Darkstar Ripclaw Presents...

                                 VENUS SENKI

                Based on the Translation by J2e Translations
                         http://b-rock.netfirms.com/

TABLE OF CONTENTS
-----------------
  1. Basics
  2. The "Generic" Strategy
  3. Walkthrough


Introduction
------------
       Perhaps I should clear something up here. Back in Summer 2006, I had
made the decision to do game FAQing as a part-time career, instead of a couple
of loose works done purely out of dedication to favorite games of mine.
Following that, I then put that effort to somewhere where it would be
appreciated, namely the NES FAQ Completion Project. A few FAQs later, a small
dent was made in the big pile of FAQ-less games, but a dent nevertheless.

       Fast-forward a few months later, full of work, school, and football.
Having done football, I finally managed to get a free day off of work and
school (November 4th, 2006). As I wanted to write for what would likely be an
ambitious project, The Legend of Zelda: Twilight Princess, I decided to do a
warm-up for the game. This was the first of three such games, completed in one
day. Use it well.


-------------------------------------------------------------------------------
                                   BASICS
-------------------------------------------------------------------------------

--------
Controls
--------

A - Confirm a choice, Continue Dialogue, Shoot
B - Back Up in a Menu, Back Up Movement, Launch Missile
D-Pad (Overworld) - Choose where you want to go
D-Pad (Tank) - Move around
Up (Battle) - Aims your beam cannon upwards
Down (Battle) - Aims your beam cannon downwards
Left, Right (Battle) - Move left and right while on the battlefield
Start - Pause


----------
Transports
----------

       Along with your biker gang, you also obtain two transport units. What
these transports can do is resupply the amount of energy a unit has (required
for crossing the terrains), missiles (up to five per turn), and the unit's
health. The transport itself has infinite energy.

       However, the transports CANNOT fight, and as such, they should also not
be left alone and vulnerable to enemy attack (read the Generic Strategy to see
how to tie into this). Instead, make sure they are protected at all stages of
the game.


----------------
Regular Fighting
----------------

       In this mode of battle, you are given an over-the-shoulder view as the
battlefield scrolls. Enemies will start coming in from the front - on the
radar, regular enemies will show up as yellow blips, while the specialists will
show up as purple blips (and later as blue and white).

       The purpose here is to destroy ten of the 'specialist' units. This
means that they are characteristic of that particular type of unit. Destroying
ten of the specialists (represented on the battle screen by the counter 'AEN')
will cause that unit to be destroyed.

       Other things that need to be kept an eye on are GMI (the total number
of missiles that you have remaining), and your VP (in other words, your life
bar). In the latter case, once you run out of VP, that unit is gone for the
rest of the mission.

       All battles will terminate either when ten specialists have been
destroyed, or the default time of sixty seconds runs out.


-------------
Tank Fighting
-------------

       Later on in the game (Mission 4), you will run into bigger units -
tanks. These guys will initiate a different battle mode. Instead of being over-
the-shoulder, a bird's-eye view shall be presented. The tank itself will be
somewhat blocky, with multiple turrets that can shoot bullets.

       The tank will bob left and right, up and down, depending on where your
own Biker Unit goes, so use this to your advantage as you first shoot down and
eliminate the cannons. Once they go, there are weak spots on the tank
(described in each unit's information blurb) to attack. Once it's own (green)
life bar hits zero range, it'll be destroyed.


----------------------
Level EXP Requirements
----------------------
The amount of Points that you need to obtain to hit a certain level.

Level 2:  150 Points
Level 3:  300 Points
Level 4:  600 Points
Level 5: 1200 Points
Level 6: 2400 Points
Level 7: 4800 Points
Level 8: 9600 Points


-------------------------------------------------------------------------------
                           THE "GENERIC" STRATEGY
-------------------------------------------------------------------------------

       For many of the missions posted in the walkthrough section, I have
listed as a strategy "Generic". Because of the way the game is designed (thus
so that you do not really have any weakness systems, and instead rely on your
own skill in the action system), many of the missions can be done under the
same general strategy. As such, here it is;

       Instead of actively pursuing the enemies, gather your bikers and
transports into two groups, consisting of four bikers and a transport each. If
B represents a Biker and T represents a transport, this is how they should be
arranged;

B
BTB
B

       As such, without letting the Transport be open to attack, each Biker
gets resupplied every turn while leaving the enemy to come to them. Then, when
you feel one Biker is getting overpowered, you can take him off for a turn,
switch around Bikers to bring somebody new up front (leaving only the back side
where no enemy can strike from exposed), and get him some Experience Points.
Afterwards, if the objective isn't to destroy all enemies, then once you have
whittled down the strike force, you can go and fulfill the regular objective.


-------------------------------------------------------------------------------
                                 WALKTHROUGH
-------------------------------------------------------------------------------

---------
Mission 1
---------

OBJECTIVE: Destroy all enemies

REGULARS

       The regular guys here are bikers whom will try to shoot up close. Shoot
at them from afar; however, do not let up on your ammo barrage, as they can be
difficult to destroy from a distance thanks to being really small and missiles
not being plentiful enough to waste on them.

1 Point


ALCATRAL

       The enemy specialist here is a giant purple copter that floats in the
sky towards you. Wait for it to come to you, and press Up to bring your barrel
upwards. Once it begins to shift dramatically from moving forward to rising
straight up into the sky, wait about a half a second more, then shoot, and the
bullet will likely hit it.

5 Points


BATTLER

       These guys are in quick-moving tanks that can fire large teal
cannonballs. At the sametime, however, they are grounded, so treat them as you
would treat the regular enemies, and fire at them from afar. Alternatively,
however, if you are low on health, stick to shooting missiles, as they can
sometimes be annoying to sharpshoot, and can devastate your life meter very
quickly.

4 Points


Strategy
--------
Generic


---------
Mission 2
---------

OBJECTIVE: Destroy all enemies

PARCH Q

       Ground tanks that zig zag back and forth very quickly across the
battlefield. These guys can also be annoying, because the missile will
sometimes overshoot itself while autolocking and go past these guys. My
recommendation is to double-team up on a Parch Q unit, as usually to damage
them with your regular weapons, you will want to get in close, which opens
yourself to fire; as thus, take out five specialists with one unit, then
eliminate the remaining specialists with the other.

10 Points


Strategy
--------
Generic


---------
Mission 3
---------

OBJECTIVE: Defend the Track, Destroy all enemies

Strategy
--------
Beat the enemies to the track, and surround it with this position.

B = Biker (Regular Unit)
R = Transport (Your Suppliers)
T = Track

BBBBRTRBBBB

       Next, wait for the enemies to come to you, then repel them off. You
*can* bring your three units from the south to attack remaining units when
necessary, and exchange them with the front guard when experience points are
desirable. Changing the center north and south Bikers with others is also
recommended, so that they can resupply with your transports. Eventually, the
Ishutar assault (made out of a combination of Parch Qs, Alcatrals, and Battlers
- nothing new) will run out of manpower, giving you the win for the day.


---------
Mission 4
---------

OBJECTIVE: Destroy all enemies


QUEEN

       The Queen unit consists of a number of purple helicopter units. These
will USUALLY fly up towards you, shooting at you all the way, and then suddenly
fly back from whence they came. When this happens, use the same strategy as you
did with the Alcatrals - aim your cannon up, and shoot as soon as they begin to
get close, with the result being that your fire should hit them.

       However, there are two exceptions to this rule. The first is that
sometimes the Queen unit will actually fly right past you completely. When this
occurs, just continue shooting at it. However, sometimes the Queens will only
get a bit close to you (not sufficient enough to have an easy aim), and then
fly back. When they do this, fire off a homing missile at them, and that should
put an end to their cowardly streak.

10 Points


GAUGE

       The specialists here bounce around when going forward, as if on a pogo
stick, while shooting at you at the same time. However, because they only
bounce a short bit up, if you direct a constant and steady stream of fire at
whatever position they are moving to, they will get hit either by the attack
itself or it's explosion radius. If they do get up close, they can still be
easily taken out by bullets, or in the most desperate of cases, a missile.

10 Points


GUN

       Big burly tanks that dash in a straight beeline towards you. There are
three things to note here; the first is that they can actually be hittable from
afar without super-sniper skills, making them easier pickings. The second is
that after you hit them once, they turn a darker purple, indicating that they
have indeed been damaged; as such, you can fire at them a few times more with
confidence that they will fall. Lastly, if they run right into you, you won't
leap over them. Instead, the tanks shall bounce back, with your biker not
taking any damage whatsoever. Even if they don't run into you, they shall then
retreat, much in the same way as the Queen unit will.

10 Points


Admiral A1

       This here will be the first time you get into the second battle mode,
this time around in a top-down view. Move around and shoot the two cannon
turrets to the side, and the one on the tank's front. Next, you'll be pitted
into a dogfight for the time that it takes for the tank to move all the way
down. When it does this, go around and to the top, and fire as many missiles as
you can; they will all auto-target at the turret at the top, which for some
reason takes more damage than the rest of the tank, even after the turret
itself is destroyed.

       When you can't use the missile, the two exhaust-pipe-like items at the
front of the tank are the next most vulnerale parts on the tank. You _CAN_
shoot the armor to damage it, but it takes a lot more time, and is much slower.
Once the tank's HP bar is drained out, it'll explode, destroying it totally.
There is no time limit on this, so if you want to make it through without
losing a character, you will have to defeat him in a single battle.

90 Points


Strategy
--------
       Generic, then go up and battle the Admiral A1 unit


---------
Mission 5
---------

OBJECTIVE: Destroy all enemies

Strategy
--------
Generic


---------
Mission 6
---------

OBJECTIVE: Destroy all enemies, Take over the Radar


JUDAS

       The Judas unit consists of flying helicopters that will zig-zag around
much like the original Parch Q from oh so long ago, making them especially
annoying to kill off. My recommendations is that you bring in your guys with
stronger firepower, as if it takes two hits to kill, it generally won't be
effective enough to work short of using misisles. The same strategy for usually
hitting flying unit still applies, however; wait until it gets near to aim
upwards.

30 Points


GAUGE V2

       While still on their pogo sticks, the Gauge Version 2s come down the
screen at what is an alarmingly much faster pace than before, and can take at
least a couple hit from some of your weaker units. They will also turn a light
green when hit once and not destroyed, so you can tell that they were actually
damaged.

15 Points


KYULUU VX

       A strong improvement on the Parch Q model, the Kyuluu also does a zig-
zag, but comes with much, MUCH stronger armor, taking several shots from even
the most powerful of your biker cannons. My recommendation is easily to double-
team up each unit and destroy all that you can with missiles.

20 Points


ADMIRAL A2

       A beefed-up blue version of the last tank. Unlike the last one,
however, you can destroy all the firing mechanisms on top of the tank (except
for the barrel at the front) with the missiles, so make sure you get close to
each device, and fire one or two missiles at it (the clipper in the bottom left
and the cannon at the back are vulnerable, but they can only be damaged at an
extremely difficult angle, so you may want to use missiles on them).

       Once all all of them have been destroyed, there is only one spot on the
tank that is vulnerable to fire; the exhaust parts at the front. Shoot at these
spots, and the tank will take damage without being able to fire back (unless
you wander in front of the barrel), eventually being destroyed. If you can't
get the clipper at the front, then only hit the right side (since then it would
be able to fire at you on the left).

150 Points


Strategy
--------
       Generic at first, then go and attack the Admirals after resupplying.
Taking over the Radar will also result in a battle with an Admiral.


---------
Mission 7
---------

OBJECTIVE: Destroy all enemies


REGULARS

       Some new stuff here with the regular unit. Instead of dashing straight
forward, they'll move left and right, often dodging fire. A trick way to kill
them is to fire at one spot, then move the way that you want them to move so
they get caught in the bullet. They will move with you, and fall straight into
the path of fire.

1 Point


Strategy
--------
Generic


---------
Mission 8
---------

OBJECTIVE: Destroy all enemies, protect the refugee camp


REGULARS

       These guys here are a lot tougher than before. Instead of being in
jetbikes, they now come at you in tanks that take a lot more damage, and can
cause a lot more damage. If you can't defeat one with a single shot, then move
out of the way. Much like the last mission, they also move left and right to
dodge shots, but will move with you.

1 Point


METALLICA

       These guys are basically WW1-like airplanes, in the form of double wing
gliders. However, what they will do is hang back first, shoot at you for
awhile, then suddenly glide forward like madmen and try to shoot you up. Stay
out of their firing range while they're back, then shoot 'em as they come up.

40 Points


CALLOWAY

       An even bigger improvement, onto the Parch Q - Kyuluu ZX line. This
time, instead of being a tank, the Calloway is a hovertank-like vehicle that
also does it's zig-zag around the field, but even quicker this time around, and
able to take more punishment. Even with some of the stronger characters, it can
still take at least two hits regularly to take down. Missiles are definitely
recommended for the weaker characters, such as Jeff.

50 Points


SOGARA

       An upgrade on the Gun unit that you have not seen in a while, the
Sogara will dash forward pretty quick, dodge your attacks with some ease moving
left and right (but not in the annoying manner of the Calloway and it's
predecessors), and in general cause havoc. However, you can still hit it from
afar by spamming your bullets, so do so and then hit it again up close if it
takes more than one hit.

50 Points


ADMIRAL G1

       Easily the most annoying enemy in the game up to this point. The pre-
shootout is still the same as before; eliminate all the cannons on the enemy.
This time around, the weapon that is difficult to hit by buster is the turret
on the right (and hitting the top one with missiles is still recommended).

       The reason why this tank is annoying, however, is that it doesn't float
around most of the time, but instead follows you. If you move left, it moves
left as well. If you go up, then so does it. To add onto that, there is only
one vulnerable spot left on the tank; on the small area in between it's two
exhaust ports. And remember, since it goes down when you do the same, you can't
just shoot straight up into it.

       As such, there is only one strategy to beat it with a lone unit. When
it goes to one side, go to the opposite half, and place yourself as far down as
possible and face it. It'll bob up and down as it goes to your side, so shoot
like a madman. Some of the shots should hit the front bumper and damage it.
Repeat and go to the other side when necessitated, until it finally blows up.

250 Points


Strategy
--------
       Bunch around the refugee camp like this, then go into a generic
strategy;

B = Biker (Regular Unit)
T = Transport (Your Suppliers)
R = Refugee Camp

BBBBTRTBBBB

       Exchange bikers around when needed to make sure everybody levels up at
an even pace.


---------
Mission 9
---------

OBJECTIVE: Destroy all enemies

Strategy
--------
       Generic


----------
Mission 10
----------

OBJECTIVE: Take over the Command Center


SACHOOD

       Purple butterfly-shaped airships that hover from afar and shoot at you
for a while, before dashing forward and moving past you. One of the best things
to try and do to eliminate them is to try and shoot them down while they're
still far away; unlike other ships, these guys CAN be destroyed with some good
aim even while in the distance. Otherwise, use a missile or shoot them when
they get up close.

120 Points


N-GAUGE

       An upgrade on the old Gauge units that haven't been seen around in a
while. While the N-Gauge doesn't bounce forward quite nearly as quick as the
Gauge V2, this version tends to bounce a lot higher, and is thus a lot more
difficult to hit and damage. Couple this with it's tendency to still escape
missiles, and a painful need to be hit at least twice by some of your weaker
units, and you may want to confront this with some of your stronger bikers.

75 Points


MAYDEAN

       A heavily armored tank. It does not move around much, aside from
getting out of your way if you face it directly. However, like said before, the
tank is heavily armored, requiring a number of hits from even your strongest
fighters, and even having to take two missiles before it will go down. Come
into this fight fully prepped, and follow one specialist until it finally
falls, or else you will waste time and energy.

90 Points


ADMIRAL Z3

       This guy is actually a bit easier than the Admiral G1, so long as you
bring at least five missiles into the fight. Start off by destroying a couple
of the turrets (two on each side, and the one on the top still), including the
top one. When you feel you are safe enough, go to the top, and fire straight
down from there. The Admiral Z3 unit has very little health, so the initial
breaker missile and four more hits should take it out. If you do not have
enough missiles, then you will have to shoot straight down into where the
former top turret was to damage it.

300 Points


Strategy
--------
       Generic, then go up and take out the three Admiral units. Entering the
Center Building will result in you fighting another Admiral Z3.


----------
Mission 11
----------

OBJECTIVE: Take over the Contact Base

Strategy
--------
       Generic, then go up and take out the three Admiral units. Entering
the Contact Base will result in you fighting another Admiral Z3.


NOTES
-----
       From now on, on your radar in the lower-left part of the screen,
specialist units will begin to be a blue-and-white diamond.


----------
Mission 12
----------

OBJECTIVE: Destroy all Enemies


VAGUE

       Extremely annoying gliders. They will first come in extremely close, do
a quick attack while diving left and right and front and back in a circular
fashion, and finally fly off screen, all within five seconds or so. I highly
recommend you use missiles on them, especially with those units whom can't take
out a specialist in one hit. If you are using an emulator (highly likely), use
autofire for the aforementioned units to take of them more easily.

150 Points


KASARA

       An upgrade on the Maydean units, the Kasara is somewhat thinner and
thus a bit harder to hit, but it moves a LOT slower, barely bothering to dodge.
Stronger fighters should be able to take it out with a couple of hits, weaker
units can destroy it with save state reload + autofire, and they will fall with
one missile (good thing, that). If firing at it, stick with the strategy of
staying with one unit until it's finished off, so you don't waste time and
energy harming one only to switch to another.

150 Points


EDAIGO

       Taking a cue from some of the earlier flying units, the Edaigo is a
tank that will hang back on the battlefield and shoot at you from afar, before
eventually moving in closer to you and then past you. Fire as hard as you can
while it is from afar, then nail it down when it comes closer (if you haven't
already destroyed it). Otherwise, use a missile on it - it does not move very
much, only to follow with you, so it likely won't be able to dodge your attack.

180 Points


Strategy
--------
Generic


----------
Mission 13
----------

OBJECTIVE: Destroy all Enemies

Strategy
--------
Generic


----------
Mission 14
----------

OBJECTIVE: Capture the Dressmaker


REGULARS

       The regular units take a drastic change for the more annoying. Instead
of being armored tanks that can persistently hunt you down, you will now face
off against small purple enemies (I cannot stress enough the word 'small), whom
dart left and right very quickly and shoot fast. The only upside to them, more
points if you shoot one down, is brought down by the sheer insignificance of 5
points to taking down Specialists, and besides which, every last unit should be
at least at Level 7 by now.

5 Points


ARMAN R

       A large upgrade on the Sachood units, with their butterfly-shape
intact. However, instead of staying behind on the battlefield to circle around
and fire at you, the Arman units will instead choose to dive-bomb you while
dashing past. For those units whom can take them out with autofire, do so.
Otherwise, use missiles, as these guys can be more than reasonably difficult to
pick out from afar.

210 Points


CLAW D5

       Another M.S. unit that is an upgrade to the Edaigo, the Claw D5 unit
won't bother to circle around on the backfield. Instead, it'll zoom straight at
you and go past, and can take a whole missile and then some, much like the
Maydean unit. Use a Missile unit on one, then shoot it down until it falls;
doing it the other way can just waste your time and HP as you open yourself to
fire.

270 Points


HAL BOO

       A second ground tank unit, these guys are actually more like the
Calloway units that you haven't fought in a long time, in their ability to zig-
zag and dodge attacks. However, unlike their predecessors, they ARE slow (much
slower), and thus easier to hit. On the other hand, they are, of course, more
heavily armored, and like the Claw D5 unit, it needs more than just a single
missile to take down a specialist.

Strategy
--------
Generic, then go up andcapture the Dressmaker. Inside, you'll face
off against an Admiral G1


----------
Mission 15
----------

OBJECTIVE: Defeat Donar


DONAR

       The last tank unit, and the only tank that lacks a generic shape to it.
Watch the front of Donar for the first little while; he has two cannons on
either side of the middle that can shoot if you are not looking. Meanwhile,
this guy will basically always follow you in the direction you go; so if you
need to hit him from the left, go right, he'll follow, and then you can do a
reverse and hit him from the left. For this fight, I recommend somebody with
good firepower and preferably at least six missiles (so Hiro or Chris would fit
that).

       Start off by blasting off the two turrets on the left side, as they
will causethe biggest problems. Next, take the easy-to-get cannon on the right
side. Between the upper turret and the one placed in the middle of the tank,
use your missiles to destroy them (three each); don't bother saving up your
missiles for this battle, as they are useless with damaging Donar.

       Once all the parts on Donar have been destroyed, he will be open to
attack. In the bottom middle part of the tank, he has a super-charged laser
beam. If you fly in front of it, it will open, wait for a few seconds, and then
shoot out a bunch of energy. When it opens, shoot at it for about a full
second, then get out of the way; getting in the energy beam's way will cause
you to lose instantly. DO NOT GO BEHIND THE TANK when it is doing this as well;
if on the top side in the middle, it'll hit you there, even if you won't see
it. You'll have to repeat shooting at the beam cannon for a good number of
times before the Donar tank finally falls.


Strategy
--------
       Put up a strong group on the right side with the standard cross
formation, then bring the second half of the team up the left side. Knock out
any strays from the left side while making your way up. The right side should
be able to fend for themselves against the main onslaught. Once the left gets
up to the top of the screen, take out Donar's guard, then defeat Donar himself
to win the mission and the game.




Need help with something that's not in this FAQ? Got a comment to make? Find
something wrong in this FAQ, or else just want to contribute something extra?
Email me at darkstar.ripclaw AT gmail DOT com if you need any of these things.
Just a warning note; if I recognize a question as something being asked in this
FAQ, it's not getting answered.
_______________________________________________________________________________




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                        A Darkstar Ripclaw Production

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