
15. Sub-Cities and Central Gate
16. Sub-Ruins
17. Sub-Quests
18. MegaMan's Reputation
19. Secrets and Tips
20. Legal


================
1. Introduction:
================
Welcome to the official Mega Man Network Guide for Mega Man Legends, the
first installment in the Mega Man Legends series.  Refer to the index
above for an easy reference guide, and go to
http://megaman.retrofaction.com/mml/guides to find guides for all of the
other games in the Mega Man Legends series.  Happy gaming.

SPECIAL NOTE TO PS2 USERS:
If you are playing this game on a PS2, set Texture Smoothing to ON
(Smooth), but set Fast Loading Time to OFF (Standard).  Having Texture
Smoothing on will give you much better, almost N64-quality, graphics.
Having Fast Loading Time on, however, will cause your game to crash or
perhaps not even work at all.

This guide was last revised on February 27, 2004.



==================
2. Game Mechanics:
==================

MegaMan 101
============
MegaMan Volnutt is the star of the show and has several functions.  He
can run, walk slowly, use the Mega Buster (his basic weapon) on his left
arm and the Special Weapon on his right arm.  If he does not have a
Special Weapon equipped, he can kick with his right foot.  In town and
any area outside of the ruins (except for Cardon Forest), you cannot use
any weapons, but you can kick with either foot.

MegaMan is also given an Life Gauge which starts out with a five unit
capacity (which can be increased up to ten by buying extra Life Gauge
parts) and also has a Shield.  Most of the time, when MegaMan is hit by
an enemy, the Shield will take the hit (and turn red) and if he's not
hit again while the Shield is red, the Life Gauge itself won't be
reduced.  If MegaMan is hit while the Shield is red, then the Life Gauge
will go down.  Most of the time, the Shield will repair itself after a
short time, but if MegaMan takes a big enough hit (such as from a huge
Green Energy Ball) or takes too many hits too quickly, the Shield will
break and leave you much more susceptible to damage.  The Shield then
cannot be fixed unless Data recharges you or if you use a spare Shield
Repair.


Roll 101
========
Roll Caskett is MegaMan's adopted sister and helps MegaMan in many ways.
The most obvious is that she can check out any Items you collect and
with the right ones, she can make Special Weapons, Buster Parts, and
even some Special Items inside either the Spotter's Car or the Flutter's
R&D room.  Later on she will give you a Walkie-Talkie where you can call
her and she will pick you up in her Spotter's Car (which is acquired a
little later in the game).  The Walkie-Talkie will not work at Yass
Plains, Clozer Woods, in ruins of any kind, and it also won't work
during battles and Sub-Quests.  You can use the Spotter's Car to go to
any of the following locations of Kattelox Island that you have already
visited:

Cardon Forest
Cardon Ruins
Downtown
Uptown
City Hall
Main Gate
Old City


Data 101
========
Data is MegaMan's best friend and has been at his side since MegaMan was
a baby.  His main function is that he can repair your Life Shield,
recharge both your Life Gauge and Special Weapon (but only the one you
currently have), and most important of all, Data allows you to SAVE.
Each file you save takes up one block on a PSX Memory Card, and you can
save up to five files.  If you are beaten (your Life Gauge runs
completely out), you will have to start over from where you last saved.
So it is very important to save often, especially after completing major
game objectives.


Kattelox Island 101
===================
Kattelox Island is where this story takes place and is divided into
several parts:

SHOPPING ARCADE:
Only part of the city that's accessible without the Citizen's Card.
Here you will find the all-important Junk Store, but also plenty of
other stores.  The other stores aren't really used for anything, but
they can be fun to check out every now and then, especially the CD
store.

DOWNTOWN:
You must have the Citizen's Card to enter.  This is where you'll find
the Library and most of the houses of average citizens of Kattelox City.

CITY HALL:
You must have the Citizen's Card to enter.  Of course, this area has
City Hall itself, but also the Police Station, Bank, and a few houses of
more wealthy citizens.

UPTOWN:
You must have the Class A License to enter.  This area has Wily's Boat
House, the Hospital, the KTOX TV Station, the Museum, and even a
Computer Gaming School!  It's too bad you can't go inside the Computer
Gaming School, though...

OLD CITY:
You must have the Class A License to enter.  This two part area of
Kattelox City (the Old City also includes the power plant in the
northern part) is mostly uninhabited, except for a few Construction Men
and some quite vicious dogs.

MAIN GATE:
You must have the Class A License to enter the area, but the Main Gate
will be sealed until it is opened later in the game.  This area is south
of the Old City and inside the Main Gate is where you must activate the
Sub-Cities, which hold the Keys to the Central Gate where you fight the
Final Boss.

CARDON FOREST:
Contains the Flutter (but you won't be able to enter it until it is
fixed using the Red Refractor), as well as Sub-Ruin Portals 1 & 2 and
the Cardon Forest Ruins where you must get the Yellow Refractor.

YASS PLAINS/CLOZER WOODS:
You must have the Class B License to enter.  Contains the Sub-Ruins
Portal 3 as well as the Clozer Woods Ruins (accessible only with the
Flutter) where you must open the Main Gate.

LAKE JYNN:
Accessible via Wily's Boat House in Uptown, the Lake Jynn Ruins
(accessible with the Boat which must first be fixed with the Yellow
Refractor) are also here, where you must find the Red Refractor.

MAIN RUINS:
There are three Main Ruins in this game: Cardon Forest, Lake Jynn, and
Clozer Woods.  These Main Ruins hold the Yellow Refractor, Red
Refractor, and access to the Main Gate respectively.

SUB-RUINS:
There are three entrances to these Sub-Ruins above ground and parts of
them can also be accessed via the Main Ruins.  These Sub-Ruins are
optional but still have some great Items hidden inside.  Also, all the
ruins in this game (Main Ruins or Sub=Ruins) are connected, but many
connections are sealed off by dirt blocks or dirt walls, which require
the Grand Grenade and Drill Arm to break, respectively.  The Drill Arm
will break down both dirt blocks and walls.


Zenny 101
=========
This is the currency in the MegaMan Legends world and can be earned by
either winning Sub-Quests, selling Items, or defeating enemies.  Enemies
can also sometimes leave red Energy Cubes; small ones will refill one
Unit of Energy, large ones will refill three.  Zenny from defeated
enemies comes in four denominations:

Blue: 500z
Purple: 250z
Green: 100z
Gray: 50z



===============
3. Mega Buster:
===============
The Mega Buster is MegaMan's main weapon and is on his left arm.  There
are 32 Buster Parts in all.  You are only allowed to equip two different
Buster Parts at a time until you acquire the Adapter Plug later in the
game that will allow you to equip three Buster Parts at once.  It can
fire an infinite number of shots and how effective the shots are in
combat depends on the following ratings (Attack, Energy, and Range
ratings are on a scale from 0-7 and the Rapid rating is on a scale of 0-
4):

Attack (A): How powerful the shots are.  In addition, this determines
the size and color of the Buster shots:
0: Small Pink
1: Medium Pink
2: Large Pink
3: Small Green
4: Medium Green
5: Large Green
6: Medium Yellow
7: Large Yellow
Energy (E): How many shots can be fired without pausing:
0: 3
1: 4
2: 5
3: 6
4: 7
5: 8
6: 9
7: INFINITE
Range (R): How far the shots can go.
Rapid (D): How fast the shots fire.

BUSTER PARTS SOLD AT THE JUNK STORE:
(after receiving Citizen's Card):
Power Raiser Alpha (A:+2): 520z
Turbo Charger Alpha (E:+2): 320z
Range Booster (R:+1): 160z
Turbo Charger (E:+1): 120z
(after receiving Class B License):
Blast Unit (A:+1/E:+2): 960z
Sniper Unit (E:+1/R:+2): 860z
(after getting the Yellow Refractor):
Laser (A:+4): 9600z
Sniper Range (R:+4): 7800z
Turbo Battery (E:+4): 7200z
Power Raiser Omega (A:+3): 3400z
Range Booster Omega (R:+3): 2400z
Turbo Charger Omega (E:+3): 2200z
(after opening the Main Gate):
Blaster Unit Omega (A:+2/E:+3): 22,400z
Sniper Unit Omega (E:+2/R:+3): 14,800z

BUSTER PARTS MADE FROM ONE OR MORE PARTS:
Sniper Scope (A:+1/R:+5): Made from the Target Sensor and Tele-Lens
(both parts are found inside the Clozer Woods Ruins).
Auto Battery (E:MAX): Made from the Autofire Barrel (found inside the
Main Gate) and Generator Part (found inside the Sub-Ruins).
Power Blaster L (A:+2/R:+1): Made from the Plastique (given as a reward
for disarming a bomb in Downtown).
Power Blaster R (A:+2/D:+1): Made from the Bomb (given as a reward for
disarming a bomb in Downtown).
Gatling Gun (A/R:+1/E:+4): Made from the Gatling Part (found inside the
Lake Jynn Ruins) and Flower Pearl (given by Ira as a reward for helping
her leg get healed).
Machine Gun (E:+3/D:+1): Made from the Rapid Fire Barrel (found inside
the Sub-Ruins).
Omni-Unit Omega (A/E/R:+2/D:+1): Made from the Broken Circuits (given by
Jim in his clubhouse in exchange for the Stag Beetle), Main Core Shard
(found in the Sub-Ruins), and Sun-light (given as a reward for bringing
the pregnant woman to the Hospital).

BUSTER PARTS FOUND INSIDE RUINS AND ABOVE GROUND:
Range Booster Alpha (R:+2): Talk to Data after defeating the Feldinaut
and he'll give you this Buster Part.
Power Raiser (A:+1): Found inside the Intro Stage.
Power Stream (A:MAX): Found inside the Central Gate.
Blaster Unit R (A/E/D:+2):  Found inside the Sub-Ruins.
Buster Unit Omega (A/R:+3): Found inside the Main Gate.
Rapid Striker (D:+2):  Found inside the Sub-Ruins.
Omni-Unit (A/E/R/D:+1):  Given as the grand prize for winning the Left
Course Race Game at Rank A.
Triple Access (E/R/D:+1):  Found inside the Sub Ruins.
Buster Unit (A:+1/R:+2): Found inside the Sub-Ruins.
Rapid Fire (D:+1):  Found inside the Sub-Ruins.
Buster Max (A/E/R/D:MAX): This Buster Part is included right from the
start when playing on Easy Mode.



===================
4. Special Weapons:
===================
There are 12 Special Weapons in this game and are made from one, two, or
three different parts.  Special Weapons are assembled and equipped by
Roll inside the Spotter Car or Flutter.  You are only allowed to have
one Special Weapon equipped at a time and you can only switch Special
Weapons whenever you talk to Roll.  It is also important to remember
that MegaMan cannot move his feet while using a Special Weapon (though
he can aim it most of the time).  Each weapon has five ratings:
Attack (A): How powerful the shots are.
Energy (E): How much ammo your weapon has.
Range (R): How far the shots can go.
Rapid (D): How fast the shots can fire.
Special (S): Varies with each Special Weapon.

Each Special Weapon rating is on a scale from 0-11, and some Special
Weapons allow you to upgrade to infinite Energy, and is represented by a
12 rating.  Here is a list of all the Special Weapons, the parts needed,
what they do, how much it costs to upgrade each rating and how much it
is upgraded (most Special Weapons will not allow you to upgrade ALL
ratings, however).

NORMAL ARM:
Parts: None
Ammo (based on Energy rating): INFINITE
Special Rating: None
Use: You can kick things.  That's basically about it.
Ratings:
A: 2
E: 12
R: 0
D: 4
S: 2

MACHINE BUSTER:
Part: Blumebear Parts
Ammo (based on Energy rating): 128-->192-->288-->400
Special Rating: Fire spread
Use: Fires a stream of laser-like bullets, just like a machine gun!
It's pretty weak but has good range and of course, very rapid fire.
Ratings and Upgrade Costs:
A: 2-->4(3400z)-->6(10,000z)
E: 5-->7(3000z)-->9(8000z)-->11(12,000z)
R: 3-->4(2600z)
D: 5-->7(5000z)-->9(10,000z)
S: 4-->6(1200z)-->8(2000z)
TOTAL COST: 57,200z

DRILL ARM:
Part: Blunted Drill
Ammo (based on Energy rating): 1800-->3600-->INFINITE
Special Rating: None
Use: Can destroy ANY dirt block or dirt wall inside the Sub-Ruins.  Can
also be used to knock away the Gorubesus' shields.
Ratings and Upgrade Costs:
A: 4-->6(3000z)-->8(8000z)
E: 3-->6(5000z)-->12(12,000z)
R: 0
D: 4
S: 2
TOTAL COST: 28,000z

SPREAD BUSTER:
Parts: Ancient Book, Old Launcher, Arm Supporter
Ammo (based on Energy rating): 16-->24-->36
Special Rating: Rate of fire (actually how many Grenades are shot at one
time)
Use: This will shoot three Grenades at once, but the Special rating can
be increased so that you can shoot five or even seven Grenades at once.
Ratings and Upgrade Costs:
A: 8-->10(45,000z)-->11(89,000z)
E: 2-->3(18,000z)-->4(30,000z)
R: 1-->2(12,000z)
D: 2
S: 4-->8(20,000z)-->11(35,000z)
TOTAL COST: 249,000z

ACTIVE BUSTER:
Part: Guidance Unit
Ammo (based on Energy rating): 32-->56-->96-->INFINITE
Special Rating: Homing capacity
Use: Fires homing missles that look for their target.  This is most
useful for the Drache Battle.
Ratings and Upgrade Costs:
A: 4-->5(30,000z)-->7(85,000z)-->9(200,000z)
E: 3-->5(5000z)-->7(35,000z)-->12(990,000z)
R: 3-->4(20,000z)-->7(60,000z)-->11(100,000z)
D: 5-->7(8000z)-->9(28,000z)-->11(84,000z)
S: 4-->6(5000z)-->8(30,000z)-->11(60,000z)
TOTAL COST: 1,740,000z

GRAND GRENADE:
Part: Bomb Schematic
Ammo (based on Energy rating): 8-->16-->32
Special Rating: None
Use: Much more powerful than the Grenade Arm, these Grenades won't
bounce, make much bigger explosions, and can destroy dirt blocks inside
the Sub-Ruins.  These WILL NOT work on dirt walls, however.
Ratings and Upgrade Costs:
A: 5-->11(100,000z)
E: 1-->2(50,000z)-->4(150,000z)
R: 2-->3(14,000z)-->4(30,000z)
D: 2
S: 2
TOTAL COST: 344,000z

SHIELD ARM:
Parts: Mystic Orb, Marlwolf Shell
Ammo (based on Energy rating): 300-->450-->600-->1200
Special Rating: Size of shield
Use: This will make a shield in front of you, but you cannot move or
fire you Buster while this is active (you can aim the Shield, however)
Ratings and Upgrade Costs:
A: 0
E: 2-->3(12,000z)-->4(24,000z)-->6(36,000z)
R: 0
D: 4
S: 4-->8(20,000z)
TOTAL COST: 92,000z

POWERED BUSTER:
Part: Cannon Kit
Ammo (based on Energy rating): 16-->32
Special Rating: None
Use: Similar in use to the Active Buster, but instead fires a big fiery
sphere and only one can be on-screen at a time.
Ratings and Upgrade Costs:
A: 4-->6(3500z)-->8(11,000z)
E: 2-->4(5000z)
R: 4-->6(1600z)-->8(3200z)-->11(6400z)
D: 2
S: 2
TOTAL COST: 30,700z

GRENADE ARM:
Part: Grenade Arm
Ammo (based on Energy rating): 24-->32-->40-->48
Special Rating: None
Use: Can throw Grenades one at a time, and can bounce off walls.
Ratings and Upgrade Costs:
A: 4-->7(6500z)
E: 4-->5(1200z)-->6(4000z)-->7(8000z)
R: 4-->5(1400z)-->6(5000z)
D: 5-->6(2000z)-->7(3000z)
S: 2
TOTAL COST: 31,100z

VACUUM ARM:
Parts: Broken Motor, Broken Cleaner, Broken Propeller
Ammo (based on Energy rating): 1800-->INFINITE
Special Rating: Suction speed
Use: Can be used to retrieve nearby zenny or Energy Cubes; works just
like a vacuum cleaner!
Ratings and Upgrade Costs:
A: 0
E: 4-->12(1000z)
R: 3-->5(500z)-->8(1000z)
D: 4
S: 4-->6(500z)-->8(2500z)-->11(5000z)
TOTAL COST: 10,500z

BLADE ARM:
Parts: Zetsabre, Pen Light
Ammo (based on Energy rating): 32-->64-->128
Special Rating: None
Use: Allows you to use a Z-Sabre style sword.  You'll be just like Zero
from the MegaMan X Series!  But why didn't they make it green instead of
orange?  Increase the Range rating and you can send out a beam of energy
as well.
Ratings and Upgrade Costs:
A: 5-->7(4000z)-->9(8000z)
E: 3-->4(1000z)-->5(2000z)
R: 0-->1(3000z)-->2(8000z)-->3(12,000z)
D: 2
S: 2
TOTAL COST: 38,000z

SPLASH MINE:
Part: Mine Parts Kit
Ammo (based on Energy rating): 24-->32-->48
Special Rating: None
Use: The very first Special Weapon you get; these allow you to place
small land mines on the ground, and will explode if an enemy (or YOU,
for that matter) step on them.  Only Special Weapon that can hurt
MegaMan himself.
Ratings and Upgrade Costs:
A: 3-->6(3000z)
E: 2-->3(800z)-->4(1600z)
R: 0
D: 4
S: 2
TOTAL COST: 5,400z

SHINING LASER:
Parts: Weapons Plans, X-Buster, Prism Crystal
Ammo (based on Energy rating): 600-->1000-->1800-->INFINITE
Special Rating: None
Use: Fires a large laser that can cut through multiple targets and is by
far the most powerful weapon in the game.  You can turn and aim the
Shining Laser, but you cannot move while using this weapon.  This will
destroy most minor enemies in one shot and defeat Bosses (especially the
Final Boss) in just a few seconds.
Ratings and Upgrade Costs:
A: 4-->6(50,000z)-->8(100,000z)-->11(250,000z)
E: 2-->4(50,000z)-->6(100,000z)-->12(200,000z)
R: 3-->4(25,000z)-->5(60,000z)
D: 4
S: 2
TOTAL COST: 835,000z

Here is a recap of the total costs to fully upgrade each weapon, from
most to least expensive:
Active Buster: 1,740,000z
Shining Laser: 835,000z
Grand Grenade: 344,000z
Spread Buster: 249,000z
Shield Arm: 92,000z
Machine Buster: 57,200z
Blade Arm 38,000z
Grenade Arm: 31,100z
Powered Buster: 30,700z
Drill Arm: 28,000z
Vacuum Arm: 10,500z
Splash Mine: 5,400z
Normal Arm: 0z
GRAND TOTAL: 3,460,900z


================
5. Normal Items:
================
REPAIR PARTS (bought at Junk Store):
(after receiving the Citizen's Card):
Shield Repair (1000z): Repairs destroyed Life Shield.
(after getting the Yellow Refractor):
Hyper Cartridge (3000z): Refills equipped Special Weapon.
Chameleon Net (5000z): Camouflages MegaMan from enemies temporarily.
(after opening the Main Gate):
Defense Shield (10,000z): Makes MegaMan temporarily invincible.

SUB-QUEST MATERIALS:
Bag: Used in the "Lost Money Bag" Sub-Quest.
Beetle: Used in the "Build Jim's Clubhouse" Sub-Quest.
Comic Book: Used in the "Build Jim's Clubhouse" Sub-Quest.
Lipstick: Used in the "Open the Museum" Sub-Quest.
Pick: Used in the "Build Jim's Clubhouse" Sub-Quest.
Saw: Used in the "Build Jim's Clubhouse" Sub-Quest.
Stag Beetle: Used in the "Build Jim's Clubhouse" Sub-Quest.
Trunk: Used in the "Bank Robber" and "Stripe Burger Restaurant" Sub-
Quests.

SPECIAL WEAPONS PARTS:
Blumebear Parts: Needed to make the Machine Buster.  Found inside a
Downtown Garbage Can after defeating Bon Bonne.
Blunted Drill: Needed to make the Drill Arm.  Found inside the Main
Gate.
Ancient Book: One of three parts needed to make the Spread Buster.
Found inside the Sub-Ruins.
Old Launcher: One of three parts needed to make the Spread Buster.
Found inside the Sub-Ruins.
Arm Supporter: One of three parts needed to make the Spread Buster.
Given as a reward for finding a man's lost Bag of money.
Guidance Unit: Needed to make the Active Buster.  Found inside the
Clozer Woods Ruins.
Bomb Schematic: Needed to make the Grand Grenade.  Found inside
Barrell's Room in a large gold treasure chest.
Mystic Orb: One of two parts needed to make the Shield Arm.  Given as
the grand prize for winning the Balloon Fantasy Game at Rank A.
Marlwolf Shell: One of two parts needed to make the Shield Arm.  Given
by Jim as a reward for helping get his new clubhouse built.
Cannon Kit: Needed to make the Powered Buster.  Found inside the Sub-
Ruins.
Grenade Kit: Needed to make the Grenade Arm.  Found inside the Cardon
Forest Ruins.
Broken Motor: One of three parts needed to make the Vacuum Arm.  Found
inside a Downtown Garbage Can.
Broken Cleaner: One of three parts needed to make the Vacuum Arm.  Found
inside a Shopping Arcade Garbage Can.
Broken Propeller: One of three parts needed to make the Vacuum Arm.
Found inside an Uptown Garbage Can.
Zetsabre: One of two parts needed to make the Blade Arm.  Given as the
grand prize for winning the Beast Hunter Game at Rank A.
Pen Light: One of two parts needed to make the Blade Arm.  Found inside
the Sub-Ruins.
Mine Parts Kit: Needed to make the Splash Mine.  Given as a reward for
rescuing the Junk Store Owner.
Weapons Plans: One of three parts needed to make the Shining Laser.
Found inside the Sub-Ruins.
Prism Crystal: One of three parts needed to make the Shining Laser.
Given as a reward for returning all eight Museum Artifacts to the
Museum.
X-Buster: One of three parts needed to make the Shining Laser.  Given by
Jim in his clubhouse in exchange for the Comic Book.

MUSEUM ARTIFACTS:
Old Bone: Will be displayed in the museum as an "Ancient Digging Tool".
Found inside the Cardon Forest Ruins.
Old Heater: Will be displayed in the museum as a "Fire Pot".  Given by
Jim in his clubhouse in exchange for the Beetle.
Old Doll: Will be displayed in the museum as a "Human Doll".  Found
inside the Cardon Forest Ruins.
Antique Bell: Will be displayed in the museum as a "Kattelox Bell".
Found inside the Clozer Woods Ruins.
Giant Horn: Will be displayed in the museum as a "Giant Horn".  Given as
the grand prize for winning the Technical Course Race Game at Rank A.
Shiny Object: Will be displayed in the museum as a "Crystal Fossil", a
Grade Three National Treasure.  Found inside the Sub-Ruins.
Old Shield: Will be displayed in the museum as an "Antique Shield", a
Grade Two National Treasure.  Found inside the Sub-Ruins.
Shiny Red Object: Will be displayed in the museum as a "Reaverbot Eye",
a Grade One National Treasure.  Found inside the Main Gate.

ROLL'S PRESENTS:
Ring: Found inside the Lake Jynn Ruins.
Flower: Found in Clozer Woods near Sub-Ruin Portal 3 (it's right in
front of a grassy field).
Music Box: Given as the grand prize for winning the Straight Course Race
Game at Rank A.  You can actually hear the Music Box playing inside
Roll's Room after you give it to her.



=================
6. Special Items:
=================
There are 19 different kinds of Special Items in MegaMan Legends.

LIFE GAUGE:
Can be bought at the Junk Store and adds 1 point to your Life Gauge
capacity:
6: 500z
7: 1000z
8: 3000z
9: 5000z
10: 10,000z

ENERGY CANTEEN:
Can be bought at the Junk Store for 650z and includes 3 extra units of
Energy.  Refills cost 500z.  This allows you to refill your Life Gauge
at any time.  Extra units can also be purchased at the Junk Store (and
include a free refill of the Canteen):
4: 400z
5: 800z
6: 1200z
7: 1800z
8: 2400z
9: 3000z
10: 4000z
11: 5000z
12: 6000z
13: 7500z
14: 10,000z
15: 12,500z
16: 15,000z
17: 17,500z
18-99: 20,000z each

HELMET:
Made from the Safety Helmet found inside a Plasma Box next to the Junk
Store at Yass Plains.  This will help you avoid getting knocked down by
enemy attacks.

JET SKATES:
Made from the Rollerboard (found inside the Lake Jynn Ruins) and Old
Hoverjets (found inside the Sub-Ruins), these will allow you skate
really fast, making travel quicker and easier.  Just be careful not to
get run over by cars in town...

JACKETS:
There are three kinds of Jackets you can buy at the Junk Store (after
getting the Class B License), and these serve as additional armor which
will improve your defense.  You must purchase all three one at a time.
Flak Jacket (reduces damage by 25%): 9500z
Kevlar Jacket (reduces damage by 50%): 36,000z
Kevlar Jacket Omega (reduces damage by 75%): 120,000z

JUMP SPRINGS:
Made from the Spring Set found in the Cardon Forest Ruins, these allow
you to jump much higher than before and allow you easy access to high
ledges.

ADAPTER PLUG:
Made from the Joint Plug found in the Lake Jynn Ruins, this will allow
you to equip three Buster Parts at a time instead of just two.

BLUE REFRACTOR:
Found in the Intro Stage as soon as you start up the game.  Not really
used for anything, though.

YELLOW REFRACTOR:
Found in the Cardon Forest Ruins, this will allow you to fix the boat
needed to get to the Lake Jynn Ruins.

RED REFRACTOR:
Found in the Lake Jynn Ruins, this will allow you to fix the Flutter and
will allow you access to the Clozer Woods Ruins.

CITIZEN'S CARD:
Received from a local police officer after you rescue the Junk Store
Owner, this allows you access to the Downtown and City Hall parts of the
island.

CLASS B LICENSE:
Received from Mayor Amelia after defeating Bon Bonne, this will allow
you access to the Yass Plains and its Sub-Ruins.

CLASS A LICENSE:
Received from Mayor Amelia after defeating the Marlwolf, this will allow
you access to anywhere on Kattelox Island.

WALKIE TALKIE:
Right after receiving the Class A License, Roll will have finally fixed
the Spotter's Car and give will give you a Walkie-Talkie when you first
visit.  This will allow you to call Roll from any area above ground on
Kattelox Island, except for the Yass Plains.  Roll can then take you to
any of these places, provided you've previously visited that place at
least once:

BONNE FAMILY KEY:
Received after defeating the Blumebears and available for use after
defeating the Feldinaut, this gives you access to the City Hall part of
the island.

YELLOW STARTER KEYS (x3):
Collect all three in the Cardon Forest Ruins and you can get the Yellow
Refractor.

RED STARTER KEYS (x3):
Collect all three in the Lake Jynn Ruins and you can get the Red
Refractor.

UNIT ID CARDS (x3):
Collect all three in the Clozer Woods Ruins and you can open the Main
Gate.

WATCHER, SLEEPER, DREAMER KEYS:
Collect all three in the Sub-Cities and you can open the Central Gate.



===========
7. Enemies:
===========
Here is a list of all the enemies in this game, NOT counting Bosses.

Arukoitan: These are gray walking Reaverbots that walk around on the
order of their local Orudakoitan.  They usually come in groups of three
or four.
Orudakoitan: These are like the Arukoitans, but they just sit there and
direct the Arukoitans nearby.  Destroy this and the Arukoitans it
controlled won't be able to move anymore.
Green Zakobon: Very first enemy you find in this game, these are slow
moving walking cylinder-like Reaverbots. They can sometimes hide in the
walls, behind corners, or on a ledge, and will attack when approached.
They usually come in groups.  They can shoot bombs from their bottoms.
Red Zakobon: Same as the Green Zakobon, except they shoot fireballs
instead of bombs.  Also take a lot more hits to defeat.
Shekuten: These come in groups and look like small spiked copper cans
with a red eye.  When approached, they will "wake up" and try to walk
toward you, ready to explode.  They can only be destroyed when they're
"awake".
Mirumijee: These are small, weak snake-like Reaverbots.  They also come
in groups.
Fake Treasure Box: They look just like real Treasure Boxes, but will
spit out bombs upon opening it.  After opening it, destroy it to win
some zenny.
Green Sharukurusu: These come in groups of three or four and will run at
you quickly and try to catch you in their crab-like claws and hurt you
repeatedly.  Staying on higher ledges will help you avoid them, but they
can occasionally reach the higher ledges.
Red Sharukurusu: Same as the Green Sharukurusus, but they are much
bigger and tougher to defeat.  These are found only in the Sub-Cities.
Invisible Sharukurusu: Same as the Green Sharukurusus, but are invisible
until they get you!  You can sometimes see them or their shadow,
however.
GuruGuru: These often come in groups and look like flying saucer shaped
walking crabs.  They cannot be hurt until you shoot them enough (or kick
them) to make them flip on their back.  Try to also kick one GuruGuru at
another one to wound them both.
Jakko's Nest: These are weird box-like Reaverbots that will spit out
Jakkos when approached or fired upon.  They will yield a ton of zenny if
defeated (along with the Jakkos that are defeated)
Jakkos: These are mosquito-like Reaverbots that come from the Jakko's
Nest.
Gorubeshu: These are shielded warrior-like Reaverbots that often come in
pairs.  Circle and shoot at them or shoot when they let their guard down
(and before they can shoot you with their fireballs) or just save
yourself all this trouble and use the Drill Arm to knock their shields
away.
Firushudot: These are alligator-like Reaverbots that swim around walls
of water inside a part of the Lake Jynn Ruins.  Soon they will jump out
and can either whap you with their tails
Miroc: This tiny Reaverbot will wheel around silently and try to run
into you for repeated damage.  These are quite easy to defeat however,
and will often yield 500z per kill.
Foo-Roo: Similar to the Shekutens except these fly instead of walk.
They too will try to explode after getting close to you.
Cannam: These are huge spider-like Reaverbots that are very tough to
defeat but yield considerable zenny if you do so.
Red Karubun: These are huge tank-like Reaverbots that can shoot bombs
out of its mouth and fire its machine gun-like arms at you as well.
Also takes several hits to defeat but yield a ton of zenny if you defeat
it.
Gray Karubun: Same as the red ones, but they take even more hits to
defeat.
Leopordo: These Servbot driven tanks can fire their machine guns at you
or fire its main turret to shoot cannon balls.
Gun Batteries: These guns can fire bombs at you, and are much weaker
than the Leopordos.



===============================
8. Intro Stage: Blue Refractor:
===============================

Walkthrough
===========
This level serves as the tutorial level for this game.  If this is your
first time playing this game, listen carefully to Roll's directions so
that you can get used to the controls.  First, go south and take out the
three Green Zakobon Reaverbots.  Go west until you come across two
paths; one north and one south.  First go south and destroy the trio of
Green Zakobon Reaverbots for more zenny.  Proceed west and ignore Roll's
warnings about going the wrong way.  Now go north until you see a button
on the floor.  Press it and you'll be locked inside with several
Mirumijee Reaverbots.  Destroy these for even more zenny.

Now, go back south and then east until you see your first door.  Enter
and take out the Green Zakobon Reaverbots inside.  Continue onward until
you come upon a ledge.  Jump to grab it and pull yourself up.  Go east
and you'll find an eastern room with a Blue Cube Box.  Blast it and
collect more zenny.  Leave and go north, then west and you'll find a
doorway blocked by a force field.  Ignore it for now and continue west
until Roll warns you to look up.  You'll find a Cannam Reaverbot that'll
drop from the ceiling.  Zap it and go to the western room with a force
field flanked by two switches.  Blast the left switch to lift the force
field in the room and the right switch to lift the force field blocking
the door you just passed earlier.  Go to the small room behind where the
switches were and you'll find your first Treasure Boxes.  The left one
has 560z and the right one has the Power Raiser.  Equip the Power Raiser
and proceed to now unobstructed northern door to meet the Boss.


Reaverbot Boss
==============
HANMURUDOLL:
This Reaverbot is just like the boss of Mission 3-1 from The
Misadventures of Tron Bonne, and has the same basic attack.

ATTACK:
1. This boss will approach you and if it can get close enough, it will
try to smash you with its hammer-like arms.  Because this attack is so
slow, it should not be hard to avoid at all.

HOW TO DEFEAT HANMURUDOLL:
Just circle and fire at it with your Mega Buster while avoiding its
hammer attack.  Not very hard at all.


Item Review
===========
These are all the Items in this part of the game.  Did you find them
all?

BUSTER PART:
1. Power Raiser

ZENNY:
1. 560z



==================
9. Citizen's Card:
==================

Walkthrough
===========
After crash landing at Cardon Forest, walk towards the "To Town" sign
until the Inspector shows up.  Talk with Barrell first and then make
your way north to the Shopping Arcade.  Once inside, check the southwest
Garbage Can for 50z, the northeast Garbage Can for 20z, the northeast
Plasma Box for 100z, and the southeast Plasma Box for the Broken
Cleaner.  Go inside the Junk Store and talk with the woman inside.
She'll say that her husband, the Junk Store Owner, went inside the Sub-
Ruins Portal 1 (which you recently passed with a man standing in front
of the door, right?) and hasn't come back yet.  Leave the Shopping
Arcade from the south and enter the Sub-Ruins Portal 1.

Once inside the Sub-Ruins, take the eastern hallway (ignore the door;
you won't get very far there without the Jump Springs) and go north
where you'll find a couple of Green Zakobons on the ledge to your left.
Zap them and check the Hole in front of you for 2600z.  Continue onward
and take out several more Green Zakobons plus several Mirumijees.  Zap
them all and then talk to the Junk Store Owner trapped on the ledge (you
must get all the "snake things" or else the Owner won't leave).  After
he leaves, go through the east door where you'll find several Shekutens.
Either fight or run from them and you'll need to proceed north and
defeat two more Green Zakobons.  You now be in a room with a pair each
of Orudakoitans and Arukoitans.  You'll find a Treasure Box in the
southwest part of this room with the Rapid Fire inside.  Now leave and
return to the surface (go to the green square on your map).

Now go back to the Junk Store and you'll find both the Junk Store Owner
and his wife reunited.  As a reward, they will give you a Mine Parts Kit
as well as the old Spotter's Car that you found just outside of the
Shopping Arcade.  Go back to that Spotter's Car and talk with Roll.
She'll take you inside and make your first Special Weapon, the Splash
Mine.  After leaving the Spotter's Car, an Officer will arrive with your
Citizen's Card.  You will now be able to enter the Downtown and City
Hall parts of the city.


Item Review
===========
These are all the Items in this part of the game.  Did you find them
all?

SPECIAL WEAPONS PART:
1. Mine Parts Kit

BUSTER PART:
1. Rapid Fire

ZENNY:
1. 50z
2. 20z
3. 100z
4. 2600z
TOTAL: 2770z



=================================
10. Class B and Class A Licenses:
=================================

Walkthrough
===========
With the Citizen's Card in hand, go back to the Shopping Arcade and
you'll find a group of three boys standing in front of the north door.
Sneak up on them by walking towards them slowly and they'll go away.
Enter and you'll run into Tron giving a mother-to-children talk with
three of her Servbots.  After she arrogantly leaves, check out the
Downtown area and you'll notice several Garbage Cans.  Check the eastern
Garbage Can for the Broken Motor and the southeast one for 10z.  Now go
through the north door to enter the City Hall area.

After entering the City Hall area, talk with one of the two Officers
guarding City Hall and he'll escort you to Barrell and the Mayor of
Kattelox, Amelia.  After some small talk, leave City Hall and you'll see
Tron being chased by an angry dog (how does she run in those heels?).
Go back to the Downtown area and you'll find Tron stuck on a pole.
First talk with Tron and then talk with the dog (Paprika) and the dog
will leave Tron alone.  Tron then leaves in a hurry.  Now, go back
through the Shopping Arcade and to Roll waiting outside the Spotter's
Car.  Talk with her and soon a fleet of Draches will appear in the sky
and start attacking the city!  You've got to go save Gramps!

Enter the Shopping Arcade and follow Roll who's running towards
Downtown.  You'll also find Data who will give you a Shield Repair if
you talk with him about the Junk Store (provided you didn't buy one
already).  Enter the door and after the cutscene, you'll fight the first
of four bosses.


Bonne Boss
==========
BLUMEBEARS AND DRACHES (Servbots):
You will find three Blumebears and a pair of Draches driven and flown by
Servbots who insist that they're not gonna let you through and there's
no way you're going to get the Bonne Family Key!

ATTACKS:
1. The Blumebears have two main attacks; shooting at you with their
machine gun arms, and throwing bombs out of the top hatch.  Both can be
easily avoided, but the machine guns are much more difficult to avoid if
you get too close.
2. The Draches can also shoot at you with their machine guns, but they
rarely do so.
3. At first, the Blumebears will just stand their ground in front of the
door.  But after shooting at them several times, they panic because
you're too strong!  So they have to split up, and you'll discover one of
them has the Key.  They can pass the Key back and forth between them, so
you'll have to keep an eye on which one has it.  The Red Blumebear
always has the Key first, but immediately passes it to the Blue
Blumebear before they split up.
4. Each Blumebear is color coded based on its specialty.  The Red
Blumebear has the strongest firepower, the Blue Blumebear is the
fastest, and the Yellow Blumebear has the most endurance (hence the
slightly bigger Life Gauge).

HOW TO DEFEAT THE BLUMEBEARS AND DRACHES:
1. The Draches are easy enough to shoot down by locking on and blasting
away.  Just be careful not to get fired upon by a stray Blumebear.
2. There are two schools of thought for dealing with the Blumebears.
You can defeat the one that has the Key, and take the Key to immediately
defeat this Boss, or you can leave the Key and defeat all the other
Blumebears and the Draches to get much more zenny.
3. If you need extra energy, you can either go to a Soda Machine and
refill your Life Gauge for 100z, or blast one of the Servbots that pop
out of a defeated Blumebear or Drache.  After he turns red and smoking,
kick him and an Energy Cube will pop out, and you can do this up to
three times per Servbot (when he's no longer smoking, you got all his
Energy Cubes).


Bonne Boss
==========
FELDINAUT (Tron):
After defeating the Blumebears, Tron drops in with her huge spider-like
Feldinaut, and is ready to teach you not to mess with her, or her kids!

ATTACKS:
1. Like the Blumebears, the Feldinaut also has a machine gun on its
bottom.  It can either fire straight at you (move aside to avoid it), or
the Feldinaut can spin and fire the machine gun or bombs.  This can be
avoided best by timing your jumps carefully to avoid the spinning
barrage of bullets or bombs.
2. The Feldinaut can also bring its front arms together and activate the
flamethrower.  Since it always goes straight toward you, just move aside
and you'll be fine.
3. Bombs can also be fired from the Feldinaut's top gun.
4. The Feldinaut can also charge at you!  Be sure you're out of the way
when it does!
5. Be sure you defeat the Feldinaut as quickly as you can, because its
weapons can destroy buildings, and you'll have to pay for any that get
damaged or destroyed!

HOW TO DEFEAT FELDINAUT:
The best way to defeat the Feldinaut is to circle it and fire away while
avoiding its attacks.  If you want to try to avoid having buildings
destroyed or damaged, try to get Tron to aim her attacks towards the
outer city wall, since it's indestructible.  Again, if you need extra
Energy, grab a soda out of a Vending Machine.


Walkthrough (continued)
=======================
Once the Feldinaut is defeated, you will finally be able to go through
the northern door to City Hall.  Data is there as well, so be sure to
not only save and recharge, but ask him "What should I do now?" and tell
him you don't have a Range Booster Alpha.  If you haven't already bought
it from the Junk Store, Data will give you one for free!  Be sure you
tell Data that he was a good boy, or he'll take the Range Booster Alpha
away from you!  Now equip the Range Booster Alpha and go through the
northern door to take on the next two Bonne Bosses.


Bonne Boss
==========
HORUNISSES AND MAIBERU HAAGENS (Servbots):
Now the Servbots are flying three flying Horunisses that are dropping
Red and Yellow Maiberu Haagens that will try to destroy as many
buildings as they can, especially the Police Station, Bank, and City
Hall!  You must defeat all of them before they too much damage, since
the more damage they do, the bigger the bill you'll have to foot later!

ATTACKS:
1. The three Horunisses are also color-coded Red, Yellow, and Blue like
the Blumebears, but they're basically one in the same in this case.
They themselves won't attack, but they are the ones that drop the
Horunisses and will continue to do so until all three Horunisses are
taken out.
2. The Maiberu Haagens come in two flavors.  The Red ones go after City
Hall, while the Yellow ones go after the nearest building.  If you let
them punish a building for too long, it will take more and more damage.
The Bank, Police Station, and City Hall can't really be destroyed, but
the more they're damaged, the more you'll have to pay for repairs later.

HOW TO DEFEAT THE HORUNISSES AND MAIBERU HAAGENS:
Try to ignore the reporter because all she'll do is cause you to panic.
Again, the City Hall can't be destroyed completely, so don't worry about
that.  As a reminder, be sure your Range Booster Alpha is equipped or
else you'll have a hard time reaching the Horunisses.  Concentrate on
the Horunisses as much as you can since the Maiberu Haagens will keep
coming until all three are gone.  If you see a Maiberu Haagen damaging
City Hall or other building, take it out if you want, but do it quickly.
It's virtually impossible to escape this battle without getting SOME
buildings damaged unless you're playing on Easy Mode, but try to finish
this battle quickly and keep the damage done to a minimum.


Bonne Boss
==========
BON BONNE:
After defeating the Horunisses and Maiberu Haagens, go to the front door
of City Hall, but before you can enter, Bon Bonne will come to try to
stop you!

ATTACKS:
1. Bon Bonne hovers above the ground and one of his attacks is to fire
six heat seeking missles at you.  Just keep running from them and you
shouldn't get hit by them.
2. If you get too close to his face, Bon will try to smash you by
clapping his hands!  Just run under him quickly and you'll be fine.
3. Bon can also use a long party favor to get you!  Avoid this by either
running under him or move aside.

HOW TO DEFEAT BON BONNE:
Easy!  All you have to do is run under him, lock on, and fire away!
When he faces you again, run under him again and fire!  Repeat until
he's defeated.  The secret is to avoid letting Bon see you.


Walkthrough (continued)
=======================
After defeating Bon and saving City Hall (hopefully), go back inside
City Hall (or what's left of it) and talk with Amelia and Barrell.
Amelia will give you a Class B License and ask you to deal with the
pirates over at Yass Plains!  Leave City Hall and Roll will give you the
good news that the Spotter Car is finally ready!  Now you'll be able to
do all the things mentioned in the Roll sub-section of the Game
Mechanics Section of this Guide!

Now go through the northern door behind City Hall to enter Yass Plains.
You'll have to take out several Servbot-driven Leopordos and Gun
Batteries on your way to the Marlwolf.  But before that, though, you'll
notice a small red and yellow building on top of a hill.  To reach it,
just go to the smaller hill behind the building and you should be able
to reach the larger hill and the building.  Enter the building and
you'll be able to buy Items from the Junk Store Owner, including the
newly available Jackets that'll increase your defense.  Be sure to check
the Plasma Box on the right side of the Junk Shop to get the Safety
Helmet!  If you'd like, go back to the City Hall Area and have Roll make
the Helmet out of the Safety Helmet!

Go back to Yass Plains and make your way through the Leopordos and Gun
Batteries again.  You'll find Data in front of a cave on your way, so be
sure to recharge and save.  Enter and after facing a few more
Leoporardos, you'll face Teisel's Marlwolf.


Bonne Boss
==========
MARLWOLF (Teisel):
After the Servbots have been beaten, Teisel is determined to use his
ultimate digging machine, the Marlwolf, to get rid of you, his "little
blue friend".

ATTACKS:
1. The Marlwolf will circle the area while delivering its attacks.  Its
most devastating attack is that it will use its hands to fire twin Green
Energy Balls at you.  They're fairly difficult to avoid, but do your
very best to avoid being hit.  Getting hit by one of these will DESTROY
your Shield and make you much more vulnerable to damage.
2. From the Marlwolf's back door, it sometimes launch four bird-like
mini-robots that will try to bomb you.  A few shots from your Buster
will take them out.
3. Other times when the back door is open, a Servbot will come out and
throw a bomb at you (if you're on the Marlwolf's deck; just blast the
Servbot as soon as you see him and you'll be fine) or the four flying
bird robots might come out.
4. There are also three nearby Leopordos on the nearby ledges, including
the highest one which you need to reach.  Blast these for extra zenny
and Energy if you need it.
5. If you can get on the Marlwolf's deck, it will sometimes try to use
its hands to knock you off your perch, so try to stay away from the
edges of the deck and you should avoid getting knocked off even if you
do get hit.

HOW TO DEFEAT MARLWOLF:
Despite what Teisel will tell you, shooting at the Marlwolf's treads
will help you.  If you can shoot them enough so that they are smoking,
the Marlwolf won't be able to move nearly as fast, and this will make it
a lot easier to get on its deck.  Now, find a low ledge right across
from where you entered and make your way to the top ledge.  Now you can
take on the Marlwolf itself one of two ways.  If your Buster has a high
enough Range rating, you can shoot at the door from the ledge.  Or, when
the Marlwolf gets close enough, try to get on the deck and when the door
opens, you can get many more shots in.  It's considerably riskier than
the former strategy, though.  Just remember that you can only hurt the
Marlwolf by shooting at its back door when its open.  Once the Marlwolf
is defeated, leave the area and when Roll asks you to report back to
Mayor Amelia, say Yes and you'll receive the Class A License from her.
You now can enter any ruin or any part of Kattelox City freely.


Item Review
===========
These are all the Items in this part of the game.  Did you find them
all?

SPECIAL ITEM PART:
1. Safety Helmet: Used to make the Helmet.

SPECIAL WEAPONS PART:
1. Broken Motor

ZENNY:
1. 10z



==========================================
11. Cardon Forest Ruins: Yellow Refractor:
==========================================

Pre-Ruins Walkthrough
=====================
With your Class A License in hand, go back to the Downtown area and pick
up the Blumebear parts in the Garbage Can closest to the northwest
corner of Downtown.  Go past the Shopping arcade and the Flutter through
Cardon Forest.  You'll soon find a cave along with a woman who runs away
in fear of "a tank from out of nowhere!"  Well, enter and you'll find
yet another fleet of Leopordos and Gun Batteries that'll try to stop you
from getting to the Cardon Forest Ruins.  This time, however, Roll will
be there to lend a helping hand with the new Spotter's Car.  The Car can
be used as a shield (since it's indestructible) and if things get too
rough, you can go through the back door of the Car and retreat.  Just be
careful not to get in Roll's way, or she might run over you!  Just take
out the Servbot artillery (you must clear them out of the way or else
Roll won't be able to get through) and once at the Cardon Forest Ruins,
you find a wooden fence blocking your way.  However, once Roll arrives,
she'll ram the fence with the Car!  Now you can enter the Cardon Forest
Ruins.


Cardon Forest Ruins Walkthrough
===============================
FIRST STARTER KEY:
After entering the Ruins, you'll find the Yellow Refractor right in
front of you, but it's protected by a force field.  After checking the
control panel, you'll discover that you must find three Starter Keys to
lift the force field.  First, go through the southern door and you'll
enter a large room.  Now, after taking out the Jakko's Nest and its
Jakkos (firing from a distance works best, since the Jakkos won't come
out unless fired upon or if you get too close, and these enemies will
net you a lot of zenny) at the southeastern part of this room, go
towards the southeastern door just behind the Jakko's Nest you just took
out.  DON'T go inside.  Instead, check just to the right of that door
for a Zenny Hole worth 2300z.  Now, go around the platform until you
find the ramp you need to get back on the platform.  Shoot down the
green bridge in front of that ramp and take out the northern Jakko's
Nest and its Jakkos.  Jump on the platform it was on and you'll find the
First Starter Key to your left.

SECOND STARTER KEY:
With the First Starter Key in hand, go back onto the platform you were
on and jump on to the westernmost platform.  Take out the last Jakko's
Nest near the southern door.  Shoot down the nearby bridge and use it to
reach the southern door.  Upon entering the next room, you'll find
several Foo-Roos and a Conveyor Belt.  You'll find the switch for the
Conveyor Belt on your left (eastern wall of this room).  After turning
the Conveyor Belt on, check the Hole just to the right of that Switch
for the Old Doll.  Now, go south and before going up the ramp, check the
Hole there for the Grenade Kit.  Go west up the ramp and make your way
to a room with raised platforms, fragile purple platforms and a Rusted
Treasure Box.  Since it only takes a couple of seconds to break the
purple platforms after standing on them (if you fall off, go through the
little Conveyor Belt door east and make your way up the ramp and back to
the top part of this room), make your way quickly to the Rusted Treasure
Box.  Let yourself and the Rusted Treasure Box drop to the ground and
follow it down the Conveyor Belt.  After going through two small
Conveyor Belt doors, you'll find the Compactor (along with several more
Foo-Roos in that room).  Let the Rusted Treasure Box get destroyed by
the Compactor and you'll be able to collect the Second Starter Key!
Before leaving, don't forget to check the Zenny Hole on the western wall
(just to the right of the Conveyor Belt door) for 300z.

THIRD STARTER KEY:
Instead of leaving the room with the Compactor through the northern
door, go up the Conveyor Belt back to the center room and up the ramp
back to the room where the Rusted Treasure Box was.  Make your way to
the northern door and enter.  You'll be back in the huge room you were
in earlier, but this time your up on a really high platform!  Check the
Treasure Box on your right for the Spring Set, and on your way to the
northern door, check the Hole on its left for the Old Bone.  Enter the
northern door and you'll find a room with three switches (green, yellow,
red) and a force field blocking the northeast walkway.  Stepping on the
switch will lift that color's force field for only a few seconds, so
QUICKLY run and tap the green, yellow, and red switches (start from the
southernmost switch and work your way up) and HURRY through the
northeast walkway before a section of the force field reactivates.
Succeed and you'll find a southern walkway with the Third Starter Key!
Go through the next door and you'll be back in the northern part of the
huge room.

YELLOW REFRACTOR:
With all three Starter Keys in hand, go back to the Entrance (northeast
door of the huge room) and the nearby Yellow Refractor.  Check the
Control Panel and with all three Starter Keys, you'll secure the Yellow
Refractor!  Now leave the Ruins and get back inside the Spotter Car so
that Roll can check your new Items.  With your new Spring Set, go back
inside the Cardon Forest Ruins and look to the left of the Entrance for
the high left ledge you couldn't reach earlier.  Use your new Spring Set
to get up to the ledge and enter the door.  You'll find a room with a
grated floor and three Mirocs.  Take them out and first check the
northwest corner of the room for two Zenny Holes: 9240z in the left one
and 820z in the right one.  Now check the Treasure Box north of this
room for the Rollerboard.  Leave this room from the southern door you
came in and leave the Ruins.


Item Review
===========
These are all the Items in this part of the game.  Did you find them
all?

SPECIAL ITEM PART:
1. Spring Set: Used to make the Spring Set.
2. Rollerboard: One of two parts needed to make the Jet Skates.

SPECIAL WEAPONS PARTS:
1. Blumebear Parts
2. Grenade Kit

MUSEUM ARTIFACTS:
1. Old Doll
2. Old Bone

ZENNY:
1. 2300z
2. 300z
3. 9240z
4. 820z
TOTAL: 12,660z



===================================
12. Lake Jynn Ruins: Red Refractor:
===================================

Pre-Ruins Walkthrough
=====================
Okay, now make your way back Downtown and enter the west door to enter
Uptown (or have Roll take you there in her Spotter Car if you've visited
already).  First, check the two Garbage Cans in front of the Hospital
(near the southeast corner of Uptown) for 800z inside the left one and
the Broken Propeller inside the right one.  Check the Garbage Can in the
very northwest corner of Uptown for 30z.  Now, enter Wily's Boat House
and look for 30z inside the right Box in front of the fence.  Now enter
the Boat House itself and try to enter the door to the right of Wily.
He'll tell you the boat there is not working; after he says that, enter
the door anyway (don't forget to check the Garbage Can here for 10z) and
talk with the Construction Man nearest the Boat and say "Call Roll".
She'll come by and use your new Yellow Refractor to fix the Boat and to
show Wily's gratitude for doing so, he offers to let MegaMan and Roll
use it to get to the Lake Jynn Ruins.  However, you won't be getting
there without some resistance...


Bonne Boss
==========
ZUUF GELEIDOS (Servbots):
This mighty fleet will try to stop you from reaching the Lake Jynn
ruins!  This is a LONG battle, but you can prevail.

ATTACKS:
1. The Yellow Zuuf Geleidos will fire missiles at you.  These are mainly
aimed at you.
2. The Red Yuuf Geleidos will fire torpedoes at you and are targeted
toward the Boat.
3. The Draches are also back, and will fire machine guns that can hurt
both you and the Boat.

HOW TO DEFEAT THE ZUUF GELEIDOS:
Unless you're playing on Easy Mode, don't even bother trying to take out
the Zuuf Geleidos themselves; they're much too strong defensively.
Instead, use your Buster to try to shoot down as many missles and
torpedoes as you can.  You should especially concentrate on the
torpedoes, since they can hurt the Boat, and if its Energy Gauge runs
completely down, it's game over.  Remember, if you run low on Energy,
you can refill with your Energy Canteen; the Boat can't.


Bonne Boss
==========
BARCON (Tron):
After defeating the Zuuf Geleidos, Tron's new robot, the Barcon, will
represent the last thing standing between you and the Lake Jynn Ruins.
First of all, shoot down the Missles that it shoots from its eyes, and
when Roll asks whether you want to fight or retreat, SELECT RETREAT (I
repeat, select RETREAT).  That way, you'll be able to go back to Wily's
Boat House where you can save and recharge with Data, and when you come
back, you resume right where you left off with a fresh Energy Gauge for
the Boat for your Barcon Battle.  I mean, do you really want to have to
go through those Zuuf Geleidos again if you die from the Barcon without
saving?

ATTACKS:
1. As stated before, the Barcon will first fire missles two at a time
from its eyes, which you should shoot down with your Buster.  After a
few moments, the Boat will enter the river with the Barcon following
you, this time shooting missles four at a time.  Continue to shoot down
the missles and ignore the explosions behind you in the water; they're
harmless.  Once your Boat and the Barcon reach the lake, the real fun
begins.
2. The Barcon uses its arms to shoot missles at you, one right after the
other.  Unfortunately, you can't avoid the missles, so you must destroy
the arms quickly before you or your Boat get completely worked over.
3. The Barcon also uses the two cannons on its lower deck (backside) to
shoot bombs at you.  Again, you should destroy the cannons quickly
before they can do too much damage.
4. Once all four weapons have been destroyed, Teisel will activate its
final weapon where the cannons were.  This will shoot a big Green Energy
Ball just like the Marlwolf did.  If you can shoot at the weapon quickly
enough, you can stop the weapon from charging and the Energy Ball won't
be fired.

HOW TO DEFEAT THE BARCON:
As Roll explains, you should take out both arms and both cannons one by
one, since the Barcon is nothing more than a big frog if it can't shoot!
Once all four weapons on the Barcon have been destroyed, you will have
to take out the Green Energy Ball weapon to finish the Barcon off.
Succeed and you'll be able to enter the Lake Jynn Ruins.  Be sure to
save with Data near the Ruins first before you enter.


Lake Jynn Ruins Walkthrough
===========================
FIRST STARTER KEY:
Again, you must collect three Starter Keys (this time they're red) to
collect the Red Refractor at the end of this level.  Enter the door in
front of the entrance to face the first of several Red Sharukurusus.
You'll soon come across a path going west, but be sure to first check
the north and east Zenny Holes for 220z and 1240z, respectively.  Now go
west up the ramp to find some more Red Sharukurusus and two ways you can
go; north and south.  First take the southern path (to the right of
where you came in) to find a Treasure Box with the Old Hoverjets (you
can leave the ruins and have these and the Rollerboard made into the Jet
Skates if you'd like).  Now go back north and use your Jump Springs
(which you did get made and equipped, right?) to reach and enter the
door.  Now you will find a room with two paths west and one path going
east along with four GuruGurus.  They have very high endurance and can
take many hits to destroy, but go ahead and do so if you really want the
extra zenny. First take the leftmost western path where you must take
out several Foo-Roos.  You'll see a Treasure Box ahead, but first look
just to its east to find a Hole with the Gatling Part.  Now open the
Treasure Box and collect the First Starter Key.

SECOND STARTER KEY:
Now go back to the main part of this room using either of the two
western paths.  Now take the east path where you'll find a Hole with a
Ring right in front of another GuruGuru.  At the end of this path is a
door; enter and you'll find a hallway that leads north to the southeast
part of yet another large room.  While staying on the platform, go east
to find a Treasure Box with the Second Starter Key.

THIRD STARTER KEY:
Now head towards the southern platform and look to your left to find a
pathway right next to the southernmost door (it leads back to the room
with the GuruGurus).  Take this pathway, leap onto the raised platform
ahead, and then leap to the platform on the southwest corner of this
room.  You'll find a Treasure Box with the Third Starter Key as well as
a Zenny Hole behind it with 5130z.

RED REFRACTOR:
Now check the Treasure Box on a high platform near the center of this
large room to find the Joint Plug inside.  Try to stay off the lower
parts of this room as much as possible or else invisible Sharukurusus
are much more likely to get you.  There's also a few Foo-Roos that will
try to harass you.  Leave through the northern door to find a very
strange room with several Firushudots swimming in the "water".  RUN
towards the northern door (if you got the Jet Skates made earlier, then
this will be much easier) before the Firushudots can leap out and
attack.  They're very powerful and very difficult to destroy, so don't
even bother.  There's also a couple of paths going west and east, but
ignore those for now.  Go through the northern door and you'll pass a
big empty (for now) room.  Go through the door north here to find the
Red Refractor!  Check the control panel with all three Starter Keys and
you can collect it!  But unlike the Yellow Refractor, you won't be able
to make off with the Red Refractor so easily...


Reaverbot Boss
==============
GARUDORITEN:
After re-entering the "empty" room with the Red Refractor in hand, the
weird yellow thing in the middle of the room will pop out and will
change Transformers-style into the Garudoriten!  You must defeat this
Boss before you can leave with your Red Refractor.

ATTACKS:
1. The Garudoriten will try to slide toward you head first just like a
baseball player!  Leaping to one side is the best way to avoid it.
2. Sometimes, the Garudoriten will spin and leap ballerina style and
will create a shockwave upon landing.  Just time your jump carefully and
this can be easily avoided too.

HOW TO DEFEAT THE GARUDORITEN:
This is one of those Bosses where avoiding its attacks is easy, but
actually hurting the Boss can be a challenge.  Its weak point is its
small head, which is well protected.  If you try to lock-on and fire
your Buster from the ground, you'll end up hitting the small red
triangle below the Garudoriten's head and won't hurt it.  So it's best
instead to jump and shoot at the head manually.  It's a little tricky,
but with practice and patience, the Garudoriten will go down and you'll
pick up a very nice cash reward for doing so.  Once this Boss is
defeated, make your way out of the Ruins.


Item Review
===========
These are all the Items in this part of the game.  Did you find them
all?

SPECIAL ITEM PARTS:
1. Old Hoverjets: One of two parts needed to make the Jet Skates.
2. Joint Plug: Used to make the Adapter Plug.

SPECIAL WEAPONS PART:
1. Broken Propeller

BUSTER PART:
1. Gatling Part

ROLL'S PRESENT:
1. Ring

ZENNY:
1. 30z
2. 800z
3. 30z
4. 10z
5. 220z
6. 1240z
7. 5130z
TOTAL: 7460z



=======================
13. Open the Main Gate:
=======================

Pre-Ruins Walkthrough
=====================
With the Red Refractor in hand, talk with Roll in the Spotter's Car and
she'll be able to fix the Flutter!  Now you will finally be able to go
inside.  After leaving Roll's room, talk with Barrell who is waiting in
the Living Room.  After that conversation is finished, go inside
Barrell's Room and check the big Gold Treasure Chest for the Bomb
Schematic.  Go back to Roll's room and then the R&D (Research &
Development) and have her check the Bomb Schematic to make the Grand
Grenade!  Now have her take you to the Clozer Woods Ruins using the
Flutter.  Before going inside the Ruins, be sure you have the new Grand
Grenade Special Weapon ready to go; you'll need it later.


Clozer Woods Ruins Walkthrough
==============================
FIRST ID CARD:
Upon entering the first door, you find a big hole in the middle of the
room.  Drop down and you'll find two more doors.  Go to the northeast
door first and you'll find yet another Control Panel.  Check it and
you'll discover (thanks to MegaMan's excellent reading skills...) that
you need to find three ID Cards in order to open the Main Gate.  Leave
and enter the south door you overlooked before.  You'll now be in a much
bigger room with three ways to go: north, west, and east, along with the
task of avoiding or taking out the three very tough Sharukurusus.
First, enter the east door (and be prepared for the Sharukurusu inside!)
to find two Holes with the Tele-lens inside the left one and 450z inside
the right one.  Leave and you'll be back inside the bigger room where
you should now go to the west door.  Enter the next door and you'll find
yourself near a Treasure Box with the Guidance Unit inside (if you want,
you can go ahead and leave the Ruins and have Roll make the Active
Buster with this).  Drop down from the platform and you'll find a large
room with four pillars.  Watch out for the flying Mirocs and shielded
Gorubeshus as well.  Each of the four pillars in this room has a Hole:
1200z inside the northwest pillar's Hole, 1840z inside the southwest
pillar's Hole, 920z inside the southeast pillar's Hole, and the Antique
Bell inside the northeast pillar's Hole.  Now that you're on the east
side of this room, use the pair of pillars there to get onto the eastern
platform with the First ID Card inside the Treasure Box.

SECOND ID CARD:
With the First ID Card in hand, drop back down and enter the center door
(the one on top of what looks like a bull's head on the map; the door is
also guarded by a Gorubeshu).  Now go east and after taking out yet
another Gorubeshu, open the Treasure Box and collect the Target Sensor.
Now head back west and you'll find two ways you can go; north and south.
Go north and you'll find yourself in yet another large room.  Go to the
western part of this room and you'll find the Second ID Card inside the
Treasure Box.  Don't forget to go to the eastern part of this room and
activate the large Generator as well (you need to do so in order to get
the elevators working).

THIRD ID CARD:
Okay, leave the Generator Room and head back down south and then east to
the door that will take you back to the large room with the "bull's
head" in the middle of its map.  Quickly take out the Gorubeshu while
its back is turned to you and enter the northern door.  You'll be in a
room with three Cannams.  After clearing them out (they're worth a lot
of zenny if you do), look for the weak spot in the ceiling (right side)
and use either your Grand Grenade or Active Buster (which you did
remember to bring, right?) to blast it away; your Buster won't be
enough.  Now climb up over the hole to find the Elevator (which you did
remember to activate by turning on the big Generator, right?) that will
take you to the Boss (discussed in detail a little later) guarding the
way to the Third ID Card.  Once the Boss is defeated, enter the northern
door and you'll be inside the Generator room on a high platform, where
on the east side of this room (be careful not to fall off the platform)
you'll find a Treasure Box with the Third ID Card.

OPEN THE MAIN GATE:
With all three ID Cards in hand, you'll need to go back to the Control
Room, and the quickest way to do so is to enter the southwest door of
the Generator room and back to the "bull's head" room.  Take the south
door where you'll find an elevator.  Use it to go up and upon entering
the next door, you'll be back in the room with the Sharukurusus.  Take
the north door and the next north door after that and you're back in the
Control Room!  Use the three ID Cards to check the control panel and
open the Main Gate.


Boss
====
KARUMUMAS:
You will find a trio of huge wolf-like Reaverbots called Karumumas that
will try to stop you from taking the last ID Card!  Each one (orange,
white, purple) has its own Life Gauge.

ATTACKS:
1. Most of the time, they will run around the room and try to pounce on
you.  Just leap aside and you'll be fine.
2. But sometimes, they'll unleash a much stronger attack by leaping
backward and spitting out fire which can destroy your Shield, so when it
leaps backward, be prepared to get out of the fire's way!

HOW TO DEFEAT THE KARUMUMAS:
Instead of concentrating too much on one, just run around the room
avoiding their attacks and just fire away with your Buster.  It'll take
a little while, but if you're patient, you should get through this
battle okay.  Don't forget to collect extra zenny and Energy Cubes upon
defeating each Karumuma.  Once all three have been dispatched, enter the
northern door and get the Third ID Card.


Item Review
===========
These are all the Items in this part of the game.  Did you find them
all?


SPECIAL WEAPONS PARTS:
1. Bomb Schematic
2. Guidance Unit

BUSTER PARTS:
1. Tele-lens
2. Target Sensor

MUSEUM ARTIFACT:
1. Antique Bell

ZENNY:
1. 450z
2. 1200z
3. 1840z
4. 920z
TOTAL: 4410z



==============
14. Main Gate:
==============

Pre-Main Gate Walkthrough
=========================
Now that you're back in the Flutter inside your room, leave and you'll
run into Barrell and have another conversation with him.  When that's
done, enter Roll's room and you'll accidentally catch her dressing!
Whoops!  After Roll reminds you to knock before opening her door, enter
and after making sure you save with Data, talk with Roll and have her
equip your new Active Buster weapon (you'll need it for what's coming up
next) before asking her to go back to Cardon Forest, but not before
meeting the Bonnes yet again...


Bonne Boss
==========
DRACHES (Servbots):
This is the first part of a three part battle.  You'll meet a fleet of
five Draches who'll try to shoot the Flutter out of the sky!  You must
stop them!

ATTACK:
1. After a few seconds, the Draches will try to circle the Flutter and
try to use their machine guns to damage it.

HOW TO DEFEAT THE DRACHES:
1. Since the Draches concentrate on damaging the Flutter rather than
yourself, it is very important to take the Draches out as quickly as
possible.  Using the Active Buster works best.  You'll need to conserve
as much of the Flutter's Life Gauge as you can for the last part of this
three part battle coming a little later.


Bonne Boss
==========
GESELLSCHAFT (Teisel):
You've shot down all the Draches, and now you'll discovered the
Gesellschaft's weak spot; right under the ship!

ATTACKS:
1. The Flutter will fly both right underneath the belly of the ship and
beside its wings.  When the Flutter is next to either side of the
Gesellschaft, a trio of cannons will fire bombs that can hurt both you
and the Flutter.  If you are in front of the Gesellschaft, several small
floating bombs will approach and try to damage both you and the Flutter.
In both cases, try to shoot down as many of the bombs as you can so they
don't do as much damage.  You can shoot the cannons themselves if you
want, but they're very tough and even if you do destroy them, they'll
come back the next time you're on that side of the Gesellschaft.
2. After taking out both wings and the underbelly, the Flutter will fly
in front of the Gesellschaft's nose with the Bonne Family logo.  It will
fire two huge Green Energy Balls that can not only destroy your Shield
and hurt you; they can hurt the Flutter too.

HOW TO DEFEAT THE GESELLSCHAFT:
As Roll says, take out the first three of the Gesellschaft's weak
sections one by one.  You'll know you're connecting when that section
starts flashing everytime you hit it.  When one of the three is
destroyed, it will start flashing red and the Bonnes will react to that
section being disabled.  When all three are disabled and you go to take
on the Gesellschaft's nose, just keep firing at it as quickly as you can
in order to escape with as little damage to yourself and especially the
Flutter as possible.  Once the nose is defeated, the Gesellschaft will
finally go down, but the Bonnes aren't quite out yet...


Bonne Boss
==========
FALCUERUFE (Tron):
You didn't think you'd be able to take care of the Bonnes that easily,
did you?  Well, Tron is now ready in her magnificent Falcurerufe because
she's through playing around; she'll show you!  Or so she says...

ATTACKS:
1. Most of the time, the Falcurerufe will fly around the Flutter and
shoot missles three at a time, which are aimed mainly at you.  These are
difficult to avoid, but you should try to anyway.
2. The Falcurerufe can also fly over the Flutter's deck and shoot its
machine gun at you, and this can hurt both you and the Flutter.
3. But the Falcurerufe's most devastating attack is that she will fly
high overhead, and then come down and really rain machine gun bullets on
the Flutter and damage it a lot!

HOW TO DEFEAT THE FALCUERUFE:
It's next to impossible to reach the Falcurerufe during its missle
attacks, so it's best to try to get your shots in while it is flying
overhead.  Keep your Buster locked on so that you can continue firing
while she flies overhead.  When Tron starts to take off high in the sky,
you'd better find and keep and eye on her and blast away as soon as
she's close enough.  You'll want to try to take the Falcurerufe out as
quickly as possible because Tron can really punish the Flutter,
especially on Hard Mode.


Main Gate Walkthrough
=====================
UNLOCK THE SUB-CITIES:
Okay, now that the Bonnes have been defeated yet again, you're ready to
enter the Main Gate.  There's only one way you can go for now, so begin
your way down this long spiraling path.  You'll go down four ramps
before you reach your destination, and you'll find a pair of Gorubeshus
guarding the bottom of the first two ramps.  At the bottom of the third
ramp, look for a Zenny Hole on the right wall and collect a whopping
10,000z!  After reaching the fourth ramp and taking out another pair of
Gorubeshus there, enter the door to the right and take out another pair
of Gorubeshus inside.  Then, open the Treasure Box and claim the Buster
Unit Omega.  Leave and continue down the main path and after reaching
the top of the fifth ramp, you'll find another door to your right.
Enter and you'll reach the room containing the OS Control Panel.  Tell
it to unlock the Sub-Cities and continue east and south through the now
open gate.

FIND BRUNO:
Yes, the Karumumas are back, but at least you'll only have to take out
one at a time.  After taking out the first one, you'll notice two doors
and a path going south.  First, enter the western door and you'll find a
Treasure Box with the Generator Part.  Come back and after taking out
the Karumuma again, take the south path and head west until you find and
destroy a Red Zakobon and two more paths to take.  First, take the path
to your left (going west) and check the nearby Zenny Hole for 2170z.
You'll now be on a square shaped path with another Karumuma.  Destroy it
and check the Hole on the north side of the square shaped path for the
Shiny Red Stone.  Now go east and after finding and destroying the third
Karumuma, continue east and then north to find another Red Zakobon.
After taking it out, check the Hole east for the Autofire Barrel and the
northern path for a Treasure Box with the Blunted Drill inside.  Now go
back to the large room that had the first Karumuma and take the eastern
door where you'll go up a short path to a ladder that will lead you to a
huge warehouse.  Enter the warehouse and you'll face Bruno.


Bonne Boss
==========
BRUNO:
This robot is Tron's masterpiece and it's HUGE!!  You're welcome to try
and stop it, but do you really stand a chance?

ATTACKS:
1. Bruno's shoulders can fire Homing Missles at you two at a time.  Just
avoid those by either hiding behind buildings or with great jumping
skills.
2. The Green Energy Balls are back and are fired in pairs from Bruno's
hands.  As a reminder, one hit from one of these and your Shield is
GONE.
3. If you get too close to Bruno, its feet will shoot bombs out to try
to stop you.

HOW TO DEFEAT BRUNO:
As if all these attacks and the huge Life Gauge don't already tell you
this, Bruno is one tough customer.  The best place to use as a shield
from Bruno's attacks is the black building you used to enter the Old
City (and is the ONLY building that's indestructible).  You can also
take cover behind other buildings, but remember that they can be
destroyed if they take a few too many shots from Bruno.  Bruno's weak
spot is its torso, so it's best to try to get BEHIND Bruno and blast
away before it turns around to face you and deliver its barrage of
attacks.  You can also try to shoot the weapons out of commission, but
you're better off concentrating on Bruno itself.  This boss is certainly
no joke, but with a little patience and perseverance, you can beat it.


Item Review
===========
These are all the Items in this part of the game.  Did you find them
all?

SPECIAL WEAPONS PART:
1. Blunted Drill

BUSTER PARTS:
2. Buster Unit Omega
3. Autofire Barrel
4. Generator Part

MUSEUM ARTIFACT:
1. Shiny Red Stone

ZENNY:
1. 10,000z
2. 2170z
TOTAL: 12,170z



================================
15. Sub-Cities and Central Gate:
================================

Pre-Sub City Walkthrough
========================
After defeating Bruno, be sure to first call the Spotter's Car so that
you can save with Data, and then begin tackling the Sub-Cities.  There's
one each in the Old City (where you fought Bruno), Downtown, and Uptown
and are the big black rectangular shaped buildings; you can't miss them.
You can use the many buildings inside the Sub-Cities as cover, but
remember that just like in the Old City, they too can be destroyed if
they take too many hits.  Be sure you're ready before entering a Sub-
City since once you enter a Sub-City, you cannot leave until all the
enemies inside are defeated.


Watcher Key (Old City)
======================
This sub-city contains two Gray Karubuns, two Red Karubuns, three
Arukoitans on the ground, and three Orudakoitans on the roofs.  Defeat
all of them and look for the Watcher Key in the big gray building.


Sleeper Key (Downtown)
==================
This Sub-City contains two Gray Karubuns, two Red Karubuns, and three
Red Sharukurusus.  Defeat all of them and look for the Sleeper Key in
the big red building.


Dreamer Key (Uptown)
====================
This Sub-City contains the Gai-nee Tooren, a huge semi-truck like
Reaverbot that will often open the door on its backside to release
either a Green Sharukurusu or a Red Zakobon.  The only way you can hurt
the Gai-nee Tooren is by shooting at its backside when its open (and
showing red).  Each of its three sections will be destroyed for every
1/3 of its Energy Meter it loses.  Defeat it as well as any stray
Reaverbots and look for the Dreamer Key in the big green building.


Central Gate
============
UNLOCK THE CENTRAL GATE:
Once you've collected all three Sub-City Keys, go back to the Old City
and re-enter the big black rectangular building that takes you back
inside the Main Gate with the OS Control Panel.  You can't unlock the
Central Gate from the Control Panel, so you'll have to go back to the
long Main Gate hallway and down yet more ramps.  There is a pair of
Gorubeshus at the bottom of the fifth ramp (first ramp past the doors
leading to the OS Control Panel) and the next two ramps as well.  Soon,
you'll come to a door leading to the three big Watcher, Sleeper, and
Dreamer doors.  Unlock them with your Sub-City Keys and you'll meet
MegaMan Juno.  He says that he is going to execute a "Carbon
Reinitialization Program", which means he wants to kill everyone on
Kattelox Island!  You'll have to stop him!

FIND MEGAMAN JUNO:
After Teisel and Tron Bonne free you from Juno's prison, enter the north
door where you'll find a Gray Karubun right in front of you.  Take it
out and follow the path (there's only one way to go).  After finding a
Treasure Box with the Power Stream, you'll face two Gold GuruGurus
before entering another door.  Upon entering the door, you'll find a
gigantic Rainbow Refractor.  Enter the next door to the left of the
Rainbow Refractor to enter a maze with lots and lots of Foo-Roos.  While
taking those out, go west from the door, then south, west, and south.
Continue along the path (there's only one way to go from here on) until
you reach another door.  Enter and you'll find the Boss Door with Data
standing in front of it.  This is it!  Be sure you recharge and save
with Data and enter to take on MegaMan Juno, the Final Boss in the
game!!


FINAL BOSS (Part 1)
===================
MEGAMAN JUNO (PART 1):
This is it!  The Final Boss!  You are Kattelox Island's only hope for it
being saved from Juno's destruction.  Remember that in Part 1 of this
battle, Juno will always disappear and reappear before executing his
next attack.  Also, he will USUALLY warn you of each of his attacks by
saying the word or phrase in parentheses before each attack description.

ATTACKS (PART 1):
1. (Defend yourself.) Juno will charge at you in a diving fashion just
like the Garudoriten.  Just be quick on your feet and prepared and you
should be able to leap and avoid this attack just fine.
2 (Ready?) Juno will hover in place and use his arms to fire a pair of
rainbow lasers directly at you.  If you're prepared, you should avoid
these without any problems as well.
3. (Said AFTER attack: How 'bout that!): Juno will appear high above the
center of the room and smash the ground to create a shockwave.  Just use
careful timing with your jumps and you'll be fine.
4. (How 'bout this?): Juno will fire his rainbow lasers in such a way in
which they'll rotate around the room in random directions.  This is the
most difficult attack to avoid, since you can't be certain which way the
lasers will go until it's too late.  Just keep leaping and hope for the
best.

HOW TO DEFEAT JUNO (PART 1):
The secret to winning this battle is avoiding Juno's attacks (none are
too overly difficult if you know about them and are prepared) and firing
upon him whenever you can, especially when he's visible and standing
still.  Or you can just save yourself all this trouble and just use the
Shining Laser on him, and it'll defeat Juno in a matter of SECONDS.


FINAL BOSS (PART 2)
===================
MEGAMAN JUNO (PART 2):
In the spirit of other MegaMan games, this Final Boss battle is multi-
part.  After defeating Juno Part 1, his head will attach to a strange
hole in the wall and then the big double doors will open revealing his
huge battle body.  But don't be discouraged!  If you can defeat this
form of Juno, you'll win the game!!

ATTACKS (PART 2):
1. Juno's most common attack is simply to leap around the room and try
to crush you.  The best way to avoid getting crushed is simply to stay
on the move.  Also remember that this time, Juno will always be visible.
2. Don't get too close to the front of Juno, or he'll swat you away like
a bothersome insect!
3. (Are you ready?): Yes, Juno's charge attack is back.  It's a little
slower this time, so you should have a bit more time to avoid him.  Just
be aware that he now has a much bigger body.
4. (AFTER unleashing attack: How 'bout this!?): Juno will raise his arm
to charge up a huge red Energy Ball and after shouting his warning, the
ball will slowly come after you.  This attack is pathetically easy to
avoid and in fact, this is the best time to attack him.
5. (Take this!): Yes, the shockwave is back, this time caused when he
slams his fists into the ground.  Just avoid it like before.
6. (Uaghhhh!!!): Juno's most devastating attack is added to his arsenal
when his Life Gauge is down to less than 1/2.  Juno will be in the
center of the room and the whole room will turn red.  Right after he
collects energy from the ceiling, he will create a shockwave; jump
quickly to avoid it.  Once the room changes back to normal colors, RUN
like the wind, because several rainbow lasers will come crashing down
and will get you if you're not quick enough!

HOW TO DEFEAT JUNO (PART 2):
Basically the same rules apply as the first part of Juno in terms of how
to defeat him.  He's now a bigger target and is always visible, so you
at least have that factor in your favor, plus most of his attacks are
slower.  Once you can avoid Juno's most vicious attack (the one where
the rainbow lasers come down from the ceiling), you should be able to
defeat him with skill and a little luck.  Or a healthy dose of the
Shining Laser.  Feel free to also use the Defense Shield if you have
one.


Item Review
===========
Just one Item, but did you find it?

BUSTER PART:
1. Power Stream



==============
16. Sub-Ruins:
==============
This is certainly not the ONLY way you can do the Sub-Ruins, but it
should help you make sure you get all the Items inside.  Be very careful
you don't get lost, especially in Part 1.  This is totally optional, but
if you want to get every Item in this game, here you go.

Part 1
======
(You must have the Jump Springs, and it is very advisable to have a good
sized and filled up Energy Canteen with you, along with at least a Flak
Jacket.)

SUB-RUINS PORTAL 2:
Starting at the Sub-Ruins Portal 2 (just south of the Flutter and north
of the Cardon Forest Ruins), enter and take the southern door where you
find yourself in a big room with a couple of Arukoitans; simple enough
to take out.  There are five ways you can go in this room: northeast
(where you came in), northwest (leads back to the Sub-Ruin Portal 1;
where you rescued the Junk Store Owner earlier; also has a pair of Big
Blue Boxes with zenny inside), southeast (leads to room where you got
the Rollerboard earlier, also blocked by a Big Blue Box with zenny),
south (leads to a path with a really scary HanmuruDoll Reaverbot), and
southwest (where you should go next).  But before heading southwest,
check the three Treasure Boxes inside this room: the northwest one has a
Buster Unit, the southeast one has 1180z, and the southwest one is a
Fake Treasure Box (but still worth zenny if you destroy it).

Now take the southwest door (near the Fake Treasure Box) to enter a
hallway with several Shekutens.  Enter the next door (west) to find a
big room with even more Shekutens.  First, jump onto the platform in the
northern part of this room and check the Treasure Box in the northeast
corner for 1620z.  Take the northeast path (from this platform), enter
the door, and go west where you'll find a GuruGuru guarding a Hole with
a Shiny Object inside.  Leave and go back to the big room you were in,
and check the Hole on the eastern wall (behind a pillar) for the Old
Shield.  Now take the southern door to find an even longer and larger
room with a pair of Moving Crushers near where you entered.  First check
the northeast corner of the room for a Zenny Hole with 2280z.  Now
continue south in this large room (there's three Arukoitans and a
Orudakoitan here as well) until you find a Treasure Box in the western
part of this room with 2840z.  Go past another pair of Moving Crushers
to find two more Zenny holes with 4520z in the southwest corner and
780z.  You've now collected everything you can in this part of the Sub-
Ruins, so leave this large room by the northern door, then leave via the
east door of the next room (where you got the Old Shield).  You'll now
be in the room where you found the three Treasure Boxes; take the
northeast door which will lead to the exit.


Item Review:
============
These are all the Items in this section of the Sub-Ruins.  Did you find
them all?

BUSTER PART:
1. Buster Unit

MUSEUM ARTIFACTS:
1. Shiny Object
2. Old Shield

ZENNY:
1. 1180z
2. 2840z
3. 1620z
4. 2280z
5. 4520z
6. 780z
TOTAL: 13,220z


Part 2
======
(you must have the Grand Grenade or Drill Arm Special Weapon)

LAKE JYNN SUB-RUINS:
Enter this section of the Sub-Ruins by going to the Lake Jynn Ruins
(where you got the Red Refractor) and enter the room with the
Firushudots (alligator Reaverbots).  Now take the western path and enter
the Sub-Ruins.  Go south past a couple of pillars until you find your
path blocked by some dirt blocks.  First take the eastern path (actually
to your left) and find a Treasure Box with the Rapid Striker.  Now go
back to the dirt blocks and use your Grand Grenade (or Drill Arm) to
break the two on your right.  This will not only clear the way, but with
expose a Hole with the Main Core Shard.  Now you'll find four more dirt
blocks against the right wall in a T shape.  Break any one of them
first, and then the center one to expose a Zenny Hole with 660z.  After
defeating a pair of Gorubeshus, you find another set of dirt blocks in a
plus-shape.  Break the block on your left to expose another Zenny Hole
with 920z.  Before entering the door ahead, check the northern path (on
your left) for a Treasure Box with the Pen Light.  Now enter the door
and ignore the door to your right.  Instead, turn north and blast the
block out of the way, where you'll find another Gorubeshus.  Defeat it
and check the Treasure Box ahead for the Old Launcher.  Now go east to
find another Gorubeshu and blast the dirt block blocking the northern
path.  After defeating another Gorubeshu, you'll find two ways to go:
north or south (or to your left and right, respectively).  First, go
south and after defeating yet another Gorubeshu, you find a room with
three Treasure Boxes; the front one containing 5600z, the two in the
back are Fake Treasure Boxes.  Now leave here going north until you find
another dirt block.  Blast it out of the way and enter the door ahead.
You'll now be back in the room with the Firushudots (alligator
Reaverbots).  Simply leave the Lake Jynn ruins the same way you did when
you got the Red Refractor.


Item Review
===========
These are all the Items in this section of the Sub-Ruins.  Did you find
them all?

SPECIAL WEAPONS PARTS:
1. Pen Light
2. Old Launcher

BUSTER PARTS:
1. Rapid Striker
2. Main Core Shard

ZENNY:
1. 5600z
1. 660z
2. 920z
TOTAL: 7180z


Part 3
======
(you must have the Drill Arm Special Weapon)

Enter this part of the Sub-Ruins through Portal 3 (in Clozer Woods).
Leave through the southern door and you'll find yourself in a long,
large room.  To your right is a dirt wall, but ignore that for now.
First, check the Treasure Box near the door to your left for 1780z.  Now
enter this door and you'll find a Fake Treasure Box and a Zenny Hole
with 1510z.  Now enter the northern door just ahead to find a room with
several Shekutens and three Directional Fireballs.  Check the Treasure
Box on the western platform in this room for the Cannon Kit.  Now enter
the western door where you'll find another Treasure Box to your left
with 1960z.  Continue through the next door to find several Green
Zakobons along with three Treasure Boxes.  The ones in the southwest and
southeast corners of this room are Fake Treasure Boxes, but the
northwest one has the Triple Access.  Now leave this area and go back to
the long, large room with the dirt walls.  Use your Drill Arm to blast
through the first one, exposing a path going north (to your right)
leading to a Treasure Box with the Blaster Unit R and a Hole with the
Weapon Plans.  Go back south and drill through the second dirt wall.
Ignore the door to your right and check the northern path (again, to
your right) near the next dirt wall for a Treasure Box with the Ancient
Book.  Now drill through this last dirt wall to find another northern
path (once more, to your right) leading to a Treasure Box with the Rapid
Fire Barrel.  You've now gotten everything you can so go through the
door just to the right of the very first dirt wall you drilled through
(the easternmost one) and leave just like you entered.


Item Review
===========
These are all the Items in this part of the Sub-Ruins.  Did you find
them all?

SPECIAL WEAPON PARTS:
1. Ancient Book
2. Weapons Plans
3. Cannon Kit

BUSTER PARTS:
1. Blaster Unit R
2. Rapid Fire Barrel
3. Triple Access

ZENNY:
1. 1780z
2. 1960z
3. 1510z
TOTAL: 5250z



===============
17. Sub-Quests:
===============

Rebuilding Kattelox Island:
===========================
Requirement: Must have Class A License
Prize: The ability to do certain other Sub-Quests

If any buildings were damaged or destroyed during battles in Downtown or
at City Hall, or if you failed to disarm the bombs in the Save Downtown
From Two Bombs Sub-Quest, you can talk with Mayor Amelia and offer to
make donations to rebuild the buildings.  How much you must donate
depends on which buildings were damaged (City Hall, Bank, Library, or
Police Station costs more than average houses) and to what extent they
were damaged (a totally destroyed building costs more to replace than to
fix a slightly damaged building).  You must rebuild the Police Station,
Bank, and Library in order to participate in certain other Sub-Quests.
When the Mayor says that there's no need for a donation, you'll know
everything's been fixed.


Save Downtown From Two Bombs:
=============================
Requirements: Class A License, Jump Springs, Police Station must not be
damaged
Prize: Plastique and Bomb

Talk with the Inspector in his office after previously visiting him for
the first time and he'll tell you that a kid with a yellow face (a
Servbot) dropped three things at Downtown, and when you get there, you
see a Bomb go off!  So you must find the other two before they explode!
Although the Bombs can be in different locations, one is always on top
of a roof (hence why you need the Jump Springs) and the other is always
next to a green House.  When you find a Bomb, pick it up in order to
disarm it.  You only have about a couple of minutes, so you must hurry.
Disarm both Bombs and you'll win the Plastique and Bomb, which Roll can
use to make the Power Blaster L and Power Blaster R Buster Parts,
respectively.


Find the Man's Lost Money Bag:
==============================
Requirement: Finish the Save Downtown From Two Bombs Sub-Quest, plus the
Library must not be damaged
Prize: Arm Supporter

After the Save Downtown From Two Bombs Sub-Quest (win or lose), talk
with the Inspector and he'll tell you that there's a man in the lobby of
the Police Station who needs your help.  Talk to the man in green
overalls and he'll tell you that he last seen his Bag at the Electronics
Shop.  Go there (at the Shopping Arcade) and the owner will tell you
that he went to get some food.  So, go to the JetLag Bakery and talk
with the owner there.  She'll tell you he went to look something up,
which means you should go to the Library.  The librarian will tell you
he went to get something to drink.  Go to the nearby Vending Machine and
talk with the girl in the green dress.  She'll say to question anybody
suspicious, so talk to the boy in the red shirt across the street from
the library.  Talk to him three times and he'll tell you he threw the
Bag in the Garbage Can closest to him.  Check the Garbage Can to get the
Bag, and then go back to the Inspector's Office.  Talk to the Inspector
to return the Bag and the man in green overalls will give you the Arm
Supporter as a reward.


Bring the Pregnant Woman to the Hospital:
=========================================
Requirement: Open the Main Gate
Prize: Sun-Light

Look for a pregnant woman in a green dress at Cardon Forest (check along
the path behind the Flutter) and talk with her.  Choose to take her to
the Hospital and you'll see her husband running inside the Hospital
(neat camera angle, I might add).  Leave the Hospital and come back and
talk to the man in black overalls (her husband).  He'll give you the
Sun-Light as a reward for getting his wife to the Hospital in time to
deliver her baby (it's a shame you don't get to see their new baby,
though...).


Help Ira's Leg Get Better:
==========================
Requirement: Fix the Flutter using the Red Refractor
Prize: Flower Pearl

Go inside the Hospital and talk with Ira who's in a wheelchair with a
broken leg inside the waiting room.  After a sad conversation, talk with
the receptionist nurse so that you can go inside Ira's room.  The nurse
inside the room will tell you that they could help Ira's leg get better
if they had new equipment.  Well, go to City Hall and talk with the
Mayor about the Hospital's equipment.  She says that it'll cost 15,000z,
so tell her that you can pay that.  Go back to the Hospital and re-enter
Ira's room.  She'll run to you in joy and tell her that she can walk
again!  She gives you the Flower Pearl as a reward.  Be sure to come
back and see her again!


Join Jim's Gang and Help Build Their Clubhouse:
===============================================
Requirement: Red Refractor
Prizes: X-Buster, Old Heater, Broken Circuits

FIND THE CLUBHOUSE:
After receiving the Red Refractor, check the Yass Plains for a small
building behind a hill (not the one on top of a hill), and be sure to
get the 200z inside the nearby Garbage Can.  Go inside where you'll find
Jim and his two buddies, Osh and Bensley.  Talk with Jim and he'll offer
you the chance to join his gang.  Say yes and Jim will tell you to go
get a Pick.

REMODEL THE CLUBHOUSE:
Talk with the Construction Man near the Bank and he'll give you his
Pick.  Bring this back to Jim and then leave.  After about ten minutes
or so (you can do other Sub-Quests or explore ruins if you want to kill
some time) and when the clubhouse is tan with a blue roof, go inside
again and Jim will say that now they need a Saw.  Talk with the same
Construction Man you got the Pick from, and he'll say he threw his Saw
away.  The Saw is inside the Garbage Can next to the green house nearest
the Library.  Bring the Saw back to Jim and after ten more minutes or
so, the now finished Clubhouse will look much bigger outside and much
nicer inside.

BRING ITEMS TO THE GANG:
(be sure to claim your prizes from the pile of boxes after giving Jim
his items)
First, look for and grab the Comic Book behind the nearby Junk Shop on
top of the hill in Yass Plains.  Give this to Jim and he'll give you the
X-Buster.  Now, go to the Cardon Forest and look for a Beetle crawling
around on a small hill under a tree.  Pick it up and bring it to Jim;
you'll get the Old Heater in exchange.  Now check the small hills at
Clozer Woods and look for a Stag Beetle under a tree (nearest the Sub-
Ruins there).  Bring this to Jim and get the Broken Circuits in return.


KTOX TV Game Shows:
===================
Requirement: Class A License, Jet Skates (for the Race Game)
Prizes: Zetsabre, Mystic Orb, Music Box, Omni-Unit, Giant Horn

Talk with the receptionist at the KTOX TV Station to play Beast Hunter
and Balloon Fantasy.  Talk with the man in the blue suit near the black
couch to play the Race Game (no, not the Pricing Game from The Price Is
Right)

BEAST HUNTER GAME:
(Rules):
You must kick the balls at the dog chasing the man.  You get one point
for hitting the dog, but you lose one point for hitting the man.  Watch
out for the flashing dog that shows up twice during each round; hit it
and get two points.  You'll also get two points if you can hit the
regular or flashing dog with the toy dog that shows up in place of the
ball twice during each round.
(Strategy):
Don't be fancy with the ball; just kick it straight ahead.  At rank A,
you must get a two-pointer at least once or else you won't meet the Par
in time.
(Ranks):
RANK D: Par--10  Prize--1000z
RANK C: Par--12  Prize--2000z
RANK B: Par--14  Prize--3000z
RANK A: Par--16  Prize--Zetsabre (first win) and 4000z+ (subsequent
wins)

BALLOON FANTASY GAME:
(Rules):
You're now in a room with several red balloons and one, two, three, or
four blue balloons (for Ranks D, C, B, and A respectively).  You must
shoot down all the red balloons within the Time Limit.  Avoid shooting
the blue balloons, or you'll lose one second.
(Strategy):
It's best to have your Buster set up for high Range and high Rapid
ratings, and try to shoot the red balloons while they haven't spread
apart too much.  You can either just shoot very quickly at the balloons
and hope you don't hit too many blue ones, or you can take your time and
avoid the blue balloons as best you can.  Whichever strategy you use is
up to you.
(Ranks):
RANK D: Time Limit--22 seconds  Prize--1000z
RANK C: Time Limit--18 seconds  Prize--2000z
RANK B: Time Limit--16 seconds  Prize--3000z
RANK A: Time Limit--12 seconds  Prize--Mystic Orb (first win) and 4000z+
(subsequent wins)

RACE GAME:
(Rules):
In this game, you must use your Jet Skates (otherwise, you won't be able
to finish the courses in time) to race through EVERY pair of red cones
in order (if you try to go around a pair or go in the wrong order,
you'll be disqualified) within the Time Limit.  You'll know which pair
of red cones you should go through next because they'll be flashing.
Hit a yellow cone and you'll stop the clock for one second.  You must do
this at some of the higher ranks and tougher courses or else you won't
be able to finish them in time.
(Strategy):
Basically, practice makes perfect (especially on the super tough
Technical Course).  Also, remember that you can speed up (up on the D-
pad) or slow down (down on the D-pad) your Jet Skates when necesary, but
DON'T let your Jet Skates get turned off.
(Ranks):
STRAIGHT COURSE:
RANK D: Time Limit--12 seconds  Prize--1000z
RANK C: Time Limit--10 seconds  Prize--1100z
RANK B: Time Limit--8 seconds  Prize--1200z
RANK A: Time Limit--7 seconds  Prize--Music Box (first win) and 1300z+
(subsequent wins)
LEFT CURVE COURSE:
RANK D: Time Limit--15 seconds  Prize--2000z
RANK C: Time Limit--12 seconds  Prize--2100z
RANK B: Time Limit--9 seconds  Prize--2200z
RANK A: Time Limit--8 seconds  Prize--Omni-Unit (first win) and 2300z+
(subsequent wins)
TECHNICAL COURSE
RANK D: Time Limit--25 seconds  Prize--3000z
RANK C: Time Limit--20 seconds  Prize--3100z
RANK B: Time Limit--18 seconds  Prize--3200z
RANK A: Time Limit--16 seconds  Prize--Giant Horn (first win) and 3300z+
(subsequent wins)


Open the Museum and Bring Artifacts:
====================================
Requirement: Class A License
Prize: Prism Crystal

OPENING THE MUSEUM:
Okay, go to Uptown and look for the painter near Wily's Boat House
painting the Hospital.  Talk with her and she'll ask you what you think
she should add to her painting.  Tell her that she should add some red
and she'll say that she's all out of red.  So go back to the Shopping
Arcade and enter the HipBone Store.  Talk with the owner who will give
you her Lipstick.  Give the Lipstick to the painter at Uptown and she
can finish her painting!  She soon runs off...

BRINGING MUSEUM ARTIFACTS:
Now enter the Museum (between the Hospital and KTOX TV Station) and go
upstairs to find the painter, who is actually the Museum Curator.  Talk
with her and she'll ask you to bring her valuables from the ruins and
elsewhere.  When you have a Museum Artifact in your possession, talk
with the Curator and give her permission to put the Artifact on display
(if you refuse, she'll call you a selfish little brat!).  Collect and
bring all eight Museum Artifacts listed below (check the walkthroughs to
find out where they are), and then talk with a girl in a green dress to
get your prize for all this effort, the Prism Crystal!

Old Bone: Will be displayed as an "Ancient Digging Tool".  Found inside
the Cardon Forest Ruins.
Old Heater: Will be displayed as a "Fire Pot".  Given by Jim in his
clubhouse in exchange for the Beetle.
Old Doll: Will be displayed as a "Human Doll".  Found inside the Cardon
Forest Ruins.
Antique Bell: Will be displayed as a "Kattelox Bell".  Found inside the
Clozer Woods Ruins.
Giant Horn: Will be displayed as a "Giant Horn".  Given as the grand
prize for winning the Technical Course Race Game at Rank A.
Shiny Object: Will be displayed as a "Crystal Fossil", a Grade Three
National Treasure.  Found inside the Sub-Ruins.
Old Shield: Will be displayed as an "Antique Shield", a Grade Two
National Treasure.  Found inside the Sub-Ruins.
Shiny Red Object: Will be displayed as a "Reaverbot Eye", a Grade One
National Treasure.  Found inside the Main Gate.


MegaMan the Bank Robber:
========================
Requirement: Open the Sub-Cities and defeat Bruno; Police Station, Bank,
and Library must not be damaged
Prize: 200,000z and jet black armor for being a VERY BAD boy

Go inside the Flutter and turn on the TV.  Instead of the usual weather
forecast, the reporter will report a bank robbery.  Go to Downtown and
you'll find a red car being chased by a Police Car.  Shoot at the red
car several times (don't shoot the Police Car!) to get the car to blow
up and the two Servbots and the Trunk full of cash will pop out.  One
good way of doing this is to try to jump on the hood of the Police Car
and shoot at the red car from there.  Just don't shoot while the Police
Car is turning, or you'll hit the Police Car.  After blowing up the red
car, pick up the Trunk and you can do one of two things.  One option is
to leave through one of the gates with the money and keep it for
yourself.  You'll get the 200,000z from the Trunk, and jet black armor
for being a VERY BAD boy.  Your reputation around the island will be
very poor was well.  Plus you won't get to see the Stripe Burger
Restaurant.


Stripe Burger Restaurant:
=========================
Requirement: Open the Sub-Cities and defeat Bruno; Police Station, Bank,
and Library must not be damaged
Prize: 20,000z and opening of the Stripe Burger Restaurant in Downtown

Do the same as the MegaMan the Bank Robber Sub-Quest, but return the
Trunk to the Inspector instead of stealing it.  You'll get 10% of the
money in the Trunk (20,000z) as a reward, plus you'll get to see the
brand new Stripe Burger Restaurant open at Downtown (at what used to be
a vacant corner lot).  Check here before and after finishing all the
Sub-Cities to get both sets of quotes from the people and Servbots
inside.  The Servbots actually didn't rob the bank; they came to borrow
some money to open their new Stripe Burger Restaurant and were mistaken
by the police as bank robbers (hence why the little guys were whining
everytime you shot at their red car).



=========================
18. MegaMan's Reputation:
=========================
You start out this game as Normal MegaMan, but you can become Good
MegaMan (with brighter colors) and Bad MegaMan (with darker colors),
depending on the good and bad things you do.  To easily check your
reputation, check the doors of the houses in Kattelox City.  If you're
bad, then they won't respect you; if you're good, they will respect you.

GOOD DEEDS:
1. Successfully complete any Sub-Quests as well as portions of the Main
Quest.
2. Adopt the stray cat near the Main Gate's door.
3. Bring Roll presents: Ring, Flower, Music Box.

BAD DEEDS:
1. Stealing the Trunk of money during the MegaMan the Bank Robber Sub-
Quest.  This is the only way to INSTANTLY turn your armor into the
darkest color possible.  All the other bad deeds will only lower your
rep gradually.
2. Shooting at the KTOX TV blimp during the battle at City Hall.
3. Shooting at the Police Car during the MegaMan the Bank Robber or
Stripe Burger Restaurant Sub-Quests.
4. Letting one or both bombs go off during the Save Downtown Sub-Quest.
5. Kicking Garbage Cans or Vending Machines repeatedly.  Destroying a
Vending Machine will also lower your rep.
6. Kicking the tin can into the JetLage Bakery.



=====================
19. Secrets and Tips:
=====================
1. Unlock Hard Mode - Win this game on Normal Mode and you'll unlock
Hard Mode.  This will make the game significantly more difficult because
the Bosses have higher endurance and the Boat and Flutter take damage
much quicker during battle than in Normal Mode.

2. Unlock Easy Mode - Win the game on Hard Mode OR win the game on
Normal Mode in less than 3 hours and you'll unlock Easy Mode.  This will
give you the Buster Max (all Mega Buster ratings are maxed out) and Jet
Skates right from the very start (be sure you equip both of these Items
first), and zenny earned from defeated enemies will be worth four times
what they are in Normal Mode.

3. Best Mega Buster Combos - Have you ever wondered what the best
overall combination of Buster Parts is to get the best ratings overall?
Well, here's a complete list of every Buster combination that will give
you at least an 18 combined rating:
a. Buster Max (Easy Mode only)
  = A:7 E:7 R:7 D:4 (Total: 25)
b. Omni-Unit Omega + Buster Unit Omega + Gatling Gun
  = A:6 E:6 R:6 D:1 (Total: 19)
b. Power Stream + Auto Battery + Range Booster
  = A:7 E:7 R:5 D:0 (Total: 19)
b. Omni-Unit Omega + Blaster Unit R + Buster Unit Omega
  = A:7 E:4 R:5 D:3 (Total: 19)
c. Omni-Unit Omega + Buster Unit Omega + Blaster
  = A:7 E:5 R:5 D:1 (Total: 18)

4. Servbot Scavenger Hunt - Have you noticed that when you go inside
some places, you'll find a Servbot or two hanging around?  You don't get
anything of value for finding them, but they often have some fun things
to say.  Their locations and what they say can be found in the MegaMan
Legends Game Script under the "Servbot Scavenger Hunt" section.  See if
you can find them all.

5. Capcom's Self-Advertising - There are three places in this game where
Capcom mentions other games that they make:
a. On your first visit to Downtown, check out the green house on the
northeast block and check the door.  You'll hear a boy insist that he
can't evacuate without his Street Fighter dolls (shouldn't that be
action figures?).
b. In Uptown, you'll find a girl standing in front of the Computer
Gaming School, where she says she wants to make really cool games like
Resident Evil.
c. In the Shopping Arcade, check out the small counter inside the Akbar
Toy Store and see what that newest game is that looks pretty
interesting...

6. Adopt a Cat - After opening the Main Gate, you'll find a stray cat
near the door of the Main Gate.  Talk to her and say that you do want to
take the cat home.  Now check the Flutter and you'll soon have four cats
inside the Living Room and two inside MegaMan's Room.

7. What's Inside That Garbage Can? - An easy way to check Garbage Cans
is to kick them!  If the lid does NOT come off, there's something
inside, and if the lid does fly off, then the Can is empty.  Just be
careful not to do this too many times or you'll turn dark.

8. MegaMan the Environmentalist  - Kick the small tin can inside the
Shopping Arcade and if you can get it inside the Jetlag Bakery, you'll
get 1000z!  Again, don't do this too many times or your rep could go
down.

9. Free Sodas - Tired of having to buy sodas?  Check the refrigerator
inside the Flutter for free sodas.  Of course, why do that when you can
see Data inside Roll's room?  You can also kick Vending Machines ONCE
for a free soda, but kick the machine again and not only will it be
destroyed, but your reputation may diminish as well.

10. Free Money from Data - This will only work after you have unlocked
the Central Gate and you must be inside the Flutter.  Tell Data "I keep
losing fights..." and after his usual quote, he'll say "We're all
rooting for you!" and give you 100z!  Then Data will ask if you need
more; say "No thanks" and Data will tell you not to be so bashful and
give you 1000z!  Then Data will ask if you need more money.  If you say
"No thanks", then you can just begin the consersation again for another
1100z, HOWEVER, if you answer "Please", then Data will give you 1000z,
2000z, 3000z, 4000z, 5000z, 6000z, 7000z, 8000z, 9000z, and then
10,000z, for a total of 56,100z!!  Once that is done, however, you
cannot get any more money from Data.  Remember, money is what makes the
world go 'round!

11. Newspaper Headlines - There are two places in this game where you
can read the local Kattelox newspaper.  One is at the Police Station (at
the bulletin board) and the other is inside the Flutter's Living Room.
Check it for headlines relating to your quest.

12. Ending Good-byes - After winning the game, you can say good-bye to
all the Kattelox Island citizens.  What they say will change depending
on which Sub-Quests you have completed.  For example, what Ira says in
the ending is different depending on whether or not you helped fix her
leg.



==========
20. Legal:
==========
This guide must always be shown in full form with credit given to the
author, and a link and credit must be given to Mega Man Network
(http://megaman.retrofaction.com/). All associated characters and games
are copyright to Capcom.

CREDITS:
1. Capcom: For making this wonderful game (and I hope Legends 3 and/or
MOTB 2 will soon follow)
2. Prima's Offical Mega Man Legends Strategy Guide: For providing me the
names of the Reaverbots, the names of some of the Bonne vehicles and
their enormously helpful maps to help me make sure I found everything in
the levels.  Also used their list of events affecting your reputation as
guide for making my own section.
3. Mega Man Home Page (http://www.mmhp.net): For providing me with the
names of most of the Bonne Family Bosses as well as a wonderful guide
for my own Special Weapons descriptions.

HOSTS:
Although this guide is designed especially for Mega Man Network
(http://megaman.retrofaction.com), these sites have permission to host
this guide as well:
1. GameFAQs (http://www.gamefaqs.com)
2. NeoSeeker (http://www.neoseeker.com)
3. RockMan Dash! (http://www.rockmandash.com)