Great Battle Cyber      :                                     ..  ..   .
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Great Battle Cyber was the first in a series of titles appearing on the NES,
Super Nintendo, Gameboy, and Playstation. This guide was completed as part of
the NES Completion Project on GameFAQs. With this guide I am trying something
a little different than with my previous guides. This game, while very fun, is
not a very difficult or unintuitive title. As such, after some feedback from
the FAQ Contributors Board, I have decided to try and interject some humor into
this guide. If anyone reading this feels strongly about if this was a good or
a bad mood, please drop me a line and let me know. It could influence how I
write future guides.

Anyway, let's move on to the game itself. It starts simply enough with an
unassuming title screen that offers a password feature and an option to start.
You can chose from three characters. The character you use can be changed from
stage to stage, so you can have a chance to play as all three on any one
playthrough. All three can crawl by pressing the down button twice. From left
to right on the character select screen these are:

() Kamen Rider Black
  Hero of "Kamen Rider Black" and "Kamen Rider Black RX" (no bonus points for
  figuring out which is the sequel series). Kamen Rider Black, like Young
  Chuck Norris, uses his hands and his feet and kicks and punches with his
  hands and his feet.

() Victory Gundam
  Title character of the series "Victory Gundam," the namesake battles with
  his beam saber. Many of his attacks move upwards, allowing you to attack
  annoying enemies that jump around (I'm talking to you Zaku II!). Even though
  he's got a sword, his attack range seems to be less than Kamen Rider's,
  which makes no sense at all.

() Ultraman Taro
  On the far right we have Ultraman Taro. Ultraman Taro is the hero of his
  namesake series from the early 1970s. Ultraman Taro dies a lot in his show,
  but like all those Ultramen he just keeps coming back. At first glance you
  might think he has lost this power in his 8-bit conversion, but with an
  unlimited supply of lives thanks to the game's password system, it would
  seem he has the last laugh on that front. Curse you Ultraman...

This guide breaks each stage with an individual heading, stage number on the
left and stage password at the right. I have done my best to identify all the
enemy characters encountered in this game, but if anyone out there finds that
I have misidentified someone, please drop me a line and let me know.

***********************
* Level - 01 **********
***********************
Enter the villains. The first level begins with a short scene in a hidden
villainous fortress where two Shocker Soldiers are discussing something very
evil. What it might be I cannot say for certain as they are speaking in
Japanese, or at least the subtitles are in Japanese, they may in fact be
speaking in any number of languages, but I can say for certain it is evil and
it involves the large map in the background that labels the stages of the game
and not much else. After a brief dialogue, the game begins.

You start out in the mountains. In Great Battle Cyber you have to work your way
up to the high level targets that the bad guys want, like parking garages and
rock quarries. So right now you got to save the mountain from the domination of
whoever these conglomerate of evil is.

Begin your adventure to glory by walking right. You may get confused and want
to go back to the left, but trust me, going right is the way to go. Keep moving
in a linear fashion until you come upon your very first enemy.

-Shocker Soldier-
Shocker Soldiers were the random, generic henchmen of the villains in the first
few incarnations of Kamen Rider. These soldiers were, apparently, Japanese
Nazis bent on world domination. They changed uniforms ala Star Trek, so what we
face here is the second incarnation of these guys. Anyway, this guy has three
hit points and doesn't like being punched in the face. I recommend punching him
in the face twice, thereby defeating him.

Keep going right after you defeat the Shocker Soldier to face your second
nefarious foe.

-Eleking-
Eleking was an Ultraman Taro monster that would disappear in a puff of smoke
whenever the sun rose. It doesn't do any disappearing in this game, prefering
instead to kinda flail about and run at you. He only has three hit points too
and really doesn't act much different from the Shocker Soldier. He also
dislikes being punched in the face, so deliver three blows to finish him off
as well.

Go right until you come to a raised ledge, which you will want to jump on top
of to keep going right. Jump the water pit at the bottom of this ledge and,
fighting back the urge to turn around and go left, keep trudging to the right.
Go up and down some hills until you come to the Ultraman Taro enemy thrown in
for variety.

-Birdon-
The pink tetradactyl with punching gloves gets four hit points. Even though it
has boxing gloves, it prefers to attack by headbutting you. It also can block
much better than the previous two monsters, so it might take more button
mashing than usual to finish this bad boy off. Oddly the animation for him
blocking is also the animation for him getting hit, so you need to check his
little life bar at the bottom of the screen to make sure you are actually
hurting this thing. Once his little life bar runs out (a cute wittle life bar
for a cute wittle Ultraman monster) you can continue on to the first boss.

Jump over the semi-pit, then over the two water holes, to land on a bridge. Of
course this bridge will start to collapse, so run to the right and jump to the
safety of land. Just ahead you will find your first Gundam enemy.

-Zaku II-
Zaku II bursts in, all big and baddy, and yells something at you, probably
insulting Ultraman Taro's mother. Put that fool in his place. Zaku II has five
hit points and attacks with his heat axe. He can perform both a direct slash
of his axe and a jumping downward strike. He can be hit mid-air, deflecting an
attack, but this will do no damage to him as any hit touching his axe will not
hurt him. Instead you need to hit his body proper, which is made somewhat of a
challenge since he will block continuously any time you are performing an
attack. The advantage this presents is that you can attack the air to largely
prevent him from doing his jump attack. Get close, wait for him to wind up
with his axe, then hit him before he follows through with his swing. If he
starts jumping around like a maniac, just fall back until he stops, then move
back in to deliver some more blows.

With the Zaku II defeated, run to the right and enter the cave to finish the
first stage.

***********************
* Level - 02 * 52146F *
***********************
Cut back to the Shocker Soldiers, who I like to imagine are talking like Vic
from Red vs. Blue. "Dude, those guys are tough," the one on the left (called
Vic for the rest of this guide). "Dude, you said it," responds the one on the
right (hereafter called Steve). Because of this startling development, the
villains plot to ambush you, the player, in the caves. Go right and drop down
to the ledge below.

-Eleking-
Give that tail-wagging abomination a repeat performance of what you did in
level one and let him know his ilk is meant to stay on the first stage where
he belongs.

Go right and drop down again. Up on the left is a power-up, if you want to grab
it, but the action continue to the left. The power-up is useful, however, as it
allows you to fire projectiles, so you might as well make things easy and get
it. Once you do, go left (we're switching it up here) to run into another
enemy.

-General Shadow-
Some weird Kamen Rider monster that looks like a rice cake is blocking your
way. He's got three hit points and functions a lot like the Eleking. If you
picked up that power-up some projectiles will finish him off before he can
act in any way. If not, just spam the attack button next to him for the same
end result.

Go left and crawl through the opening to drop down yet again. Go right to face
another repeat from stage one.

-Birdon-
Fight him like before.

You want to jump th first opening and then jump up to the next opening going in
an upward left direction. Going either down or further right will send you in a
circle that goes nowhere. Climb up, run down the hill and jump the hole, and
approach the flats. If you do fall in the hole, simply go left until the path
feeds back into the area just after Birdon and then go back up.

-King Joe-
King Joe is a villain from Ultraseven. Although he looks like that king from
Katamari Damacy, trust me, this abomination came first. It has three hit
points, but can only be damaged when fully assembled. Chakrum will float in
one piece at a time until all three pieces assemble. Once they do you can hit
it once before it breaks apart and hovers above you, raining shots down at you
with two pieces as the third swoops along the ground to the other side of the
screen. Move to the opposite side of the screen as it rises, then jump back
over the swooping piece as it approaches. Turn and wait for it to reassemble,
then hit it for one damage.

Go right, fall down the pit, and follow the path left to another enemy.

-Z Ton-
That's not a generic name, but the actual name of an Ultraman Taro villain. He
has five hitpoints like the first stage boss and hopes around like a madman,
which he may be dressed like he is. Z Ton's only attacks are to jump at you
and to occaisionally fire a projectile. His constant movements are the most
difficult thing about him, making him hard to hit at times. If you have the
power-up from earlier in the stage this fight is much easier.

Once you send the villainous evildoer to the same place you sent Zaku II (to
a lifetime of senseless battles in the Ultra Fight), carefully move left and
drop off the ledge, hugging the wall. Now that you can see the spike pit, jump
it and continue left to a slope. Dash and jump your way up this area to a
landing.

-Turtle Bazooka-
Turtle Bazooka will sit and launch artillery rounds at you. If you still have
that power-up you can shoot it four times. If not, dash up to it and hit it
quickly.

Run left, then slide down to the right past a falling spike behind you. Keep
going deeper to another foe.

-Baltan-
The first of three appearances of Baltan, each with a different attack pattern
incidently. This one shoots projectiles from its claws at you. That's about it
though, so jump the projectiles and jump kick him four times.

-Apollo Geist-
Apollo Geist is next. He hops around and will shoot at you if you don't do
anything. If you hit him, however, he will try to hop away before firing even
a single shot. Naturally, hit him hard and fast. He only has three hit points,
which is odd since this is his only appearance all game.

-Kumo Otoko-
Kumo Otoko crawls along the wall. As you pass under him, he will drop down
to the floor trying to hit you. Run under him, let him touch down, then hit
him. Repeat once he climbs back up. This Gorgom creature has five hit points,
which in all liklihood you will take without even losing one.

Approach the opening in the ceiling just beyond Kumo Otoko's area and wait for
a spike to fall. Once it does, wait for it to move back up and run under it.
The next screen has the boss.

-Hachi Onna-
Hachi Onna attacks by pulling her saber back and thrusting it forward. Her
seven hit points look intimidating, but she is easily handled by jumping and
kicking as you come down on her. Her sword attacks very low and will not hit
you if you are in the air.

***********************
* Level - 03 * E31471 *
***********************
Now we find ourselves on a train, a train to destruction! Again I am not sure
exactly what the Shocker Soldiers are saying, but I think it has something to
do with that they have hijacked a satellite laser system and are using the
train as an operating base to threaten the Pentagon with. Seems Steven Seagal
isn't available, so guess that means we got to save the day.

The real challenge of this stage are the overhangs you pass as you try to move
towards the engine of the train. You need to duck when low overhangs pass
before you get crushed on the left side of the screen. When you reach the end
of a car, wait until the ceiling above you passes to where the ceiling moves at
an upward right angle. Jump as this section passes to be mid-jump in the open
section that follows and land on the next car.

A total of seven standard Shocker Soldiers and a five hit point boss Shocker
Soldier lie in wait as you move along the train. All of them fight as they did
before. Defeating the last Shocker Soldier, and taking about four steps to the
right, will end the mission, ending the possibly made-up threat of a deadly
laser satellite.

***********************
* Level - 04 * 8F126F *
***********************
Vic and Steve have a lot of exclamation points in whatever they're saying this
time (probably to make up for lack of real dialogue). Well they better be
excited because you are now in one of their factories that is apparently not
producing anything!

Ride down the slide and approach the thing that is bobbing up and down that has
a handgrip (I really am not sure what to call it). To use this, you need to hit
up as it moves to the top of the track it is on. If you do, you will be
launched upwards. Hold to the right until you touch the wall, then let go and
pass the first opening. Once you do, hold left until you hit the ceiling and
fall down another slide. Slide to the bottom and go left. Crawl under the
space (by pressing down twice) and into a small room.

-Bound Doc-
This strange-looking creature is actually supposed to be Bound Doc from Gundam
ZZ. When they list the creatures at the end of the game, I was shocked to learn
this. Anyway, Bound Doc only has one attack here, which is a punch that has a
decent amount of range. Due to the low ceiling even if he jumps you can still
connect a hit from the ground, so his three hit points won't last long.

Climb out of the pit and latch on to the handle thing again. This time you
need to go left and into the small opening above the overhang. It is easy
enough to see, but getting there may take a try or two. Continue left and jump
up the "steps" that block your way by performing a running jump (hit left twice
and then jump at the edge). Once you reach the top move left to face another
villain.

-Rick Dom-
Why is the Rick Dom blue? I don't know, maybe it is some sort of hybrd Gouf-
Rick Dom, or maybe the color pallete was limited. It has five hit points,
giving the indication that this the boss and this level is really short. Rick
Dom here likes to swing his saber repeatedly, not giving you the opportunity to
get a blow in. To counter this, move away from him and wait for him to start
hopping like a bunny at you. Hit him mid-air to both send him backwards and
hurt him. Repeat until he hops back down the bunny trail to syndicated local
markets.

Go left and ride the slide down, wondering to yourself why spikes are falling
some ways behind you where they cannot hurt you. When you reach the floor, go
right to run into the real boss.

-Gyan-
You may have thought it was over, either because the Rick Dom had five hit
points or because of my misleading remarks above, but the real boss is another
Gundam enemy, the Gyan. In the original series it was piloted by Zeon mobile
suit designer M'Quve. Gyan fights like the Rick Dom, but his saber swings will
send three projectiles out with some of them. These are easily dodged with a
higher ceiling than before. Instead of staying away from the Gyan though, move
up on it and spam the attack button on him. He is less aggressive and will try
to block, but when he attempts to charge a swing you will hit him. Defeat him
to complete this non-productive factory place.

***********************
* Level - 05 * F51372 *
***********************
Looks like you have gone from the frying pan into the fire, literally. Vic and
Steve seem to have cooked up a foundary for you to battle through. Show them
your fire for life and get to a point in the level where you don't have to read
my bad puns by going right.

The first pit you come to has two platforms that rotate 360 degrees. Jump as
quickly as you can across them as they move pretty fast. Leap onto the bridge
on the other side and run right as it collapses behind you. Leap as far as you
can at the end and ride the ramp downwards.

Dash and jump across the lava at the bottom and then jump up and grab the
platform above the next ledge. Jump up to the ledge above this and climb up
each succeeding platform until you come to Z Ton again.

-Z Ton-
This time Z Ton just sits in one place and shoots at you. Due to the low
ceiling it is hard to jump his attacks so I recommend just taking the hits and
hitting him between each one. He still has five hit points, which is annoying
and will probably cost you four life bars.

Once he is gone, continue climbing upwards until you come to a handhold. Jump
and grab it, then launch yourself onto the cart across the pit. You need to
ride this until it reaches the bottom and then use your momentum to launch
yourself over the lava pit and grab on to a small handhold above certain death.
Yeah, for real. Add to this that for whatever reason this cart really doesn't
want to let you ride it and will try to dump you, without warning, anytime it
goes up or down an incline. If you jump on the cart, let it run past you, then
wait for it to respawn and try again this seems to put it in a better mood and
this problem disappears. (If you don't believe me, try it.)

Ride the handhold track to the end and leap to the safety of the ledge ahead
before it dumps you into the lava. Walk forward to end the level.

***********************
* Level - 06 * 041373 *
***********************
Combining the most aggravating moments of gameplay so far, Vic and Steve have
placed our heroes on a train in the factory. Oh yeah, only the most fiendish of
minds could have come up with this plan. My guess is that they have some Sentai
Snobs on the payroll making this stuff up. Put an end to their fansubbing days
by completing this gauntlet of pain. (Don't worry, we'll put an end to Disney's
"reimagining" ways later in the game.)

Let the train scroll a little, then run up the first ramp and down the other
side as soon as the opening appears. If you dally too long on either end you
will get crushed, so run like there is a free pancake feed on the other side.
Repeat this through the next jump.

A spiked "wall" awaits on the other side. Just wait a few moments and it will
move backwards automatically. Leap over it now and dash forward before it backs
up into you and hurts you. Jump through the opening on the next roadblock until
you come to another row of spikes. Leap over this at the small opening that
appears and keep moving to the edge of the screen.

The path splits up ahead. Take the top path as the bottom path will lead to
your untimely demise. Keep moving to come to a series of isometric shapes the
Sentai Snobs have placed precariously over a pit of spikes. Jump across them
(there's about four) and land on the upper ledge. Let the train carry you
forward to a wall looming ahead to crush you, but thankfully bad editing will
save you and complete the level.

***********************
* Level - 07 * A31374 *
***********************
Time for the obligatory sewer level. Sewer levels are always bad news in video
games. The Ninja Turtles aren't going to come and help you, so it's you against
whatever drove all the alligators and molemen away. This stage does not fall
far from the sewer level tree and is very difficult, much harder than any of
the stages thus far.

-Takkong-
As soon as the level begins you have to face off against a Kamen Rider monster.
This one rolls at you. It doesn't punch, throw things, quote bad one-liners,
no, it just rolls at you. Just hit it as it approaches three times and it's
done. Guess it figures it could just bleed on you like the Black Knight and
win.

Drop down to the next floor ahead to face a more formidable enemy.

-Z'Gok-
The Z'Gok has three lines of attack. It will try and stab you with its long
fingernail-like talons which has a very long reach. It also has a projectile
which it uses sparingly. Lastly, and most commmonly, it will jump above you
and try to stab you from above. It has four hit points, making it tougher than
the average enemy up until now. Your best bet is to let it jump, dodge out of
the way, then hit it as it lands. Since it cannot block mid-air, this is a
guaranteed hit every time.

Jump and grab the handhold just beyond the Z'Gok and swing and jump over the
spiked pit. Drop down a floor and move right.

-General Shadow-
General Shadow just throws things this time, and doesn't appear to block, so
punch his lights out and be done with it.

Continue right. At the drop, jump to the small alcove and wait for a spike to
shoot towards you. It will stop before the alcove and move back, so drop by it
to the small hole below. Wait for a second spike to shoot forward, then go by
it as well. There is a power-up in the opening where the spike comes from, but
instead of trying to climb in and get it, just jump by the ledge it is on. You
can grab it through the floor and continue without any fear of damage.

Dash under the spikes hanging above the passageway (they will not drop until
you are under them, so you need to dash to get by quick enough). Drop to the
next floor. You can dash jump to the left, past a falling spike, to an extra
life if you want, but to continue onwards you need to go right.

-Bound Doc-
With your easily acquired power-up you can just shoot Bound Doc in the face
and end his menace without incident. Until I beat the game I thought this was
actually Antlar, a bug monster from Ultraman that was afraid of a blue stone.
It was a magic blue stone, mind you, but a stone nonetheless. Maybe if had that
stone in this game this sewer would be no trouble at all. I wonder if falling
spikes are afraid of blue stones...

climb upwards and wait for the spike to back up behind you. Run forward and
climb above where it flies in. You'll reach a flat spot shortly to face the
sub bosses.

-Hachi Onna-
Hachi Onna hails all the way back from the original Kamen Rider. She wields a
sword with an impressive range and six hit points. If you have the power-up
from earlier, however, you can gun her down before she can do anything. If not,
her long range makes her very difficult to hit without taking a lot of damage,
so do yourself a favor and just grab the easily acquired power-up before
facing the bee lady, okay?

-Z Ton-
This lame villain just won't stay away. He's just like he was in stage two so
take out Quickdraw McGraw here and hope he stays in those repeats of Ultra
Fight for the rest of the game.

After this gang, jump on the ledge at the right, then dash jump and grab the
higher ledge to the left. Jump the pits and climb up to the swinging handholds
above. Swing from the first and to the floating block, then jump to the next
and repeat. Oddly to make these jumps you need to hit jump on the backswing so
that you will jump at the forward end of your swing.

From the third handhold if you fall you die, so it really counts at that point.
After that jump, leap over the two spiked balls and grab the far right ledge.
Climb up and jump to the ledge on your left, noting that again if you fall you
will die here.

-Rick Dom-
The stage's second Gundam villain. He's just like before, including that cool
death animation of him getting cut in half by your... bullets?

-Birdon-
Rick Dom is followed by another round with Birdon, but with the power-up of
love he'll fall just like Jay-Z in the video for 99 Problems... in a hail of
bullets.

Follow the path, crawling and jumping when necessary, to the area with spiked
floors and dropping spikes. Drop to the safe ledge, wait for the first spike
to fall, and leap over it and grab the much coveted full health. Repeat with
the second spike to continue onwards and upwards to some more opponents.

-Marshal Armor-
He's got a whopping eight hit points and a mace, but Marshall Armor is rather
easy considering the full health you now have. His only attack is to swing his
mace at you, but he is far more defensive and will spend a lot time blocking.
Since you will not have your gun now since you got the full health, instead
just stick close to him and spam the attack button. He will block most of your
blows, but his attack requires some charge time so you will connect whenever
he attempts to use it. If he leaps backwards, wait for him to attack, then
move in and repeat. Marshal Armor was the final "general" of Destron to combat
Kamen Rider in season three of the original series.

-Turtle Bazooka-
You didn't think with all the two-for-one enemies in this stage that the boss
would be an exception, did you? Turtle Bazooka is another Destron flunky, who
incidently is a giant turtle with a bazooka on his back. Don't give him the
chance to use it by pummeling him quickly.

Continue right, jumping past the drop ahead. Walk through the pillars that
appear to be blocking the path (they're actually part of the background) to
face a recycled boss.

-Zaku II-
He's just like in stage one, except now with only three hits points.

Drop down a floor and jump to the moving handgrips. Press left and jump as it
is on the far right side to leap as you approach the left side and catch the
next grip. Repeat this again to leap over the wall and land on a safe spot.
From here dash and jump to clear the spikes and fall to the bottom level. curve
around the corner drop down to meet a new face.

-Kampfer-
Kampfer's bazooka might be its most obvious form of attack, but the real pain
it can cause is due to its dash. Kampfer likes to dash into you, which will
deal damage, forcing you to time your strikes to hit him as he approaches. He
only has three hit points, so he won't be causing too much grief. Kampfer has
been in a number of Gundam productions, but first appeared in Gundam 0800.

Now we approach something very odd and disconcerting. Ahead is a crawlspace
with two falling spikes in front of it. I spent over an hour trying to find
some way through here, but to no avail. Seeking help at the FAQ Contributors
Board, adaml provided me with the solution:
"You have to run and then press down right before you reach the spikes. You
will turn into a ball or something and roll past them. You might want to
practice this maneuver in an area where you have a lot of room to practice
before doing it near the spikes."
Put more directly, you need to double tap forward to run from the far edge of
the ground floor and then hit down as you reach the crawlspace. This takes a
lot of practice as adaml points out. I had to use two different directional
pads to do this, one to run with and one to hit down with. Just beyond is a
familiar face for Kamen Rider fans.

-Shadow Moon-
Shadow Moon blocks the exit. He has six hit points, although his only attack
is a basic punch. I don't know why the programmers of the game decided to make
him such a loser, maybe they agreed with the general television public and
thought the two Kamen Rider Black shows should not be watched or maybe they
were just lazy. I don't know, but put Shadow Moon out of his sad existence in
this sewer quickly. Rest in peace, Shadow Moon.

Loop around the path and drop to the next floor to find another foe.

-Gomora-
And what a bozo this guy is. He's only got one hit point and there's nothing
even mildly entertaining about him. He's a drab grey color and has a horn he
doesn't even use. Why is he here? Where did he come from? Could he possibly be
more than a one-shot enemy? These are the sort of questions we ask of far more
interesting enemies.

-Twin Tail-
This ridiculous looking sea anemone is only mildly more interesting than
Baltan. He attacks with his face and has three hit points. Take him out and
keep going.

Run right and jump up the path. When it starts to come back down, watch out as
there are spikes along the floor after the second drop. Past this you will come
to a handhold that bobs up and down. Use it to grab the extra life and the
health before moving on to the actual boss.

-Quebeley-
Quebeley flies to the upper left to launch four of her funnels at you. These
funnels will swirl around in a circle, trying to hit you, before returning to
her. Hold all the way right as the funnels circle by, then jump kick her as
she swoops to the right. She will flee back to the left corner upon being hit,
repeating the process. She has six hit points, so just repeat this until she
goes down.

***********************
* Level - 08 * B81577 *
***********************
Not another sewer level! Ugh, this one begins with a sequence that is just like
the falling spike area before Shadow Moon. Dash and hit down to roll by these
things. Walk to the spike pit and wait for a small platform to approach. Jump
on this and duck down as it passes under the low wall. On the other side leap
to safety and keep moving.

-Shadow Moon-
Shadow Moon is back for more and this time he has seven hit points. He's still
a pathetic translation of the character. Maybe we'll just call him Robo Rider
and pretend he's the lame Saban version from that crappy Masked Rider rendition
of the series.

Another falling spike section requiring the old dash and slide follows.

-Gyan-
Remembering his humiliating defeat in level four, Gyan returns for a rematch.
He's still only got five hit points though, so this fight is identical to that
earlier battle.

Jump from ledge to ledge across the spike pits. At the end is a swinging line
you need to jump to and grab. Leap across it and hop on the platform at the
end. Ride it until you come to the handhold hanging before a large drop. Jump
to it and ride downwards. Once you see a second handhold, leap to it before
you crash into a spiked wall. This entire sequence continues for a long time,
forcing you to jump from handhold to handhold all the way to the bottom of the
level. Timing is everything with these jumps, making it hard to describe here.
What you need to do is pretty clear, doing it however can be frustratingly
difficult.

Once you reach the bottom, dash and jump to the left to grab the handhold. This
sequence has handholds that run in circles. Jump from one to the other to climb
upwards. The fourth loop is a little different, jerking upwards on the left
side of the loop. Hit up as you approach the top of this side of the loop to
be launched upwards. Hug the left wall until you pass through the opening, then
move back to the right to hit the roof and drop into another area.

Launch yourself from this handhold. You have to dodge the spiked platforms and
make it to the top. To do so, move to just above the first spiked platform on
the right side and pass two spiked platforms along the right wall. Once you
pass them, move right a little and pass by a platform directly to your left.
When  you do, hold left to move right into the small opening and land safely.
Move left to finish the level.

***********************
* Level - 09 * 951376 *
***********************
More sewer levels than the Teenage Mutant Ninja Turtles game? Now we're just
being ridiculous. Loop around the path to face your first enemy of the third
sewer level.

-Baltan-
About time Baltan showed up, with three hit points and the ability to teleport
around the screen. He doesn't seem to have any attacks though, which is really
odd to say the least. Hit him as he appears, or wait a while then hit him, it
doesn't seem to really matter at all which.

Crawl through the crawlspace, then dash under each of the falling spikes on the
other side. After about five of them, you will find a handhold. Grab this and
ride the track downwards. When it levels out at the bottom, jump just after it
does so and grab the next handhold. Ride this until you reach a grounded
opponent.

-Propeller Beetle-
You can actually ride the handhold and just slam through him, taking all three
of his hit points as you pass by. Just be sure to drop off the line before it
leads you over the pit and to your death.

Dash and leap across the pit past the guy who broke your fall. Ahead is a big
foe.

-Sazabi-
The final incarnation of the Red Comet awaits with seven hit points. Sazabi
slashes almost constantly and will jump backwards to dodge your attacks with
relative ease. There is no easy way to hit him and he can pin you in a corner
and just wail on you until you die, leaving you powerless to resist. Jump kicks
are the best way to hit him, but even this is not a guarantee as he can hit you
on an upswing with his beam saber.

Once you defeat Sazabi, move right to finally get out of this sewer.

***********************
* Level - 10 * C01377 *
***********************
Now that you got through their diabolical sewer, Vic and Steve plan to ambush
you in the ice level. I always wondered where these levels made of solid ice
come from? There's no place like them anywhere in Japan, so where did the
villains find them? And why is it connected to the sewers? These are the things
that keep me up late at night.

Climb upwards until you come to the area with a downward icy slope at the left.
You need to jump on this and then leap from it near the middle to land on the
surface to the right. From there, move ahead into the opening to find an extra
life. Head back and repeat this slide and jump procedure up through the ice.

You will eventually come to a slope followed by a less steep slope. Dash and
jump to the back end with the less steep slope. You can leap back and grab the
extra life, then jump from the slide back to the less steep slope. Continue
forward to face Z Ton again.

-Z Ton-
It's the one that sits there are shoots again. Five hits will finish this guy
off once more.

Slide down and jump to safety after the enemy. If you hit the spiked balls you
won't die, so if you miss you'll just lose one life point and keep moving. Keep
climbing upwards until you come to a spot with three slides in a row over some
spikes. You need to dash and hit the back corner of the lower slide, jump
immediately to the left slide, then immediately jump again to the third slide,
followed by the same action up to the top. This is very difficult and very
frustrating as you will often somehow travel through the floor of the slide
and get hurt, as well as probably flying over the top ledge the first time you
make it and fall back down into a different set of spikes.

When you get on top of this part, leap the first pit and slide along the next
incline. Jump quickly to the small alcove and keep going upwards. The next area
has rotating spiked balls in each alcove you need to jump into via the slides.
This looks pretty intimidating, but the spikes are slow enough to be easily
avoided. You can actually jump and hold to the left to "climb" up these slides
to get a better jumping height as you climb.

Crawl through the small crawlspace above this area to continue going. Falling
into the pit here yields some health, but ignore it. Backwards jump up the
slide above the crawlspace, then leap to the ice block across the pit. Jump to
the next landing and walk forward to end this level.

***********************
* Level - 11 * BA1479 *
***********************
We're back on the train, only this one is a bright pink threat to masculinity
everywhere. This one has you jump between three floors, all of which are just
high enough up that you cannot reach them unless you dash jump. This makes
things somewhat aggravating, but fairly straightforward.

Making things worse, some routes are dead ends before you even can see them.
Given this, I have made a map and posted it on GameFAQs. Hit back and refer to
it to get through this nightmare. It also covers specific points of interest
in this level, so use it exclusively until you reach level twelve.

***********************
* Level - 12 * 861379 *
***********************
Looks like Steve and Vic hired Dr. Wily to construct this level because the
tile set just screams Mega Man. It's also a scrolling level as nasty as any
the good doctor cooked up. And what is the justification for this scrolling?
I can understand it on a train, but this is just some kind of metal complex,
why does it scroll? Why can you be crushed by "nothing?" Where's the beef?

Shortly after the level begins a missile will drop down and fly at you. Hold
back and jump this. Move forward until you come to the pit. Wait until the
level scrolls all the way to you, almost forcing you off, before leaping to
the spinning platform. Quickly jump from it to the second, then hang out in
the middle of the platform and jump repeatedly to stay on it as it spins. Once
the far upper ledge comes into view beyond the third rotating platform, jump
atop the third platform and up to the ledge.

Wait for the scrolling to reveal a downward slope and a safe ledge beyond it.
Slide down so your head is level with just below the arrow pointing right and
jump. Wait any longer and you will not make it. Wait again for the same thing,
then slide down and jump about two-thirds of the way down the slope to make it
to safety.

The next rotating platform spins continuously. Wait for the second one to
appear, then quickly leap from the spinning one when it is flat and to the
middle of the second one. Jump repeatedly as before as it spins. When it slopes
upward to the right, and the upper ledge is in sight, run up it and jump to
grab that ledge and climb up.

Four slides follow. It is best to slide down and leap across right as the far
ledge appears so you do not over jump to the next slide. Once you pass all four
you will finally come to an enemy to fight... sort of...

-Kampfer-
Kampfer is hiding below the floor and shoots upward at you. Although a three
hit life bar appears, you cannot hit him. Wait until the path completely opens
and run across, right past his range. As you do, a missile will lower at the
end that you need to dodge by dropping to the bottom floor. Once you do,
Kampfer will be left behind to be crushed by that moving "nothingness."

-Sazabi-
Immediately you will see ten hit points appear in the enemy bar. Do not worry
too much as you do not have to fight this guy, you just have to dodge him. He
first appears above your path, stabbing downwards. If he hits you you will be
hit repeatedly for up to five life. Move back and forth to dodge him, then
when the crawlspace ahead appears dash and roll (like in the sewers) to get
through. On the other side both Sazabi and Kampfer will be there, one above
and one below, so repeat your dance with them for a few more screens.

Once you pass these enemies you come to some jumps with slopes leading toward
you. You can jump to these and backwards jump up them, or just backwards jump
until the screen pushes you up. Repeat this for the next two slopes. Once you
make it past the third one, the level will end.

***********************
* Level - 13 * 0B147A *
***********************
We are nearing the end and it is time for the obligatory enemy gauntlet level.
Far as I can tell, the only way to make sense of this level is to interpret it
as one of those pseudo-clip show episodes from Power Rangers that combines a
bunch of battles from episodes that didn't get remade. That or the programmers
were running out of ideas.

-Shadow Moon-
Shadow Moon appears once more, this time with nine hit points. He also has a
new flying kick move that allows him to essentially dash across the screen
and hurt you if he touches you. The best way to deal with this Shadow Moon,
who actually lives up to what he should be, is to jump and kick as he nears
you. If he jumps at you, your hit should connect. If he does not, you will
either connect with a hit or push him back. Sometime he will connect on you
with this strategy, but if you can keep him off you he will not be able to
combo you with his punches and kicks.

-Twin Tail-
He's still just as ridiculous and dumb as ever, which may be a blessing if you
barely beat Shadow Moon.

Just beyond Isoginchaku are some steam pipes. Damaging steam will come out of
the holes in the piping. Wait for it to appear, then dash through to avoid it
from the first two holes. The next pipe you come to sprays continuously, so to
avoid it you need to crawl under it.

A collapsing bridge looms ahead. Dash onto it and roll under the small space
ahead. This is pretty difficult to do, so if you need to practice your roll in
the area where Isoginchaku was, do so. If you mess up on the bridge, you will
die.

Dash ahead and pass by the steam pipe. Just after this is a spike thing that
moves back and forth. Wait for it to come towards you, then dash and jump over
it and run to the next area.

-Gyan-
Gyan has five hit points now, but he has not received the sort of upgrades
that Shadow Moon got. As such, he will flee as quickly as that weird face
monster you dealth with earlier.

Beyond this is a fast moving platform over some water. Drop onto this and move
to the next pillar. Dash and leap to the swinging handhold over the next water
pit. Swing and leap from this to the next area. Here another steam pipe is,
with steam switching between an upper and lower opening. Wait for the lower
one to issue out and walk through as the upper one follows.

Four rotating platforms follow. By now you should have this drill down. Once
you get across there is a nasty steam area. Approach them one at a time and let
them shoot once. These will take a few moments to fire again, so move by each
one at a time. Grab the power-up while you pass through.

-Dom-
With the power-up you can watch that cool Dom death animation really fast.

-Turtle Bazooka-
Turtle Bazooka doesn't have as cool of a death animation.

-Z'Gok-
Bet you're glad you grabbed that power-up, aren't you?

-Quebely-
Quebeley flies to the upper left to launch four of her funnels at you. These
funnels will swirl around in a circle, trying to hit you, before returning to
her. Hold all the way right as the funnels circle by, then jump kick her as
she swoops to the right. She will flee back to the left corner upon being hit,
repeating the process. She has six hit points, so just repeat this until she
goes down.

The next sequence will throw a series of missiles at you. These lower in and
will shoot straight ahead when they come into your line of sight. Either jump
up and have it shoot overhead, or stay low and jump as they fly by.

-Marshall Armor-
Use the last of your power-up to take out the now ten hit point strong Marshall
Armor.

-Z Ton-
He now fights like a cross between his two forms. Run up on him and jump and
kick him repeatedly. He won't fire while you are in the air, so you will come
down with a strike each time, then leap back to safety. Five hit will finish
him off again.

-Takkong-
Run up on him and just punch or kick away. You'll take off all five of his
hit points before he can respond with anything at all.

-Kumo Otoko-
Kumo Otoko crawls along the wall. As you pass under him, he will drop down
to the floor trying to hit you. Run under him, let him touch down, then hit
him. Repeat once he climbs back up. This Gorgom creature has five hit points,
which in all liklihood you will take without even losing one.

-King Joe-
A blast from the past, way back in stage two. King Joe still only has three hit
points, but can only be damaged when fully assembled. Chakrum will float in
one piece at a time until all three pieces assemble. Once they do you can hit
it once before it breaks apart and hovers above you, raining shots down at you
with two pieces as the third swoops along the ground to the other side of the
screen. Move to the opposite side of the screen as it rises, then jump back
over the swooping piece as it approaches. Turn and wait for it to reassemble,
then hit it for one damage. Once it is destroyed, the level is at an end.

***********************
* Level - 14 * 311082 *
***********************
Steve and Vic are gone! Guess you killed them... off camera? Must have been
the American edit of level thirteen after all. Level fourteen is ridiculously
short and ridiculously easy. Easier than even level one, which is very
surprising.

-Zaku II-
He's got three hit points, just like both times before.

Once Zaku II is defeated, move right. Soon your character will automatically
start running for many, many screens. Eventually you'll come to an old foe.

-Sazabi-
Sazabi has ten hit points again, and this time you have to fight him. He will
swing wildly and move across the screen, leaping back to the right once he
reaches the left end of the screen. Jump just above him and kick as you come
down in front of him to hit him with little risk of damage. He is a huge push
over.

With Sazabi defeated the level is at an end. At this point in the game I came
to the sad conclusion that there are in fact no rock quarries or parking
garages to be found. I think that's where the villains went wrong here. Gorgom,
Lother, the Baltans, and even the Goa'uld all launched major strikes on rock
quarries and parking garages. It's the key to success I tell you.

***********************
* Level - 15 * 471083 *
***********************
The final level is just a boss battle with an enemy unique to the Great Battle
series. I tried to think of some witty way to end the guide, but I think the
giant brain looming overhead as the stage begins speaks for itself.

-Dark Brain-
Dark Brain has twenty hit points. It won't do anything initially, so get in as
many hits as you can by jump kicking it in the brain. You can get in two to
five hits, depending on how fast you act. Once it is is free to "move," it
will shoot a claw at you. This claw will home in on wherever you were standing
when it appeared, so leap and jump kick it in the brain as soon as you see a
claw appear. The next claw will likely shoot for the air where you were at, so
jump behind the claw as it passes and kick it again. This attack sequence is
followed by Dark Brain firing a volley of bullets at the lower left, followed
by the upper left. Jump and kick as it fires low, and when you touch down it
should be firing up high. This will be followed by it walking forward and back,
doing no damage when it touches you. Twenty hits will come pretty quickly,
granting you victory.

***********************
* Helpful Links *******
***********************
Below are links to some sites for the three franchises featured in Great
Battle Cyber. Several of these I used to try and determine just who exactly I
was fighting as I worked my way through, which was rendered moot by the end
credits which identified all of them for me, and forced me to change some of
my jokes.

Dedicated to Black
       http://www.freewebs.com/basrisite/main.htm

Gundam - GEARS Online
       http://www.gearsonline.net/gundam/

The Kamen Riders
       http://incolor.inetnebr.com/stuart/riders/

The Monster Archives
       http://monsterarchives.proboards38.com/index.cgi

***********************
* Copyrights **********
***********************
Great Battle Cyber is (c) Banpresto