======================================================
][ Blaster Master Blasting Again Walkthrough ][
======================================================
by Paul Radley
[email protected]
Version 1.0
May 28, 2002
========================================================================
LEGAL
This document is copyright 2002 by Paul Radley. It is intended for
personal use only. This document may not be reproduced, in part or
whole, for commercial use or otherwise, without the express written
consent of the author. Blaster Master is (c) 2001 by Sun Corporation.
All other products, trademarks, etc. contained here within remain the
sole property of those corporations and other lucky bastards who own
them (Sun Corp, Sunsoft, Crave, Sony, etc.) ;)
========================================================================
Table of Contents
------------------
1.0 Version History
2.0 Forward
2.1 Notes from the Author
2.2 Review
2.3 Using This FAQ
3.0 The Story Thus Far...
3.1 History
3.2 Prelude
4.0 Interface
4.1 Gameplay
4.1.1 Environment
4.1.2 Movement
4.1.3 Navigation
4.1.4 Item Collection
4.1.5 Item List
4.2 Sophia
4.2.1 Controls
4.2.2 Upgrades
4.3 Roddy
4.3.1 Controls
4.3.2 Weapon Upgrades
5.0 Walkthrough
5.1 Intro
5.1.1 Options
5.1.1 New Game
5.2 Mission 1 - Cave
5.2.1 Ground Map
5.2.2 Ground
5.2.3 Cave Map
5.2.4 Cave
5.2.5 Cave Gate 1 Map
5.2.6 Cave Gate 1
5.2.7 Boss
5.3 Mission 2 - Water
5.3.1 Rewards
5.3.2 Ground
5.3.3 Water Map
5.3.4 Water
5.3.5 Water Gate 1 Map
5.3.6 Water Gate 1
5.3.7 Water cont.
5.3.8 Water Gate 2 Map
5.3.9 Water Gate 2
5.3.10 Water cont. some more
5.3.11 Water Gate 3 Map
5.3.12 Water Gate 3
5.4 Mission 3 - Plant
5.4.1 Rewards
5.4.2 Ground
5.4.3 Plant Map
5.4.4 Plant
5.4.5 Plant Gate 1 Map
5.4.6 Plant Gate 1
5.4.7 Plant cont.
5.4.8 Plant Gate 2 Map
5.4.9 Plant Gate 2
5.4.10 Plant cont. some more
5.4.11 Plant Gate 3 Map
5.4.12 Plant Gate 3
5.5 Mission 4 - Lava
5.5.1 Rewards
5.5.2 Ground
5.5.3 Lava Map
5.5.4 Lava
5.5.5 Lava Gate 1 Map
5.5.6 Lava Gate 1
5.5.7 Lava cont.
5.5.8 Lava Gate 2 Map
5.5.9 Lava Gate 2
5.5.10 Lava cont.
5.5.11 Lava Gate 3 Map
5.5.12 Lava Gate 3
5.5.13 Lava cont.
5.5.14 Lava Gate 4 Map
5.5.15 Lava Gate 4
5.6 Mission 5 - Water part 2
5.6.1 Rewards
5.6.2 Ground
5.6.3 Water
5.6.4 Water part 2 Map
5.6.5 Water 2
5.6.6 Water 2 Gate 1 Map
5.6.7 Water 2 Gate 1
5.6.8 Boss
5.7 Mission 6 - Cave part 2
5.7.1 Rewards
5.7.2 Ground
5.7.3 Cave part 2 Map
5.7.4 Cave 2
5.7.5 Cave 2 Gate 2 Map
5.7.6 Cave 2 Gate 2
5.8 Mission 7 - Lava part 2
5.8.1 Rewards
5.8.2 Scavenge
5.8.3 Lava part 2 Map
5.8.4 Lava 2
5.8.5 Lava 2 Gate 1 Map
5.8.6 Lava 2 Gate 1
5.8.7 Boss
5.9 Mission 8 - Plant part 2
5.9.1 Ground
5.9.2 Plant part 2 Map
5.9.3 Plant 2
5.9.4 Plant 2 Gate 1 Map
5.9.5 Plant 2 Gate 1
5.10 Final Confrontation
6.0 Bonuses
6.1 Sophia III
6.2 Movies
7.0 Enemy Compendium
7.1 Underworld
7.2 Gate
7.3 Bosses
8.0 Credits and Final Word
========================================================================
1.0 Version History
v.1.0 - 5/28/02 - FAQ complete - Remaining ancillary information added
and final edit completed
v.0.8 - 5/27/02 - Maps completed and some ancillary information added.
First submission to Gamefaqs
Remaining front-matter needs to be added
Final edit still needs to be completed
v.0.7 - 5/23/02 - Game Walkthrough completed
v.0.1 - 5/9/02 - ...and so it begins.
========================================================================
2.0 Foreword
------------------------------------------------------------------------
2.1 Notes from the Author
This is my first faq. It seems to me that this is the traditional way
to start one of these, and I wonder if I write more, if I will be forced
to start them with the same opening line. Having revealed my
inexperience in this realm, I welcome constructive feedback from those
who take the time to read this work. Feel free to email me with any
nuances I left out, or glaring errors that I missed, or any outstanding
questions you may have that were not addressed. I am a big fan of the
first Blaster Master game, one of my favorite NES titles. It pleases me
that Sunsoft brought the story to the PlayStation in a manner that stays
true to the concept and fun nature of the original game. While BMBA
certainly isn't a breakthrough game technologically, nor a Pulitzer-
caliber story, it is good entertainment that, I think, honors its
heritage.
------------------------------------------------------------------------
2.2 Review
Blaster Master Blasting Again (BMBA) is a third-person 3D platformer
that puts the player at the controls of the high-tech, all-terrain
combat vehicle Sophia J-7. You must navigate through several areas of
caverns to uncover and ultimately stop the treacherous plans of a
mysterious alien race of Lightning Beings. But sometimes having
futuristic artillery isn't enough, and you must exit Sophia and go solo
through alien complexes. As the game progresses you will earn upgrades
for your vehicle, and be able to salvage weapon upgrades for the pilot.
You will also be treated to movie cut-scenes that help convey the key
elements in the story. At the end of each stage of the game you will be
faced with a boss. Bosses in BMBA are large creatures with separate
health gauges for their various limbs, components, or parts. Bosses
will be encountered both while driving Sophia and while exploring
outside the vehicle. The gameplay is simple, though vulnerable to
frustrations inherent to 3D platformers. The camera works well when in
the vehicle, but having dismounted, the camera becomes cumbersome.
Targeting while running is also difficult since there is no real
strafing feature. The graphics are not incredibly detailed, nor are the
textures very striking, but models are original and varied, and some
environments are really well done. The game loads between each room,
which can become very annoying, but load times can be shortened if
playing on the PS2 changing the disc speed on the PS driver. Sound
effects and music are appropriate, but tend to be recycled throughout
the game, though each level has it's own background theme. The game can
be played in three difficulty settings, adding to the challenge and
offering some additional replay value. Overall, I think BMBA is a fun
game to play. A good renter to those looking for a light action game,
and worth buying for fans of the Blaster Master legend. It's not as
pretty or fast paced as the original NES title, but it does not
embarrass the legacy.
------------------------------------------------------------------------
2.3 Using This FAQ
This faq is developed as a walkthrough. The game is broken up into
sequences that I have labeled as Missions. Each mission takes place
primarily in a different area, which I have mapped and included at the
beginning of the first section regarding that area. The areas are
comprised of different rooms which I have numbered and labeled on the
maps. The walkthrough provides a path through the game that will take
you through every room in the most efficient manner. Room descriptions,
complete with enemies (which reset themselves each time you enter the
room) and special items that must be interacted with (switches, etc.)
are listed only at the first appearance of the room. If the room needs
to be entered a second time, additional descriptions will only be given
if circumstances warrant it. A description of all the enemies,
including the bosses, along with strategies on how to fight them, is
included at the end of the faq. Note that the content of this
walkthrough is based on a Normal difficulty game.
========================================================================
3.0 The Story Thus Far...
------------------------------------------------------------------------
3.1 History
There once was a boy named Jason, who had a pet frog. One day the frog,
bored with his microenvironment, decided to explore the world. Hopping
outside, he fell into a mysterious hole in the backyard. The tiny frog
landed on a pile of boxes containing radioactive materials. The
exposure to the materials led to an immediate mutation, and the frog
swelled to ten times his original size. Unfazed, the big frog hopped
off down the mysterious tunnel he found himself in, to see what he could
see. Jason, meanwhile, upset at his pet's disappearance, began
searching frantically. He too found the mysterious hole, but when he
reached the bottom, there was a strange vehicle waiting for him - Sophia
III. And, since nobody else was around, Jason thought he'd drive Sophia
around to look for his frog. Donning a battle suit he finds with the
vehicle, Jason embarks on a journey that will forever change his life.
Jason encounters an alien race, known as the Lightning Beings, living in
caverns beneath the earth's crust. These aliens have begun preparations
for a hostile takeover of the planet. Luckily for humanity, Jason
really wants his frog back. Eventually Jason squares off with the
mighty Plutonium Boss, leader of the Lightning Beings, and defeats him.
The aliens, leaderless, scatter, and from afar, Jason watches as their
world collapses upon them...watches with Sophia, and his frog.
But Jason's combat with the Lightning Beings was far from over. He
learns that Sophia is actually a combat vehicle developed by another alien
race trying to stop the parasitic exploits of the Lightning Beings.
Teaming up with Eve, an alien Sophia pilot, Jason sallies forth to mop
up the remaining Lightning Beings. Successful in combat, with the
prospect of lasting peace before them, Jason and Eve marry, settle on
Earth, and spawn. Their two children are Elfie and Roddy.
------------------------------------------------------------------------
3.2 Prelude
Five years ago, Eve passed away. A couple of years later, Jason is
killed in a ferocious attack by Lightning Beings. With the planet
threatened by mysterious geologic phenomenon and natural disasters,
Elfie and Roddy take up the legacy of their parents, and though young
and with little experience, pledge to protect humanity from the evil
machinations of the Lightning Beings. Sophia has been modified and
rebuilt through the years, by both Jason and Elfie, and now exists as
Sophia J-7. Elfie continues to develop new parts to upgrade Sophia's
abilities. The story begins with Elfie sending Roddy in on a standard
surveillance mission...
========================================================================
4.0 Interface
------------------------------------------------------------------------
4.1 Gameplay
You play the game as Roddy, a sixteen year old boy at the helm of an
awesome all-terrain combat vehicle, Sophia. You will pilot Sophia
through a labyrinth of 3D rooms in search of clues to the enemy's
movements. Occasionally you will encounter enemy installations or
limiting topography that will force Roddy to leave Sophia, and advance
on foot. As the game progresses, new equipment will be made available
for Sophia, allowing access to new areas.
------------------------------------------------------------------------
4.1.1 Environment
The game environment is divided into two areas; the overworld
(underworld, actually,) and Gates. The overworld is large and can be
traversed easily by Sophia, but also by Roddy, though with much greater
difficulty. It is divided into five basic areas, Ground, Cave, Water,
Plant, and Lava. Ground acts as a nexus between the other four areas.
Each area has a slightly different topography, and movement will be
restrict accordingly. Within each area are small installations that can
only be accessed by Roddy while on foot. These enemy bunkers consist of
many rooms containing elevators, equipment, stored materials, and more.
------------------------------------------------------------------------
4.1.2 Movement
BMBA is a third-person, 3D platformer. So, you can move in any
direction, though must suffer various limitations depending on your
circumstances. When piloting Sophia, pressing forward will move the
vehicle forward, while pressing back will move Sophia in reverse. The
speed at which this happens can be controlled with the analogue stick.
Pressing left or right will turn Sophia in the corresponding direction.
Sophia is also equipped with jump jets, and activating them will launch
the vehicle into the air. The jets can also be activated to perform a
side jump, and even a side jump while already in the air. Sophia's jump
has a limited range, so many areas will be initially inaccessible.
Water will also impede Sophia by slowing movement by about 50%.
Equipment upgrade will eventually allow almost free movement, however.
Roddy has similar movement, though he will move (and therefore face) in
whichever direction is pressed. He too can jump and side-jump, though
his side-jump is more of a skip and cannot be performed while in the
air, despite what the instruction manual says.
------------------------------------------------------------------------
4.1.3 Navigation
Roddy's adventure will be guided through the use of a head's-up radar,
and an auto-map. The radar appears in the lower right corner of the
screen and displays an area around Sophia or Roddy larger than their
field of view. It will show room boundaries, exits, and important
features in a room such as switches. The exit you entered a room from
will be marked with a yellow dot. Enemies appear as red dots. Special
items (switches, etc.) appear as green dots until activated. The radar
also has a compass to help orient you to the map.
The map is accessed on the sub-screen. Rooms will automatically be
mapped when you enter them. Sophia and Roddy's positions will also be
indicated, but only as to which room they are in, not where in the room.
Gates and boss locations are recorded on the map, as well as any points
of interest detected by Elfie. Garages (maintenance tunnels, i.e. save
points) are not indicated on the map, as well as items or equipment that
appear as green dots on the radar. Maps are kept for each area and will
be shown only when you are in that area. The rooms on the map generally
represent the shape of the actual rooms, but are sometimes simplified.
A compass on the map screen shows which way Roddy or Sophia is facing.
------------------------------------------------------------------------
4.1.4 Item Collection
There are many items scattered through the game, many in plain view, but
most hidden in objects or dropped by enemies. Items appears as wire-
frame pyramids with an icon floating inside. Drive or walk over the
item to collect it. Its effect will be immediate.
------------------------------------------------------------------------
4.1.5 Item List
The instruction manual lists all of the items in the game. The items
can be divided into three types: healing, assault, and support.
Healing Items - Energy can be restored by collecting pyramids with
glowing starbursts. The most common variety recover two units of
health, the larger starburst will recover half of your maximum, and the
blue starburst will fully revitalize.
Assault Items - These basically provide energy, or ammo to your weapons.
Green pyramids with a B, H, T, or F will increase the power of Sophia's
secondary attacks Blaster, Homing, Thunder, or Field Guard,
respectively. Items with an X increase the power of the currently
selected secondary. The Alpha item increases the power of all
secondaries. While the Omega item will restore all secondary weapons to
maximum power. Red triangles with Gun increase the level of Roddy's
gun.
Support Items - These are rare items that perform various functions.
Timer appears as a clock and stops enemies temporarily.
Warp appears as a swirl and teleports you to an adjacent area.
X Bomb appears as a red explosion and disintegrates enemies in the area.
Critical Charger appears as twinkling stars. Collecting this item will
max your action power (used for hover and boost) for a period of time.
Multi - The instruction manual refers to items labeled B-Memory, T-
Memory, etc. These are actually the same item. When encountered, the
item will pulsate, changing from B to M to T, etc. Since the item has
multiple qualities, I have dubbed them "Multis." I have noted the
location of multis in the walkthrough. Multis increase the maximum
power of the secondary weapon indicated. It does not matter which
secondary is active, or even if that secondary has been equipped. The
maximum level for a secondary is 8.
------------------------------------------------------------------------
4.2 Sophia
------------------------------------------------------------------------
4.2.1 Controls
The controls are listed in the manual and the options menu, but I'll go
through them quickly here.
Up-down - Moves Sophia forward or backwards
Left-right - Turns Sophia left or right
Select - Ejects Roddy
Start - Enter sub-screen (save menu in garage.) Pressing when the red
light on the top of the life meter is flashing will answer a
call from Elfie.
Square - Fire pulse cannon. Hold the button for continuous fire.
Sophia has mild tracking capabilities and will angle fire to
hit enemies if they are within a narrow cone in front of
Sophia.
X - Jump up. Jump while moving to jump in that direction.
Circle - Activates secondary weapon.
Triangle - Activates extra move (see upgrades.)
L1/R1 - Side jump. Press while jumping normally to jump in the air.
This technique (tacking) can be used to access some ledges not
normally within jumping range.
L2/R2 - Rotate selection of secondary weapons.
While the default control settings are okay, later in the game you may
find it difficult to hit all the buttons you want when you need them.
It may be beneficial to move extra move or secondary weapon control to
L2. This will free up enough fingers to allow you to jump left and
right while hovering and attacking. The three-finger method makes it
difficult to reach the R1 button without releasing the other buttons.
------------------------------------------------------------------------
4.2.2 Upgrades
Throughout the game, usually after completing a mission, Elfie will send
additional parts to a nearby garage to be equipped on Sophia. These
parts will add power and maneuverability to Sophia.
Secondary Weapons - Sophia begins the game with one secondary; Blaster.
Blaster fires a cluster of hyper shots that can blast through multiple
targets. Upgrade Blaster by collecting multis to increase its size and
power. After Mission 1, Elfie will install three more attacks:
Homing Missiles - Press and hold circle to activate. Missiles will
charge and will lock on targets in range. Release the button to
fire. Missiles will track enemy movements, but are not
exceptionally agile and will not always connect. Initially, Homing
fires four missiles. Collect multis to upgrade Homing to fire six
missiles. Homing can lock on a single target multiple times, but
will lock only as many times as required to destroy the target.
Therefore, if trying to shoot down a jet that cannot survive one
shot, Homing will only lock once, and the remaining shots will be
wasted.
Thunder - A close range weapon that discharges a continuous blast
of electrical energy. Press circle to activate. Thunder will
remain active until circle is pressed again, Thunder energy is
depleted, or you switch secondaries. Upgrade Thunder by collecting
multis to increase range of effect and amount of damage delivered.
Field Guard - A seemingly worthless ability...at first. Field
Guard launches a drone that orbits Sophia. The drone does not
damage enemies, nor does it block their shots. It does, however,
destroy missiles and other similar projectiles. Upgrade by
collecting multis to add a second drone, increase their speed of
movement, and eventually enable them to fire. Fully powered Field
Guard triples your shots as well as providing additional defenses.
Field Guard depletes energy slowly, further increasing its value.
When upgrading with multis, always power up Blaster until the other
secondaries have been installed. Then focus on Homing and Thunder,
leveling them up together (though I give preference to Homing early.)
Keep Blaster within one or two levels of Homing and Thunder. Ignore
Field Guard for now. Homing becomes worthless later in the game, so max
out Thunder and even Blaster before picking up the last couple of Homing
multis. Once Homing and Blaster are at least at level four, and Thunder
is at six, start collecting Field Guard. Level Field Guard up until it
can fire. Field Guard is only useful at that point, and really isn't
needed until Mission 6 or so. If you are thorough in collecting multis,
you'll be able to max most weapons after obtaining Hover.
Climb - Obtained after Mission 2. Sophia's wheels transform into spike-
ended spider legs. Activate by pressing triangle at locations indicated
with a Climb icon. Sophia will then climb up between parallel rock
faces. At the top of the climb, press forward to move forward. A
really cool looking function, but virtually unused in the game.
Submarine - Obtained after Mission 4. Transforms Sophia's into a
submarine allowing free movement when underwater. Sophia will
automatically transform when submersed, but in order to surface or swim
above the ocean bottom, you must press triangle.
Boost - Obtained after Mission 5. Press triangle while moving to double
Sophia's speed. Using Boost slowly depletes Sophia's auxiliary battery.
Key - Obtained after an event during Mission 6. The Key technically
isn't an upgrade, nor is it an actual item in the game. But, it was in
the first game, and since after the event you will have access to the
sealed glyph-doors, I've labeled it as an upgrade.
Hover - Obtained after Mission 6. Pressing triangle while stationary or
in the air will fire thrusters that lift Sophia vertically. While
hovering you can mover in any horizontal direction. Hover quickly
depletes Sophia's auxiliary battery. Use short controlled bursts to
maximize range.
------------------------------------------------------------------------
4.3 Roddy
------------------------------------------------------------------------
4.3.1 Controls
The controls for Roddy are similar to Sophia's.
Up-down-left-right - Moves Roddy.
Select - Returns Roddy to Sophia if within range. Otherwise an arrow
will appear over Roddy pointing towards Sophia.
Start - Enter sub-screen (save menu in garage)
Square - Fire gun cannon. Hold the button for continuous fire.
X - Jump up. Jump while moving to jump in that direction. Can also
control movement while jumping.
Circle - Drops napalm which explodes in three plumes of fire after
charging.
Triangle - Activates Hypersonic. Roddy will charge up, then
frenetically streak around the screen, impervious to damage,
inflicting heavy damage on anything he hits. Roddy will not
be able to hypersonic again until his equipment has
recharged. The level of charge is indicated by the amount of
color of the helmet on the energy gage. When the helmet
flashes, hypersonic can be activated.
L1/R1 - Side jump.
L2/R2 - Rotate camera 90 degrees.
------------------------------------------------------------------------
4.3.2 Weapon Upgrades
Collecting Gun items will upgrade Roddy's gun, giving him greater range
and power. Note that if Roddy sustains damage he will lose upgrades for
each couple of units of health lost. Below I've listed and described
each of the six levels. Note that the gun will always be at least level
one.
Level 1: Default - Short range, weak energy pulses
Level 2: Long range energy bolts
Level 3: Long range energy whirls, expand as they fly
Level 4: Small exploding bolts; one explosion
Level 5: Large exploding bolts; multiple explosions
Level 6: Plasma torch; short range but devastating
========================================================================
5.0 Walkthrough
------------------------------------------------------------------------
5.1 Intro
Watch the opening movie to get in the right mood, then press start like
it says on the screen to access the main menu. Set any options you want
prior to starting a new game since you cannot access the options during
game play. Note that the game will auto-load settings only if a save
file exists on the memory card in slot 1.
------------------------------------------------------------------------
5.1.1 Options
Difficulty - Choose from Easy, Normal, and Hard. Changing the
difficulty alters the speed, power, and durability of the enemies. It
also changes the version of enemies present in a room. For example, a
tunnel full of level 1 orange crabs on Normal may be full or purple
level 2 crabs.
View - Choose from Up or Long. Boy, that's informative... As best I
can tell, Up and Long describe where the camera is relative to Sophia.
However, Long means it is further back from the vehicle providing
greater peripheral view, while Up means the camera is right up near the
vehicle. Up creates a camera angle more closely representative of what
the field would look like from within Sophia, but it makes maneuvering
much more difficult. Use this angle after you've played through the
game and are looking for a renewed challenge.
Sound - Choose Stereo or Mono. gee...
Movie Test - Watch movies encountered during gameplay. See the Bonus
section for more information.
Vibration - On or Off
Sound Effects Volume - set it to your liking
Background Music Volume - same thing
Key configuration - Shows the default control settings and allows you to
swap most functions freely.
------------------------------------------------------------------------
5.1.1 New Game
Select New Game to start a new game. If you've already saved a game,
use continue to pick up where you left off. While you can save to
either memory card, part of the save is a system file that the game
tries to access at start-up, but it will only find it if it is on the
memory card in slot 1. A movie sequence will get things started, then
it's up to you to finish.
------------------------------------------------------------------------
5.2 Mission 1 - Cave
------------------------------------------------------------------------
5.2.1 Ground Map
LEGEND NORTH
W - Warp |
G - Garage (save) WEST --- EAST
* - Special |
+ - Boss SOUTH
B - Barrier
R - Red Door
G - Green Door
CAVE
__W__ _____
_____ |G | | |
| | | 2 |]-[| 1 S|
| 3 |]-[|_____| |_____|
|_____| ___
u | + |
| WATER |___| PLANT 2
n____ | __n__ __W__
| G |W | | | |
| 4 |]-[| 9 | | 8 |W-LAVA
|_____| |_____|]-[|____G|
u u u
| | |
n____ __n__ __n__
| | | | | |
| 5 | | 6 G| | 7 |
|_____|]-[|_____|]-[|_____|
W
PLANT
GROUND
------------
------------------------------------------------------------------------
5.2.2 Ground
Room 1 - Enemies: 3 Whirligigs.
This is where you wind up after jumping into the crater. A pretty
straight forward room to get you used to the controls and mild combat.
The room is decorated with birds, geckos, and other animated critters
that you can't interact with. The room is also populated with lots of
rocks you can destroy. Rocks and other similar obstacles can be
destroyed, sometimes revealing useful items. Exit to next room.
Room 2 - Enemies: 2 Flashlight Tank Generators, 1 Jet.
- Garage
- Warp to Cave
Take out the Jet and then play with the tanks. Once one is destroyed it
will be replaced by the generator. Destroy the generators while they
are activating. The garage is the platform surrounded by an energy
fence. Hanging out in the garage will repair Sophia's armor. Pressing
start will allow you to save. Anything that tries to attack you while
in the garage will be destroyed by the energy fence. The tunnel opening
with the colorful swirling lights is a warp that will take you to the
next area. Warp to Cave.
------------------------------------------------------------------------
5.2.3 Cave Map
___ _______ GATE C1
| 16| | * | \/___ _____ _____
|___|]-[|K 3 | ___ | | | | _____________ |* |
|____*__|]-[|_ | | 9 |]-[| 10 |<______14_____|]-[| 13 |
u | | |_____| |____*| |_____|
| _______| | u u
n | __4____| | |
| | | | _____ ______n_____n_ _____ _________ ____
__| | | | | *| | | | 11 | | | | 15 |
| 2_| |_|]-[| 5 |]-[| 6 * |]-[| G |]-[| 12 |]-[| + |
| | |_____| |______________| |_____| |_________| |____|
|_| u u
u | |
| _n____n_
__n__ | |
| | | 7 |
-[| 1 | |________|
| |_____| u u
| W | |
| GROUND _n____n_
| | |
`-TO CAVE 2 | 8 |
|_______*|
CAVE
--------
------------------------------------------------------------------------
5.2.4 Cave
Room 1 - Enemies: 2 Flashlight Tanks, 3 Tarantula
- Warp to Ground
Elfie will detect an energy source once you enter the area. She will
display your destination on the map. This is an open room with a
terraced wall in the middle and lots of enemies. The west exit is
locked. Exit north to Room 2.
Room 2 - Enemies: 6 Crabs
Catacombs, an array of populated dead-end tunnels. Exit north to Room
3.
Room 3 - Enemies: 2 Tarantula, 2 Jets
- Switch
- Beacon
This is a long room divided by water. The west exit is sealed. Sophia
cannot reach the east bank, so shoot the floating rotating pyramid to
activate the bridge. Once across, double back along the north wall to
find the fist beacon. These are twisted stalks with a red bulb at the
end. Shoot them repeatedly to activate. Activating this beacon will
deactivate the first barrier (purple) as shown in the cut-scene. After
the first barrier has been deactivated, exit east to Room 4.
Room 4 - Enemies: 6 Crabs
Catacomb. Exit east (south end) to room 5.
Room 5 - Enemies: 3 Dual Turrets, 1 Missile Launcher
- Beacon
- Multi Power-up NW wall (cannot reach now)
This is a long room with north and south tiers divided by water.
Eliminate the Dual Turrets before tangling with the Missile Launcher.
Shoot the beacon on the east end of the north tier to deactivate the
second (red) barrier. Exit east to Room 6.
Room 6 - Enemies: 2 Mantas
- Beacon
This long room is divided into thee sections by high cliffs. Because of
the geography you will be forced to circulate through the adjoining
rooms to get to the other side. The two mantas are harmless if you stay
out of the water. The Energy pistons are just decoration...sorry. Exit
south (west side) to Room 7.
Room 7 - Enemies: 1 Hover Tank
Say hello to your first real (?) military challenge! Room 7 is a small
arena complete with a big-ass opponent, and a nice viewing area along
the east wall. This same ledge happens to be where you want to be,
unfortunately you can't get there from the floor, and until you defeat
the Hover Tank in glorious combat, the door leading to the path that
will take you to that ledge is sealed. When you dispatch the tank, he
will unlock the door for you, as well as leave behind an item to
replenish your energy. Exit south to Room 8.
Room 8 - Enemies: 1 Tarantula, 4 Whirligigs
- Switch
A large cavern divided by a chasm. Shoot the switch to activate the
bridge. Exit north (east side) to Room 7.
Room 7 - Stay on the ledge along the east wall and exit north to Room 6.
Room 6 - Do not fall off the west edge of the center section. Shoot the
Beacon at the bottom of the east cliff to deactivate the third (green)
barrier. Exit north to Room 9.
Room 9 - Enemies: 5 Crabs
- Gate Cave-1 (sealed by barriers)
You know that doorway with the flashing energy barriers that you keep
seeing every time you shoot the red eyestalks? Ever wondered where the
heck it was? It's in the NW corner of this room. But ignore it for
now, since you can't get past the blue barrier that's still arcing
across the opening. Btw, the barrier is the energy source Elfie
detected. This room is a switch-back cavern, which may explain the Crab
inhabitants who seem to like that sort of environment. Watch out for
the trench with the purple radioactive goo. You will take damage as
long as you are in it. Exit east to Room 10.
Room 10 - Enemies: 1 Tarantula, 2 Flashlights
- Beacon
The large energy pillars in this room are also just scenery (all you
saboteurs are just going to have to wait.) Quickly dispatch the baddies
and then ride the platform by the east wall up to the ledge. The
easiest way to mount the platform is to stop underneath it and to jump
up through it when it comes down. Otherwise you may roll off of it (no
inertial dampers for Sophia.) Shoot the beacon in the SE corner to
deactivate the final (blue) barrier. The barrier has been completely
shut down and the gate in Room 9 is now open. You could go back there
now. But why do now what you can put off till later? Exit south to
Room 6.
Room 6 - You've finally made it to the last section of the room! to
reward you, the programmers have left a fossil of the second to last
boss in the first game for you to look at. Falling off the ledge to the
west will slow you down, so don't do it. Exit east to Room 11.
Room 11 - Enemies: None
- Garage
Pretty spooky, this pulsating, empty red room. Especially after seeing
the fossilized remains of a level eight boss... Recharge your shields
and save if you want, then exit east to Room 12.
Room 12 - Enemies: None
Large and empty, this cavern is filled only with floating platforms that
you must jump between to get to the other side. You may notice what
appears to be the ends of a bridge at the first platform. I'm not sure
what the point is, as the first jump can be made without needing a
bridge, but a bridge can be activated to help get you started. If you
make it to the other side, you will find the east exit is locked. There
is also a full energy, but you may wish to save it. At this point, the
only reason for coming to this room is to fall off a platform. Fall and
exit to Room 13.
Room 13 - Enemies: 2 Tarantulas, 6 Dual Turrets
- Switch
- Multi power-up (x2)
It's a trap! Take out the Tarantulas quickly while hugging a wall. The
Turrets are mounted on the ledges bordering the room, so if you hug the
walls you will cut off the angle of the turrets close to you, and stay
out of range of the others. There are two multis in the center of the
room, one of which you can't reach now. I suggest getting the B-up to
increase the max of your current (only) special attack. If you pick it
up for a different special, it isn't wasted though, as you will be
credited when that special is unlocked later in the game. Hidden behind
rocks in the NW corner is a switch for the bridge in Room 12. Activate
it if you wish. Exit west to Room 14.
Room 14 - Enemies: None
This is a stepped tunnel that takes you back to Room 10 (one-way) and
drops you off by the platform. Exit west to Room 10.
Room 10 - We've completed our tangent and may now continue with our
mission. Exit west to Room 9.
Room 9 - Go to the Gate in the NW corner. Press select to beam out of
your vehicle. Run around and kill the Crab with your pathetic pea-
shooter or napalm if you haven't mashed it already with Sophia. Once
you've run out of diversions, enter Gate Cave-1.
------------------------------------------------------------------------
5.2.5 Cave Gate 1 Map
_____
| |
| 7* |
|_____|
u
|
_____ ____n
| | ___ | |
| 9* |]-[|_ | | 6 |
|_____| | | |_____|
| | u
|8| |
| |_ __n__
|___|]-[| |
_____ | |
| E | | 5 |
| 2 | | |
|__B__| |_____|
u u
| |
__n__ n _____
| | _| |_ | |
| 1 |]-[|__3__|]-[| 4 |
|_____| |_____|
/\
CAVE
CAVE: GATE C-1 LEVEL 1
--------------------------
_____
| |
| 4 |
|_____|
u
|
_____ __n__ _____
| | | | | |
| 3 |]-[| 2 |]-[| 5* |
|_____| |_____| |_____|
u
|
__n__
| |
| 1 |
|__E__|
CAVE: GATE C-1 LEVEL 2
--------------------------
------------------------------------------------------------------------
5.2.6 Cave Gate 1
Room 1 - Enemies: Evil Vincent Generator
You will start in the south end of a square room. An Evil Vincent is
waiting to rough you up in the SE corner...hovering near a generator.
Use this opportunity to acclimate to the different camera set up and
controls. Soon you will have Gun upgrades, upgrades that you will lose
when you take damage. I find that setting the camera such that it is
behind Roddy when moving up on the screen provides the best visibility.
The hardest part is remembering which button rotates the camera which
way when changing directions. Drop some napalms to finish off the
generator. Elfie locates another energy source. Head there by exiting
east to Room 3.
Room 3 - Enemies: 2 Evil Vincents
Yes, we've skipped Room 2. Going north from Room 1 will get you there,
but beyond the door is a force field prohibiting further exploration.
This walkthrough attempts to efficiently, albeit verbosely perhaps, walk
through all areas of the game. So areas will only be discussed once
unless you have to double back through them. The resulting order of
progression does not necessarily match the order I mapped the rooms.
Sorry. This corridor is easily cleared. The Vincents often drop Gun
upgrades, so this room can be used to make Roddy a bit more of a threat.
Exit west to Room 4.
Room 4 - Enemies: 4+/- Evil Vincents
- Gun upgrade (x5+/-)
The boxes in this store room surround a small compliment of Vincents.
Carefully destroy a stack of boxes to get at the drones, being careful
to avoid their fire. The boxes should contain enough gun upgrades to
obtain the plasma torch. After stocking up exit back to Room 3.
Room 3 - Exit north to Room 5.
Room 5 - Enemies: 6+/- Bats
Elfie will inform you that the enemies are in control of the door.
Destroy the Bats before they strip you of your arsenal. After clearing
the room, exit north to Room 6.
Room 6 - Enemies: 1 Evil Vincent
The floor of this large room is covered with radioactive goo. Floating
over it are several platforms. Hop along the moving platforms to the
other side. If you fall, quickly jump onto the closest stationary
platform. You can then jump to the nearest moving platform and continue
on your way. The Vincent can get to you on the higher ground, so keep
your eye on its movements. Exit north to Room 7.
Room 7 - Enemies: None
- Crystal
This room contains the object of your search. Collect the crystal to
unlock half of the seal on the door in Cave Room 12. Collect any items
you might want and exit to Room 6.
Room 6 - Exit south to Room 5.
Room 5 - Exit west to Room 8.
Room 8 - Enemies: 2 Spider Drones
- Gun upgrade
The retracting spikes in the floor of this room are the least of your
worries. Take on the Spider Drones one at a time, moving in circles
around them to avoid their fire. Drop napalm or go hypersonic to finish
them off. Exit west to Room 9.
Room 9 - Enemies: None
- Console
- Gun upgrade
Earlier I mentioned a barrier in Room 2. Destroying the console in the
center of this room will deactivate said barrier. Wreak havoc and exit
to Room 8.
Room 8 - exit east to Room 5
Room 5 - exit south to Room 3
Room 3 - exit west to Room 1
Room 1 - exit north to Room 2
Room 2 - Enemies: None
- Elevator
Prior to destroying the console in Room 9, access to the elevator will
be blocked by an energy field. Ride the elevator up to Level 2.
Level 2
Room 2-1 - Enemies: None
- Elevator
Exit north to Room 2-2.
Room 2-2 - Enemies: 4 Evil Vincents
Following the Left Hand Rule, exit west to Room 2-3.
Room 2-3 - Enemies: 8+/- Bats
- Gun upgrades (x2)
More annoying flying rats. They will sometimes drop gun upgrades as
penance for hitting you. If that doesn't make recompense, blow up the
equipment. Keep in mind though, there's no scientific evidence
supporting the existence of catharsis. Exit to Room 2-2.
Room 2-2 - Exit north to Room 2-4.
Room 2-4 - Enemies: 2 Spider Drone Generators, 1 Evil Vincent
- Gun Upgrade
The one upgrade makes this room seem hardly worth it. Destroy the
closest generator as quickly as possible. Do not let yourself get
surrounded by drones. If you don't have the plasma torch, napalm will
be your friend. Go hypersonic if you need to, that's what it's for.
Exit to Room 2-2.
Room 2-2 - Finally, exit east to Room 2-5.
Room 2-5 - Enemies: None
- Crystal
Collect the crystal to unlock the remaining half of the seal on the door
in Cave Room 12. Your work here is now through. Exit to Room 2-2.
Room 2-2 - Exit south to Room 2-1.
Room 2-1 - Take the elevator down to Level 1.
Level 1
Room 2 - Exit to Room 1.
Room 1 - Exit south to return to Cave.
------------------------------------------------------------------------
5.2.7 Boss
Cave
Room 9 - Upon exiting the gate, Elfie will volunteer to zap you back to
Sophia. You can either accept her offer or hop in on your own. Once
back safely inside Sophia (Roddy's health will recover when he returns
to Sophia) exit east to Room 10.
Room 10 - Exit south to Room 6.
Room 6 - Exit east to Room 11.
Room 11 - Save and exit east to Room 12.
Room 12 - If you shot the switch in Room 13, the bridge to the first
platform will be activated. Hop across the platforms to the now
unlocked east exit. Exit to Room 15.
Room 15 - WARNING!!
Enjoy the cinema scene and prepare for the first boss. Refer to the
boss section of the Enemy Compendium for details and strategy for
defeating the Solar Mech Guardian. You will notice a series of bars in
the upper right corner of the screen. These represent the power levels
for the eighteen components that make up the Guardian. As you damage
it, the bars representing the affected parts will diminish. Once a
part's energy has been depleted it will no longer function, reducing the
attack options available to the Guardian. Defeat the mech to watch
another movie and be transported back to Ground Room 2.
------------------------------------------------------------------------
5.3 Mission 2 - Water
------------------------------------------------------------------------
5.3.1 Rewards
Following Elfie's instruction, pilot Sophia to the nearby "maintenance
tunnel." Upon entering, the optional parts Elfie mentioned will be
installed. By pressing the L/R2 buttons you will be able to scroll
through three new secondary attacks, plus the Blater shot you already
have. Each attack mode is represented by a different color, which might
be easier to keep track of until you learn the graphic representation.
At this point in the game, there really isn't much need for these
optional attacks, so use them freely to practice for the later missions
when proper execution of your specials will be critical.
------------------------------------------------------------------------
5.3.2 Ground
Room 2 - Exit west to Room 3.
Room 3 - Enemies: 6 Face Cannons
Assorted rock ledges sprout from the shallow water filling this room.
Take out the nearest cannons while dodging their fire, then snipe the
rest from a distance. Exit south to Room 4.
Room 4 - Enemies: 3 Jets
- Garage
- Warp to Water
The warp will open when you enter the room. Take out the pesky Jets,
save if you wish, and Warp to Water.
------------------------------------------------------------------------
5.3.3 Water Map
GATE W2
__\/_
| |
_____ | 15 |
| 9 | |_____|
| G | u
|_____| |
u n
TO WATER 2 | | |
| __________ _n___ | |
_n_______ _____ | * | | | ___| |
| | | | | |]-[| |]-[|___14|
| 2 _____|]-[| 3 |]-[| 4 | | 8 | _____
| | |_____| |__________| |_____|]-[|___10|
| | u | |
|___| | | |
u n | |
| | | |*|
__n__ _________ _____ | | | |
| | | | | | _|5| | |
GROUND-W| 1 |]-[| 7 |]-[| 6* |]-[___| | |
|_____| |_________| |_____| | |
u |_|
| u
__n__ |
| | _________________________ __n__
| 13 |]-[|___________12____________]-[| |
|_____| u | 11 |
| GATE W3>|_____|
_n__ /\
| | GATE W1
|_16_|
WATER
---------
------------------------------------------------------------------------
5.3.4 Water
Room 1 - Enemies: 2 Whirligigs, 2 Narwhales
You should know the drill by now. Elfie detects something, you have to
go figure out what it is. The east wall of this room is covered by a
water fall. Most of the room is a shallow lake. Kill what you must,
the hop across the water and through the waterfall. Exit east to Room
7.
Room 7 - Enemies: 3 Flashlight Tanks, 2 Tarantulas
The room is divided by a river flowing from the center of the south
wall. The south exit cannot be reached. Hop through the water to the
east bank. Exit east to Room 6.
Room 6 - Enemies: 7 Crabs
- Switch
Clean out the small cavern and activate the switch in the middle of the
floor. The switch activates a bridge across the river in Room 7, </pre><pre id="faqspan-2">
enabling you to cross east to west without having to ride the floating
platform. It also raises the water level in Rooms 4 and 5. Room 4
cannot be successfully traversed until the water has been raised. Exit
west back to Room 7.
Room 7 - exit west to Room 1.
Room 1 - exit north to Room 2.
Room 2 - Enemies: 5 Narwhales
This room is a bend in a deep river. The north exit is out of reach due
to the depth of the water. Be wary of the school of Narwhales circling
in the water. Dive in and hop around to the east exit. Exit east to
Room 3.
Room 3 - Enemies: 4 Mines, 2 Tarantulas
The water wraps around a stepped land mass. On your way out of the
water, don't get to close to the floating mines. Detonate them
harmlessly from a distance, or even better, lure the Tarantulas into the
blast radius of a mine before detonating the mine. The pistons at the
top of the rock formation are decorative. Exit east to Room 4.
Room 4 - Enemies: None
- Beacon
- Multi out of reach on north wall
- Multi in water above south exit
This large cavern contains a lake bordered between two high cliffs.
Originally, the water level is low. By triggering the switch in Room 6,
however, the water level will rise to match the cliffs and enable
passage to the east exit via the floating icebergs. Watch your shadow
when jumping and brake when landing, but brake gently so as not to go
into reverse. Collect the multi on the south wall. Having fallen into
the water, exit south to Room 5.
Room 5 - Enemies: None
A stepped cavern that will be submerged if you triggered the switch in
Room 6. Exist west to Room 6.
Room 6 - Loop back to Room 4 as instructed above.
Room 4 - This time, cross to the other side and shoot the beacon to
deactivate the green barrier in front of Gate W1. Exit east to Room 8.
Room 8 - Enemies: 4 Mines
The steps north along the west wall lead to the exit to Room 9. The
remainder of the room consists of high ledges separated by deep water.
Hop across the floating platforms to get from ledge to ledge. Note that
the platforms that don't pulsate will drop shortly after you land on
them. Exit north to Room 9.
Room 9 - Enemies: None
- Garage
Recharge and save. Exit south to Room 8.
Room 8 - Exit southeast to Room 10.
Room 10 - Enemies: 6 Crabs
- Beacon
These catacombs have floors between the branch tunnels that will
collapse after you drive on them. The pits they reveal contain
radioactive goo that will damage you if you wallow in it. Shoot the
beacon to deactivate the second barrier (blue) in front of Gate W1.
Exit south to Room 11.
Room 11 - Enemies: 4 Jets
- Gate W1 (SE) - Deactivate barriers in Rooms 4 and 10
- Gate W3 (SW) - Deactivate barrier in Gate W2
The sides of this cavern are terraced with rivers flowing to the center
from both the east and west walls. The rivers empty into a hole in the
middle of the room. Falling in will take you to Room 12. Exit SE to
Gate W1.
------------------------------------------------------------------------
5.3.5 Water Gate 1 Map
WATER
_____ __\/_
| | | |
| 2 |]-[| 1 |
|_____| |_____|
u u
| |
__n__ n _____
| | _| |_ | |
| 3 |]-[|_ 5 _|]-[|B 8 E|
|_____| |_| |_____|
u u
| |
__n__ __n__
| | | |
| 4* | | 6 |
|_____| |_____|
u
|
__n__
| |
| 7* |
|_____|
WATER: GATE W-1 LEVEL 1
--------------------------
_____ _____ _____
| | | | | |
|E 1 B|]-[| 2 |]-[| 3 |
|_____| |_____| |____*|
WATER: GATE W-1 LEVEL 2
--------------------------
------------------------------------------------------------------------
5.3.6 Water Gate 1
Room 1 - Enemies: 2 Evil Vincent Generators (mkII)
The generators will each produce 2 Vincents at a time. Don't allow the
population to grow too much if you want to try to get guns from these
guys. Exit west to Room 2.
Room 2 - Enemies: 3 Spider Drones
- Gun upgrade
The boxes in this storeroom will help you isolate the Drones so you
aren't fighting them all at once, but they will restrict your movement.
exit south to Room 3.
Room 3 - Enemies: 8 Bats
The floor of this room is covered with radioactive ooze. Stay on the
catwalks while trying not to get hit by the bats. Exit south to Room 4.
Room 4 - Enemies: None
- Console
Destroy the console to shut down the barrier blocking access to the
elevator in Room 8. Exit north to Room 3.
Room 3 - exit east to Room 5.
Room 5 - Enemies: 2 Evil Vincents
The east branch of this four-way corridor is guarded by an intermittent
laser barrier. The timing isn't very difficult. Exit south to Room 6.
Room 6 - Enemies: 8 Bats
Similar to Room 3, but the catwalks here are over water, so feel free to
dive in to dodge the damn bats if needed. Exit south to Room 7.
Room 7 - Enemies: None
- Console
Destroy the console to deactivate the barrier blocking the elevator on
level 2. Exit north to Room 6.
Room 6 - Exit north to Room 5.
Room 5 - Exit east to Room 8.
Room 8 - Enemies: None
- Elevator
Access to the elevator will be blocked by a barrier if you failed to
destroy the console in Room 4. Ride the elevator down to Level 2.
Level 2
Room 2-1 - Enemies: None
- Elevator
Access to Room 2 will be denied if you failed to destroy the console in
Room 7. If you took it out, exit east to Room 2-2.
Room 2-2 - Enemies: 5 Spider Drones (2 are mkII)
Destroy the enemies to continue. If you can't pick them off before
being targeted, use your hypersonic strategically to take out multiples.
Exit east to Room 2-3.
Room 2-3 - Enemies: None
- Switch
- Gun upgrade
Destroy the boxes to find the gun upgrade if needed. Shoot the
hemispherical switch to deactivate the barrier guarding Gate W2. Exit
Gate W2.
[2-3 west to 2-2, west to 2-1, elevator to level 1. 8 west to 5, north
to 1, north to Water]
------------------------------------------------------------------------
5.3.7 Water cont.
Room 11 - Jump in the hole and exit to Room 12.
Room 12 - Enemies: None
- Multi
The current in this tunnel is strong and you won't be able to go
upstream to get the multi and exit south until you have the submarine
upgrade. Exit west to Room 13.
Room 13 - Enemies: 7 Fireplants
- Multi (x2)
This is a deep room. To climb out you'll have to scale the ledges
circling the room. In the southeast corner of the floor, disguised as a
small rock, is the first multi. Use Thunder or Roddy's napalm to
uncover it. Floating high over the center of the room, opposite the
north exit is a multi. Jump down to get it. Exit north to Room 7.
Room 7 - Exit west to Room 1 and loop to Room 8 as outlined above.
Room 8 - Visit the garage in Room 9 if you need to and then exit NE to
Room 14.
Room 14 - Enemies: None
Empty tunnel. Exit north to Room 15.
Room 15 - Enemies: 3 Whirligigs, 2 Missile Launchers
- Gate W2 - Deactivate barrier in Gate W1
Progress carefully through the open terrain of this room, taking out the
missile launchers from long range. Exit north to Gate W2.
------------------------------------------------------------------------
5.3.8 Water Gate 2 Map
_____
| |
| 4 |
|_____|
u
|
_____ n _____
| | ______| |______ | |
| *6 |]-[|_ ___2___ _|]-[| 1 |<- WATER
|_____| |_| |_| |_____|
u u
| |
__n__ __n__
| | | |
| 5 | | 3 |
|_____| |_____|
WATER: GATE W-2
-------------------
------------------------------------------------------------------------
5.3.9 Water Gate 2
Room 1 - Enemies: 8 Bats
- Multi
- Gun upgrade
Large cross-shaped room with radioactive goo on the floor. Cross on the
gantries and nuke the annoying bats. The multi is found on the east
side of the south branch. The gun can be found at the end of the north
branch. Exit west to Room 2.
Room 2 - Enemies: 4 Dust Pans, 3 Fire Pods.
This long corridor is well stocked with bad guys. Move quickly to avoid
enemy fire and carve a path to the first branch. Exit south to Room 3.
Room 3 - Enemies: None
- Gun upgrade (x2)
Loot this storeroom to increase your firepower. Exit to Room 2.
Room 2 - Napalm the Fire Pods and blast your way through to the next
branch. Exit north to Room 4.
Room 4 - Enemies: None
- Gun upgrade
There's not as much booty in this room, but it may come in handy. Exit
south to Room 2.
Room 2 - Blast your way to the next branch. Exit south to Room 5.
Room 5 - Enemies: None
Not much here but a bunch of boxes and...well, you. Exit north to Room
2.
Room 2 - Finally, exit west to Room 6.
Room 6 - Enemies: None
- Switch
- Gun upgrade
In the back of this storeroom is another floating hemisphere. Shoot it
to deactivate the barrier shielding Gate W3. Exit east to Room 2.
Room 2 - charge through and exit east to Room 1.
Room 1 - exit east to return to Water Room 15.
------------------------------------------------------------------------
5.3.10 Water cont. some more
Room 15 - Hop on your ride and exit south to Room 14.
Room 14 - exit west to Room 8.
Room 8 - exit SE to Room 10.
Room 10 - exit south to Room 11.
Room 11 - Hop over to the SW corner and enter Gate W3.
------------------------------------------------------------------------
5.3.11 Water Gate 3 Map
_____ _____
| 2 | | 1 |
| + |]-[| G |<- WATER
|_____| |_____|
WATER: GATE W-3
-------------------
------------------------------------------------------------------------
5.3.12 Water Gate 3
Room 1 - Enemies: none
A pint size garage awaits you in the middle of this room. Guess you
know what's coming. Save and exit west to Room 2.
Room 2 - WARNING
While there is no movie this time, there is an entertaining bit of
dialogue between Roddy and the Liquidator. Refer to the Boss section
for detailed description and strategy. If you win this battle, duck, or
you may end up needing to take a shower before getting back in your
ride. A movie will follow and you'll be teleported back to Ground 4.
------------------------------------------------------------------------
5.4 Mission 3 - Plant
------------------------------------------------------------------------
5.4.1 Rewards
Elfie agrees that Sophia is under-equipped and sends some more optional
parts to the nearby maintenance tunnel. Park Sophia to have the upgrade
installed. You've now acquired the cool but nearly useless Climb
function. Pressing triangle at designated locations (the word CLIMB!
will appear between two parallel rock faces) will transform your wheel
base into four spiked legs. Sophia will climb up between the columns by
embedding the spikes in the walls. Sophia can then scale horizontally
between the faces by pressing forward on the controller. Releasing the
triangle button will disengage the climb function and Sophia will drop
to the ground. Also climbing horizontally beyond the extent of the
cliff will automatically disengage climb, but Sophia will simply stop
climbing when you reach the top of a cliff when climbing up. Climb
cannot be used anywhere to drive up vertical surfaces as in the original
game. Sorry.
------------------------------------------------------------------------
5.4.2 Ground
Room 4 - Exit south to Room 5
Room 5 - Enemies: 6 Fireplants
- Multi
This multileveled cavern has two ledges that are accessible only by
using Climb. The first climbing opportunity is directly in front of you
when you enter the room. Drive in between the two stone columns. The
appearance of the word climb will indicate when you are properly
positioned. Climb to the other side to get the multi. Cross back to
the north side by whichever means is most entertaining and climb along
the east wall to get to the east exit. Exit east to Room 6.
Room 6 - Enemies: 3 Tarantulas
- Garage
- Warp to Plant
The first time you enter this room the warp will activate and there will
be no enemies. There is water on the north and south sides, but a
stream of radioactive goo runs through the middle. Warp to Plant.
------------------------------------------------------------------------
5.4.3 Plant Map
GATE P1
\_/
__| |__ ___
| ___ 5| | * |
|_| | | | 3 |
u | | |___|
| | | u
______ _____ _______n_ | | GATE P1 |
| | | 14 | | *| | | _\_/_ n
GATE P3->| 15 |]-[| G |]-[| 6 | | |_ |* | __| |
|______| |_____| |_________| |___|]-[| 4 |]-[|__ 2|
u |_____| | |
| | |
___ n | |
| | | | | |
| 7 | | |_________ | |
|___| | __10___ | | |
u | | | | |_|
| |_| |_| u
n u u |
| | | | __n__
| | n___ _n___ |* |
| | | | | * | | |
| |_ | | | |]--------[| 1 |W-GROUND
|8__|]-[| 9 | | 11 | |* |
| *| | *| |_____|
|____| |_____| u
/\ u |
GATE P2 | n
_n__ | |
| *| | |
| 12 | _________| |
|____|]-[|_______13__|
PLANT
---------
------------------------------------------------------------------------
5.4.4 Plant
Room 1 - Enemies: 4 Fireplants, 3 Jets
- Two Pods
- Pressure Trigger opens door in Room 11
The scenery in this area in pretty nice. The foliage and topography
will make dodging enemies more difficult and create many blind jumps
that could land you in streams of radioactive goo. Also, the
aggressiveness of the enemies increases notably. Locate the two pods
marked with the insignia of Roddy's mother's pendant, and shoot them to
activate. Exit north to Room 2.
Room 2 - Enemies: None
Take the north branch of this tunnel. Exit north to Room 3.
Room 3 - Enemies: 6 Crabs (2 Purple)
- Pod
Clear out this small room and activate the Pod. exit south to Room 2.
Room 2 - Exit west to Room 4.
Room 4 - Enemies: 3 Fireplants, 2 Tarantulas
- Pod
- Gate P1
A river of goo runs through this chamber. Be careful of rock ledges
that will collapse under Sophia's weight. Activate the Pod. In the
spirit of completeness, enter Gate P1.
------------------------------------------------------------------------
5.4.5 Plant Gate 1 Map
_____
| |
| 2 |
|_____|
u
|
_____ _______n__
| | | |
| 3 |]-[| 1 |
|_____| |__________|
/\ /\
PLANT PLANT
ROOM 6 ROOM 4
PLANT: GATE P-1
-------------------
------------------------------------------------------------------------
5.4.6 Plant Gate 1
Room 1 - Enemies: 6 Bats, 2 Lava Imps
This is a large room with a floor or radioactive goo. There are two
exits along the south wall, both of which exit back to Plant. The west
exit leads to Plant Room 5, while the east exit will take you back to
Plant Room 4. Running along the catwalks you'll pass spots in the goo
occupied by Lava Imps who will pop up and hurl an Energy Crescent at
you. It's not worth the time and gun upgrades to fight it out with the
Imps. Keep moving and jump to shake the persistent crescents that will
follow you at length. Exit north to Room 2.
Room 2 - Enemies: 6 Bats
- Gun upgrade
Clearing out this storeroom will net you a gun upgrade, assuming you can
clear out the bats without getting hit too much. Exit south to Room 1.
Room 1 - Exit west to Room 3.
Room 3 - Enemies: None
- Gun Upgrade (x2)
This equipment room has two upgrades. Exit east to Room 1.
Room 1 - Exit SE to Plant Room 4.
------------------------------------------------------------------------
5.4.7 Plant cont.
Room 4 - Okay, that was an exciting detour. Exit west to Room 5.
Room 5 - Enemies: 8 Crabs
- Gate P1
These catacombs contain a second entrance to Gate P1. Continue west and
exit south to Room 6.
Room 6 - Enemies: 6 Narwhales
- Pod
A large body of water separates the east bank from the outcropping
around the west exit. A Roddy-sized bridge crosses the water, which
means Roddy will have to disembark to see the other side. The west exit
is closed, however, and can be opened via the pressure trigger in Room
1. The water is deep and has a strong current that will sweep you out
of the room to the south. Shoot the Pod then jump into the water. Exit
via the current to Room 7.
Room 7 - Enemies: None
- Multi
The current will deposit you in a peaceful, bird-filled cavern with an
inaccessible ledge. Exit south to Room 8
Room 8 - Enemies: 3 Crabs
A simple tunnel. Exit east to Room 9.
Room 9 - Enemies: 3 Guardians
- Pod
- Gate P2
- Multi
This is a dangerous room, and Elfie will even tell you so. Stay on the
ledge you enter the room on. The three Guardians that guard the floor
below are fast and have enough combined firepower to seriously put the
hurtin' on you and your wonder-bug. Staying on the ledge will allow you
to snipe them with Homing Missiles to soften them up while staying out
of their range. If you've been applying multis to Homing you should
have sufficient ammo to take out at least one. Drop down to finish off
the remaining opposition with Thunder and Hyper. You will be awarded a
multi if you destroy all three Guardians. Activate the Pod at the south
end. The west exit is to high to reach from the ground. Exit to Gate
P2.
------------------------------------------------------------------------
5.4.8 Plant Gate 2 Map
PLANT
_\_/_
| |
| |
| 1 |
| |
| |
|_____|
u
|
__n__
| |
| 2 |
|_____|
PLANT: GATE P-2
-------------------
------------------------------------------------------------------------
5.4.9 Plant Gate 2
Room 1 - Enemies: 6-8 Bats
This is a large open room. Exit south to Room 2.
Room 2 - Enemies: 2 Draconians
- Multi
Well, this is it...all there is to Gate P2. Get the Draconians to chase
you and then run in circles continuously dropping napalm till they die.
Collect your multi. Exit north to Room 1.
Room 1 - Exit north to Plant
------------------------------------------------------------------------
5.4.10 Plant cont. some more
Room 9 - Exit north to Room 10.
Room 10 - Enemies: 6 Crabs
The crabs infesting these catacombs are mostly (if not all) purple.
While a couple of hyper blasts will plow the row easily, you'll be
coming back through here on foot, so take note of the tactics used by
these nastier aggressors. Exit SE to Room 11.
Room 11 - Enemies: 4 Tarantulas, 1 Dual Launcher
- Pod (x2)
The Tarantulas like to attack in pairs. The blast from taking one out
will damage any others in close proximity (including you.) The Dual
Launcher unloads an insane amount of ammo on you, so make sure there
aren't any other bad guys you're trying to out maneuver when you take it
on. Make use of what cover is available to you and strike hard. The
east exit can only be accessed by Roddy on foot. Shoot the two Pods.
Exit south to Room 12.
Room 12 - Enemies: 8 Face Cannons
- Pod
This room is thoughtfully stocked with plenty of enemies and radioactive
goo. Take down the cannons at long range, and watch your step crossing
to the south side. Shoot the Pod. If you haven't missed any Pods,
activating the one in this room will trigger a cut-scene which unveils
Gate P3. Exit east to Room 13.
Room 13 - Enemies: 6 Crabs
Blast your way through the tunnel. Exit north to Room 1.
Room 1 - Eliminate any flying pests that annoy you and seek out the
Pressure Trigger in the SW part of the room. Park Sophia on it to open
the door blocking the west exit in Room 6. Exit Sophia and hop up to
the west exit. Exit west to Room 11.
Room 11 - Two Tarantulas will attack you as soon as you enter the room.
If you stay in the tunnel you start in they can't get you, but neither
can you get them. If you get boxed in you'll have to wait until one
jumps and make your break for it. Jump while moving to dodge enemy fire
and exit north to Room 10.
Room 10 - You'll quickly be mobbed by the Crabs. Jump, fire, napalm,
and work your way around to the north exit. If you get surrounded, go
Hypersonic, that's what it's for. Exit north to Room 6.
Room 6 - you can relax now, at least for one room. Cross the bridge to
the west bank. If you're using the Dual Shock controller and worried
about accidentally falling off, turn the analog off momentarily to walk
a straight path. Exit west to Room 14.
Room 14 - Enemies: None
- Garage
Restore your health and save. Exit west to Room 15.
Room 15 - Enemies: 6 Crabs
- Gate P3
The west wall was what was shown in the cut scene when the last Pod was
activated. Eliminate the Crabs in the immediate vicinity. The easy way
to the Gate is to circle counter-clockwise along the walls. Heading
north you can squeeze behind a tree and then head west, unmolested, to a
cliff. Ride the floating platform over the ooze to get to the Gate
entrance. Exit to Gate P3.
------------------------------------------------------------------------
5.4.11 Plant Gate 3 Map
_____
| |
| 7 |
|_____|
u
|
_____ n
| | _| |__ _____
| 6* | _|5 __ |_ | |
|_____|]-[|_ | |__B|]-[| 1 |<-PLANT
|_| |_____|
u u
_____ | |
| | n n
| 4* | _| | | |
|_____|]-[|_ |___ ____| |
|3____|]-[|____ 2|
| |
|B|
u
|
__n__
| 8 |
| G |
|_____|
u
|
_n_
| 9 |
|_+_|
PLANT: GATE P-3
-------------------
------------------------------------------------------------------------
5.4.12 Plant Gate 3
Room 1 - Enemies: 2 Evil Vincent Generators (mk I and II)
Typical first room. Exit south to Room 2.
Room 2 - Enemies: 5 Spider Drones
This long corridor is stocked with lots of Drones. The first few will
be waiting for you when you enter. The remaining are stationed down the
west branch and will engage with fervor once they've locked on to you.
The south exit is blocked by a purple barrier. The west branch is
divided by three sets of retracting floor spikes. Be careful attacking
the Drones between the spikes. Exit west to Room 3.
Room 3 - Enemies: 2 Spider Drones (mk II)
This corridor bends north. Eliminate or skirt the Drones and exit west
to Room 4.
Room 4 - Enemies: None
- Console
Destroy the console to deactivate the barrier (blue) blocking the east
exit of Room 5. Exit east to Room 3.
Room 3 - Exit north to Room 5.
Room 5 - Enemies: 5 Evil Vincents
This corridor loops back to Room 1. The east exit will be blocked by a
barrier (blue) if you failed to destroy the console in Room 4. Exit
west to Room 6.
Room 6 - Enemies: None
- Console
Destroy the console to deactivate the barrier (purple) blocking the
south exit of Room 2. Exit east to Room 5.
Room 5 - Exit north to Room 7.
Room 7 - Enemies: None
Uh...nothing here. Blow up the equipment to make yourself feel better.
Exit south to Room 5.
Room 5 - Exit east to Room 1.
Room 1 - Exit south to Room 2.
Room 2 - Exit south to Room 8.
Room 8 - Enemies: None
- Mini-Garage
Save now, 'cause you know what's next... Exit south to Room 9.
Room 9 - WARNING!
You enter a large, empty room. It's the boss room for level 3. Your
opponent...the LEVEL THREE BOSS! [round of applause to the programmers
for bringing back a boss from the first game...and having it preside
over the same level (numerically) as the first game!] The Blocks will
materialize one at a time. After a moment of activity they will stop,
turn dark, and become untouchable. They pose no threat in this latent
state, but can revitalize at any time. Try to take out each Block as it
phases in. If all fifteen are in the room at once, it's going to be a
tough fight. For veterans of the first game you will be pleased that
the Block attacks have been jazzed up, but they aren't as difficult as
the first game. The key to this fight, as always, is having the maximum
gun upgrade. Refer to the Boss section for more in depth strategy.
After cleaning up, a warp will open. Walk in to be teleported back to
Sophia back on Ground and to see a movie that seemingly lacks context.
------------------------------------------------------------------------
5.5 Mission 4 - Lava
------------------------------------------------------------------------
5.5.1 Rewards
So, after defeating another boss and being warped back to Ground next to
a Garage, you're probably excited to see what new mod Elfie will send
you for Sophia. Well, you're going to have to wait, because all you get
for your hard work on the last mission is the ability to do the next
mission. Don't grumble too loudly...
------------------------------------------------------------------------
5.5.2 Ground
Room 6 - You will appear adjacent to the garage. Exit east to Room 7.
Room 7 - Enemies: 8 Fireplants
You must cross a large expanse of lava to get to the exit to the next
room. Take out the plants as you go and try not to spend too much time
in the lava. The molten rock melts your tires pretty quickly. Exit
north to Room 8.
Room 8 - Enemies: 3 Jets
- Garage
- Warp to Lava
- Warp to Plant 2
When you enter the warp to Lava will be opened. The west exit is
accessible, but you have to tack your jump. For now, warp to Lava.
------------------------------------------------------------------------
5.5.3 Lava Map
TO LAVA 2
|
_n_
| 12|
|___|
u
|
__n__ GATE L4
| | _\_/_
| 1 | | |
GROUND-W| T| | 11 |
|_____|]-[| |
|_____|
u
|
______n______
| |
________ | 6 | ________
GATE L3->| * * | | | | |
|G 10 |]-[| * |]-[| 9 |<-GATE L2
|____*___| | | |________| ___
| | | 13|
|_____________| |___|
u u u
| | |
______n_ n n
| | | | _____ _|K|
| 7 | |5|_ | |]-[|_ 3|
|________| |___|]-[| 4 | | |
u /\ |_____| |_|
| GATE L1 u
__n__ |
| | __n__
| 8 | | 2 |
|_____| |__T__|
LAVA
--------
------------------------------------------------------------------------
5.5.4 Lava
Room 1 - Enemies: 2 Jets, 2 Bombers
- Teleporter
- Multi
This is a large room with varying levels and lava. The cliffs around
most of the lava are higher than Sophia can jump, so be careful where
you try to cross. The east exit is sealed. A small rock on a south
rock ledge near the exit will yield a multi if destroyed. Use Thunder
or Roddy to excavate. Crossing the lava to the east on the floating
platforms will put you on the surface of the teleporter. Teleport to
Room 2.
Room 2 - Enemies: None
- Multi
The receiving end of the transporter lands you at the top of a small
volcano, complete with flowing lava. Carefully crawl down the edges to
the exit or be brazen and take some blind leaps. A multi hovers out of
reach in the center of the room. Exit north to Room 3.
Room 3 - Enemies: 6+/- Crabs (2.0)
- Key sealed exit (north)
The tunnel is packed with some crabs, a pack you will start amidst.
Blast your way through. The north exit is sealed until you acquire the
Key. Exit west to Room 4.
Room 4 - Enemies: 4 Flashlight Tanks (2.0), 2 Whirligigs
This is an open room with lava and destructible vent stacks. Exit west
to Room 5.
Room 5 - Enemies: 3 Hover Tanks
While this room appears as a tunnel on the map, it opens to a long
narrow room with three large opponents. You should be able to take them
out one at a time and move on without too much difficulty. Exit north
to Room 6.
Room 6 - Enemies: None
Falling from the hole at when entering this room will drop you into the
cavern below. You will land on an island in the middle of a lake of
lava. Note there are large flares erupting from the lava. Contact with
these flares will damage Sophia. In the center of the island is a
pressure switch. Park Sophia on it to activate the south set of
floating platforms. The three platforms will move towards the south
exit and then return to the island. You have been conditioned from your
experience on the Plant stage that you should exit Sophia and guide
Roddy across the platforms to the exit. However, you can take Sophia
with you. To do so, wait until the platforms have spaced themselves out
about equally and side jump onto the first platform. When Sophia leaves
the switch the platforms will stop moving. If you time it properly you
can side jump to the last platform and then jump normally to the ledge
at the exit. This room serves as a nexus to this level and you will
return to it frequently. Since Elfie can teleport Roddy back to Sophia
from anywhere in the level, and you will be returning, I suggest taking
Roddy alone. Exit south to Room 7.
Room 7 - Enemies: 6 Flashlight Tanks (2.0)
- Gate Lava 1
This open cavern has many floating footbridges and Flashlight Tanks.
Remember, the tanks will shoot over Roddy's head. The gate entrance is
along the south wall, but ignore it for now. Exit south (west side) to
Room 8.
Room 8 - Enemies: None (unless you count the 4 big, pissed off boulders)
- Multi
A multi, ripe for the picking, sits on the middle of a platform
surrounded by vent stacks and lava. Oh, and to get to it you have to
run around a small ledge...a small ledge occupied by four large, flaming
boulders rolling around on it. The rocks are slow, so following behind
one is easy enough, just be careful not to run into it, as the damage
received is severe. Collect the multi, then exit north to Room 7.
Room 7 - Enter Gate L1.
------------------------------------------------------------------------
5.5.5 Lava Gate 1 Map
LAVA
_\_/_
| |
| 1 |
|_____|
u
|
_n________ _____
| | | |
| 2 |]-[| 5 *|
|__________| |_____|
u
|
__n__ _____
| | | |
| 3 |]-[| 4 |
|_____| |____G|
LAVA: GATE L-1
-------------------
------------------------------------------------------------------------
5.5.6 Lava Gate 1
Room 1 - Enemies: 4 Spider Drones (2.0 x2)
- Gun upgrade
This large storeroom breaks up the monotony of the typical first rooms.
Exit south to Room 2.
Room 2 - Enemies: None
The floor of this room is covered with lava, except for the ledges on
the east and west sides. Currently, there is no way to access the other
side. Exit south to Room 3.
Room 3 - Enemies: 5+/- Bats, 3 Lava Imps
This room too is filled with lava, but a catwalk provides access to the
other side. The Lava Imps are not worth the hassle of combat. Take
them out if you must, but you'll retain more gun upgrades if you run
through. Exit east to Room 4.
Room 4 - Enemies: 5 Evil Vincents (2.0)
- Gun upgrade (x2)
- Mini-garage
Clear the enemies from this storeroom to proceed. Save if you want, then
exit west to Room 3.
Room 3 - Exit north to Room 2.
Room 2 - Having defeated the drones in Room 4, floating platforms will
now appear over the lava to provide passage to the east exit. Hop to
the moving platform, then jump to the stationary platform in the center
as you near it. Jump to the next platform as it moves in range. Exit
west to Room 5.
Room 5 - Enemies: 2 Draconians
- Equipment
The adversaries in this room are far less threatening than their
appearance. Once they've been dealt with, destroy the large piece of
equipment along the east wall. Doing so will change the platforms
activated by the switch in Lava Room 6. Exit west to Room 2.
Room 2 - Exit north to Room 1.
Room 1 - Exit north to Lava Room 7.
------------------------------------------------------------------------
5.5.7 Lava cont.
Room 7 - If you brought Sophia, hop in and exit to north to Room 6. If
you brought Roddy on foot, press start and have Elfie transport you back
to Sophia.
Room 6 - If you are in Sophia you are about to understand the benefit of
taking Roddy on these side ventures. The equipment you destroyed in
Gate L1 changes the platforms activated by the switch. The platforms
that lead to the south exit have now recoiled at the center island and
will remain forever stationary. To return to the center you will be
forced to trop through the lava. Don't try to jump through the lava
flares. Once you have returned to the switch (done automatically if you
took Roddy solo) activate the switch and move across the platforms to
the east as either Roddy (preferred) or with Sophia. Exit east to Room
9.
Room 9 - Enemies: 3 Jets.
- Gate L2
This long room is filled with ledges, floating platforms, and lots of
lava. I suggest taking down at least two of the Jets before questing to
the other side. Roddy can accomplish this task using hypersonic while
jumping. Follow whichever path you are most comfortable with to the
east wall. Note that platforms without blinking red lights will fall
when you jump on them. Enter Gate L2.
------------------------------------------------------------------------
5.5.8 Lava Gate 2 Map
_____
| |
| 2* |
|_____|
u
|
_______n________
LAVA->|______________ 1| _____
| | | * |
|R|]-[|R 3 |
_______| | |__*__|
|R________|
u
|
__n__
| R |
| E 4|
|_____|
LAVA: GATE L-2 LEVEL 1
---------------------------
_____
| 1 |
| E |
|_____|
u
|
__n__ _____
| * | | |
| 2* R|]-[|R 3 |
|__G__| |_____|
u
|
__n__
| G |
| 4 |
|__*__|
LAVA: GATE L-2 LEVEL 2
---------------------------
------------------------------------------------------------------------
5.5.9 Lava Gate 2
Room 1 - Enemies: 4 Evil Vincents (3.0 x 2)
This long corridor also breaks from the traditional first room. Exit
north to Room 2.
Room 2 - Enemies: None
- Red Switch
Jump on the platform in the center of this spacious room to activate it.
It will glow red indicating that doors with red thresholds will now be
accessible. Exit south to Room 1.
Room 1 - Exit east to room 3.
Room 3 - Enemies: None
- Red Switch
- Green Switch
- Gun Upgrade
The gun upgrade over the green switch is bait. Collecting it activates
the switch which will prevent you from leaving the room. Activate the
red switch once more to open your way. Exit west to Room 1.
Room 1 - Exit south to Room 4.
Room 4 - Enemies: None
- Elevator
Ride the elevator to Level 2 Room 1.
Level 2
Room 2-1 - Enemies: None
- Elevator
Exit south to Room 2-2.
Room 2-2 - Enemies: 5 Evil Vincents (2.0)
- Red Switch
- Green Switch
The east exit is a red door. Verify the red switch is activated, then
exit east to Room 2-3.
Room 2-3 - Enemies: None
-
This is a storeroom. Exit west to Room 2-2.
Room 2-2 - Activate the Green switch and exit south to Room 2-4.
Room 2-4 - Enemies: 8+/- Bats
- Equipment
Take out the damn bats and then destroy the equipment. The next set of
platforms in Lava Room 6 will be activated. Exit north to Room 2-2.
Room 2-2 - Activate the Red switch or you will be coming back. Exit
north to Room 2-1.
Room 2-1 - Ride the elevator to Level 1.
Level 1
Room 4 - Exit north to Room 1.
Room 1 - Exit west to return to Lava.
------------------------------------------------------------------------
5.5.10 Lava cont.
Room 9 - Exit west to Room 6 is you brought Sophia, or teleport back
with Elfie's help.
Room 6 - You should know the drill by now, though on this venture I
suggest bringing Sophia. The opposition will be a little harder to
eliminate or run from. Exit west to Room 10.
Room 10 - Enemies: 3 Bombers, 4 Flashlight Tanks (2.0)
- 3 Bridge Switches
- Garage
- Gate L3
Progress through the room by activating bridges over the various chasms.
A full energy item is located just north of the east entrance under a
platform just above the lava. It's there if you need it. Save and
enter Gate L3.
------------------------------------------------------------------------
5.5.11 Lava Gate 3 Map
_____ _____
| | | |
| 6 G| | 4 |
|_____| |_____|
u u
| |
n_________ _________n
| | | |
| 5 |]-[| 3 |
|__________| |__________|
u u
| |
__n__ n_________
| | | |
| 7 | | 1 |<-LAVA
|__*__| |__________|
u
|
__n__
| |
| 2 |
|_____|
LAVA: GATE L-3
-------------------
------------------------------------------------------------------------
5.5.12 Lava Gate 3
Room 1 - Enemies: None
This is another lava/floating platform room. And certainly not the
last. The platforms move diagonally towards the center. You will need
to make your jump to the oncoming platform before they change direction
or you'll wind up in the lava. Exit south to Room 2.
Room 2 - Enemies: 2 Draconians
- Gun Upgrade
Just a storeroom. Exit north to Room 1.
Room 1 - Exit north to Room 3.
Room 3 - Enemies: None
Another lava/platform room. As eager as you are to cross, don't. Exit
north to Room 4.
Room 4 - Enemies: 3 Spider Drones (2.0)
- Gun Upgrade
Another storeroom. Exit south to Room 3.
Room 3 - There are three stationary platforms in the center of the room.
Note that only the center one is flashing, the other two will fall. Two
moving platforms circle in opposing quadrants of the room. Jump onto
the nearest one (which circles quickly) and then jump to the center
stationary platform (ignoring the non-blinky ones.) Jump onto the slow-
circling platform and exit west to Room 5.
Room 5 - Enemies: None
Another lava/platform room. Will they ever end?! Actually, this is the
last one. Unfortunately you'll have to pass through them all again to
get out. Jump on the slow circling platform and it will take you all
the way to the other side. Exit north to Room 6.
Room 6 - Enemies: 3 Spider Drones (2.0)
- Mini-garage
- Gun Upgrade
Clean out this storeroom and save. Exit south to Room 5.
Room 5 - Exit south to Room 7.
Room 7 - 3 Evil Vincents (4.0)
- Equipment
Destroy the equipment in this room to deactivate the platform in Lava
Room 6 and activate the bridge. Exit north to Room 5.
Room 5 - Exit east to Room 3.
Room 3 - Exit south to Room 1.
Room 1 - Exit east to return to Lava.
------------------------------------------------------------------------
5.5.13 Lava cont.
Room 10 - Save and exit east to Room 6 (or teleport if on foot.)
Room 6 - Drive north across the bridge. Exit north to Room 11.
Room 11 - Enemies: 6 Fireplants (2.0)
- Gate L4
This tall room consists of several small ledges suspended over a pool of
flaring lava. The west exit is sealed. Work your way up the ledges on
the north wall. There is a floating platform about half-way up that is
obscured from sight by a ledge between it and the camera. You can try
to side jump, but be careful lest you squirt between the platform and
the next ledge and fall into the lava. Once you've obtained the summit,
exit to Gate L4.
------------------------------------------------------------------------
5.5.14 Lava Gate 4 Map
_____ _____
| | | 10 |
| 9* | | E |
|_____| |__B__|
u u
| |
__n__ __n__
__ | | | | _____
| |]-[| 8 |]-[| 2 |]-[|___ 3|
|B| |_____| |_____| |_|
| | u u
|7| | |
| | _____ __n__ ____n
| | | | | | | |
|__|]-[| 6 |]-[| 1 |]-[| 4 |
|_____| |_____| |_____|
/ \ u
LAVA |
____n
| |
| 5* |
|_____|
LAVA: GATE L-4 LEVEL 1
--------------------------
___
| 6 |
|_+_|
u
|
__n__
| 5 |
| G |
|_____|
u
|
_____ __n__ _____
| | | | | |
| 3 |]-[| 2 |]-[| 4 |
|_____| |_____| |_____|
u
|
__n__
| 1 |
| E |
|_____|
LAVA: GATE L-4 LEVEL 2
--------------------------
------------------------------------------------------------------------
5.5.15 Lava Gate 4
Room 1 - Enemies: 5 Evil Vincents (2.0)
A typical room. Exit north to Room 2.
Room 2 - Enemies: 4 Bats, 4 Lava Imps
A lava filled room with catwalks. Cross and exit east to Room 3.
Room 3 - Enemies: 3 Spider Drone Generators (2.0)
This is a dangerous corridor. Mover through quickly unless you want a
drag down fight. Exit south to Room 4.
Room 4 - Enemies: None
- Gun Upgrade
The east and west sides of this room are separated by a pit of lava. If
you fall to the west you will not be able to get back up. Ignore the
gun and exit south to Room 5.
Room 5 - Enemies: None
- Console
Destroy the Console in this room to deactivate the barrier (green)
blocking the north exit of Room 7. Exit north to Room 4.
Room 4 - Now you may get the gun upgrade if you need it. Exit west to
Room 1.
Room 1 - Exit west to Room 6.
Room 6 - Enemies: None (officially) - 2 rail-mounted multi-directional
laser turrets (do not appear on radar, but a definite threat.)
This long storeroom should provide adequate cover from the laser fire if
you cut right through the center of the boxes. The moving turrets can
be destroyed by jumping and firing, or going hypersonic in air. Exit
west to Room 7.
Room 7 - Enemies: 8 Evil Vincents (3.0)
The north end of this corridor will be blocked by a green barrier is you
failed to destroy the console in Room 5. Exit east (north end) to Room
8.
Room 8 - Enemies: None.</pre><pre id="faqspan-3">
A large pump sits in the middle of a pool of lava. The pool is
surrounded, mostly, by a ledge. The east exit is separated from the
north and west exits, and only the east edge can be accessed (via a
floating platform) should you fall into the pool. Exit north to Room 9.
Room 9 - Enemies: None.
- Console
Destroying the console in this room will deactivate the barrier (red)
blocking access to the elevator in Room 10. Exit south to Room 8.
Room 8 - Jump down from the ledge to the floating platform over the pool
and access the east ledge. Exit east to Room 2.
Room 2 - Exit north to Room 10.
Room 10 - Enemies: None
- Elevator
The entrance will be blocked by a red barrier if you failed to destroy
the console in Room 9. Ride the elevator to Level 2.
Level 2
Room 2-1 - Enemies: None
- Elevator
Exit north to Room 2-2.
Room 2-2 - Enemies: None
The floor of this room is covered with lava (shocking!) and has four-way
catwalks to provide access to the exits. Exit west to Room 2-3.
Room 2-3 - Enemies: None
- Gun Upgrade
Stock up in this storeroom if you are in need. Exit east to Room 2-2.
Room 2-2 - Exit east to Room 2-4.
Room 2-4 - Enemies: None
- Gun Upgrade
All's quiet before the storm... A storeroom. Exit west to Room 2-2.
Room 2-2 - Exit north to Room 2-5.
Room 2-5 - Enemies: None
- Mini-garage
Prepare now for the next challenge... Exit north to Room 2-6.
Room 2-6 - WARNING!
You will find yourself on a checkered floor over lava. The checkered
pattern consists of solid-looking squares and transparent squares. All
squares are equally solid, which is just to say that you need not fear
falling into the lava. You do need to fear running into the lava plumes
that will erupt around you, and the Bug-Eyed Fry Chicken boss. (Okay,
so my nickname is a bit indignant, but what would you call him?) Refer
to the Boss section below for a more in-depth strategy for fighting this
poultry menace. Your opponent will go supernova if you win. Hop in the
warp that opens to return, Sophia and all, to Ground.
------------------------------------------------------------------------
5.6 Mission 5 - Water part 2
------------------------------------------------------------------------
5.6.1 Rewards
Finally, some payoff on the hard work you've invested. Park in the
nearby garage and your sister will hook you up with the submarine
optional parts. Whenever you enter a body of water, Sophia will now
transform into sub-mode allowing you free movement...with a few
restrictions. First, Sophia maneuvers the same in water as on land
except you cannot jump, including the side jump, unless a solid surface
is beneath you. This means you can only exit water from shallow areas.
Sophia will automatically sink when submerged, the sub-mode providing
only providing horizontal movement automatically. Use the triangle
button to control your depth - pressing it will move Sophia towards the
surface. Pressing triangle when entering the water will keep Sophia on
the surface. Jumping into the water will drop Sophia to the bottom like
a rock.
------------------------------------------------------------------------
5.6.2 Ground
Room 8 - Your next destination, though not stated explicitly in the
game, should be obvious. Head back to Water to try out your new
hardware. Head to Room 4, either taking the shortcut through Room 9, or
going the long way around, 8-7-6-5-4.
Room 4 - Warp to Water
------------------------------------------------------------------------
5.6.3 Water
Room 1 - Before continuing with the plot, it is possible to pick up a
couple of multis that were previously inaccessible. To collect them,
head to Room 11. (1-2-3-4-8-10-11)
Room 11 - Jump in the hole to exit to Room 12.
Room 12 - This room is the downhill tunnel with strong current. The
first time through here you were swept through without any say in the
matter. Now you can easily swim up stream. Head up the fork along the
south wall and collect the multi in front of the exit. Technically
(according to the way the story develops,) you shouldn't be able to pass
through the sealed exit yet, but the game will let you (at least mine
lets me.) Exit south to Room 16.
Room 16 - Enemies: None
- Multi
This small glyph lined room is typical of the bonus rooms in the game.
A multi floats in the center. Collect and exit north to Room 12 and
then return to Room 2 (16-12-13-7-1-2.)
Room 2 - Using sub-mode, the north exit is now accessible. Swim to the
underwater ledge below the exit and hop out to dry land. Exit north to
Water Part 2 and watch a cool movie.
------------------------------------------------------------------------
5.6.4 Water part 2 Map
___________
| 10 | _ _
|___________| |G| | |
u u GATE W2-1 | |_| |
| | _\/______ ____| ___|
n __n | |]-[|__ 16_|
| | | | | 13 _____| | |
| | | | | | | |
|9| | 11| | | ___ | |
| | | | | | | 19| | |
|_| |___| |___| |___| |_|
u u u u u
| | | | | ___ ___
n__ n_________n _____n____n | | | 17|
| | | 12 | | K | | 15|]-[|_+_|
|* | |___________|]-[| 14 |]-[|__*|
| | u |__________K|
| 7 | | u
| | _____n_ _______ |
| | | 6 |]-[|_____ 5| _n_
|___|]-[|_______| |_| | 18|
u u |___|
| |
_n___ ___ n
| 8 | | 3 | | |
|_____| |___| | |
u | |
| |4|
n ___ | |
| |__| | | |
| __ 2 |]-[|__|
|_| |___|
u
|
_n_
| 1 |
|___|
|
TO WATER
WATER 2
-----------
------------------------------------------------------------------------
5.6.5 Water 2
There are two parts to each of the 'worlds' in the game (excepting
Ground which is the hub between the other areas. The first four
missions introduce you to each of the four realms, and then the last
four missions take you to the heart of each area. Water 2 is the first
area you get to "re-explore."
Room 1 - Enemies: 3 Fireplants, 4 Mines
This room tests your fine maneuvering skills. Small ledges lace across
a pool of water. Falling into the water may drop you on a mine, but
most likely you will simply be stuck in a simple maze of channels too
deep to jump out of. Exit north to Room 2.
Room 2 - Enemies: 4 Crabs (2.0)
This room consists of a tunnel that branches off to a small well. The
east exit is at the bottom of the well. Exit north to Room 3.
Room 3 - Enemies: 2 Hover Tanks, 1 Large Hover Tank
This is an arena room. Destroy your opposition to unlock the doors.
Exit south to Room 2.
Room 2 - Exit east to Room 4.
Room 4 - Enemies: 6+/- Narwhales
Navigate through these flooded catacombs. Exit north to Room 5.
Room 5 - Enemies: None
Another flooded tunnel. Exit west to Room 6.
Room 6 - Enemies: 3 Mantas
This is an open underwater cavern. Exit west to Room 7.
Room 7 - Enemies: 3 Narwhales, 3 Mines
- Beacon
With the third dimension now accessible (as long as it's underwater)
some items and exits will be located in tricky locations at varying
depths. Swim to the surface and climb onto the south ledge. Exit south
to Room 8.
Room 8 - Enemies: 4 Flashlight Tanks
- Multi
This is a small room with a multi hidden in one of the rocks. Exit
north to Room 7.
Room 7 - Swim across the surface of the water to the north ledge and
shoot the Beacon. The Beacon will deactivate one of the barriers
blocking the Gate in Room 13. Dive into the water and exit north to
Room 9.
Room 9 - Enemies: None
This room is a submerged tunnel. Exit north to Room 10.
Room 10 - Enemies: 6+/- Narwhales (2.0)
Another submerged tunnel. Exit south (east side) to Room 11.
Room 11 - Enemies: 2 Hover Tanks, 2 Flashlight Tanks
You will need to destroy your adversaries in this room to move on. Do
so, then exit south to Room 12.
Room 12 - Enemies: 3 Narwhales, 3 Mantas
This is a long, deep room. The exits are split with half being above
the water and half at the bottom. Only the shore in the NE corner is
accessible from the water, so the exit to Room 11 is essentially one-
way. The center platform on the surface has a few nice items, but you
cannot reach it now. Exit east to Room 14.
Room 14 - Enemies: 3 Narwhales, 3 Mantas
- Key required for NW and S exits
Again, the exits are split between above and below water in this room,
which is very similar to the last room. Two exits are sealed and are
inaccessible at this point in the game. Exit east to Room 15.
Room 15 - Enemies: None
- Beacon
A fast flowing river covers most of this room. Elfie feels the currents
are "unnatural." Shoot the Beacon to deactivate the second barrier
blocking the gate in Room 13. Exit west to Room 14 - either by going
through the door or letting the water current sweep you out. The water
will dump you into Room 14 below the waterfall on the east wall.
Room 14 - Exit north (east side) to Room 16.
Room 16 - Enemies: None
- Garage
- Multi
This room is a long tunnel system. The garage can be found at the end
of the tunnel directly to the north. The east tunnel has a multi at the
end of it. You will need to hop across platforms (that will fall) that
are floating over lava to get to it. If you knock too many platforms
down, leave the room and come back to reset the platforms. I find it
easier to collect the multi with Roddy. When you're finished, exit west
to Room 13.
Room 13 - Enemies: 4 Jets, 1 Bomber
- Gate W2-1
Entering from the east will place you on a series of rock ledges along
the north wall. Jumping off the ledges into the water will force you to
exit south to Room 12, since there is no way to access the ledges except
from Room 16. Exit north to Gate W2-1.
------------------------------------------------------------------------
5.6.6 Water 2 Gate 1 Map
_____
| 15 |
| E |
_____ _____ |__B__|
| * | | | _ __ u
| 7 | | 4 |]-[| | | | |
|_____| |_____| | | | | __n________
u | |___| | | |
| | 3 | | | _____
n________ _____ | || || | | 13 | _____ | * |
| | | | | || || | | | | | | 12 |
| 6 |]-[| 5 |]-[|_|| ||__| | |]-[| 14 | |_____|
|_________| |_____| |_| |___________| |_____| u
u u u |
| | | n
n________ _____ __n__ __n__ _____ | |
| | | | | | | | | | ____| |
| 8 |]-[| 9 |]--[| 2 |]--[| 1 |]-[| 10 |]-[|____11|
|_________| |_____| |_____| |_____| |_____|
/ \
WATER 2
WATER 2: GATE W2-1 LEVEL 1
------------------------------
_____
| * |
| 2 |
|__*__|
u
|
__n__
| 1 |
| E |
|_____|
WATER 2: GATE W2-1 LEVEL 2
------------------------------
------------------------------------------------------------------------
5.6.7 Water 2 Gate 1
Room 1 - Enemies: 3 Evil Vincent Generators (2.0)
Typical first room. Exit west to Room 2.
Room 2 - Enemies: 6 Evil Vincents (3.0)
The room is terraced with lots of pipes and some water. The west exit
is inaccessible. Exit north to Room 3.
Room 3 - Enemies: 6 Evil Vincents (3.0 x3) (4.0 x3)
A series of corridors. The east branches are dead ends. Exit west
(north side) to Room 4.
Room 4 - Enemies: 3 Super Draconians
- Gun Upgrade x2
This is a storeroom. Loot it now, because it will soon be inaccessible.
Exit east to Room 3.
Room 3 - Exit west (south side) to Room 5.
Room 5 - Enemies: 5 Bats, 2 Draconians
- Gun Upgrade x2
Another storeroom. Exit west to Room 6.
Room 6 - Enemies: 4 Bats, 1 Evil Vincent
This is a large storeroom. The boxes are situated on dikes, to keep
them from getting wet from the water, I suppose. The south exit is too
high to reach. Exit north to Room 7.
Room 7 - Enemies: None
- Installation
The equipment at the back of this room is inactive. Elfie suggests you
"activate the installation." How does one do such an activity with no
button with which to perform actions? With one's gun, of course! Jump
up and shoot the round panel on the front of the machine until the
equipment activates completely. (One can only assume that this unique
piece of equipment is capable of absorbing the energy discharged from
your gun, since all the rest go up in flames.) Once operational, the
equipment will freeze the water in the Gate. The ice will allow access
to some doors that were too high to reach standing in the water, but
doors that are in the water will be sealed, permanently locking away
anything behind them. Exit south to Room 6.
Room 6 - Hop across to the south exit now that you can leap off the ice
instead of sinking into the water. Exit south to Room 8.
Room 8 - Enemies: 7 Evil Vincents (3.0 x3) (4.0 x4)
This is a large open room covered with ice. exit east to Room 9.
Room 9 - Enemies: 6+/- Evil Vincents (3.0)
- Gun Upgrade (x4)
Loot this storeroom and exit east to Room 2.
Room 2 - Dropping off the ledge you start on effectively makes the exit
from room 8 one-way. The loop of rooms 3-9 is now inaccessible since
the north exit from room 2 is blocked in the ice. Exit east to Room 1.
Room 1 - Exit west to Room 10.
Room 10 - Enemies: 5 Spider Drones
- Gun Upgrade (x4)
This storeroom has some pools in it. Guess that's a little different.
Exit east to Room 11.
Room 11 - Enemies: 3 Dustpan and Firepod Generators
This is a dangerous corridor. The difficulty in hitting the Firepods,
combined with the wide range of fire of the Dustpans, makes this room a
good candidate to just run through. Exit north to Room 12.
Room 12 - Enemies: None
- Console
Destroy the console in this room to deactivate the barrier at the
entrance of Room 15. Exit south to Room 11.
Room 11 - Exit west to Room 10.
Room 10 - Exit west to Room 1.
Room 1 - Exit north to Room 13.
Room 13 - Enemies: 5 Evil Vincents
This is a large skating rink, though impassable prior to being frozen.
Exit east to Room 14.
Room 14 - Enemies: None
- Multi
A gift to you. Exit west to Room 13.
Room 13 - Exit north to Room 15.
Room 15 - Enemies: None
- Elevator
The elevator will be blocked by a white barrier if you failed to destroy
the console in Room 12. Ride the elevator to Level 2.
Level 2
Room 2-1 - Enemies: None
- Elevator
Exit north to Room 2-2.
Room 2-2 - Enemies: None
- 2 Pumps
Take out the pumps in this equipment room. Doing so stops the flow of
the water barrier in Water 2 Room 15. Exit south to Room 2-1
Room 2-1 - Take the elevator to Level 1.
Level 1
Room 15 - Exit south to Room 13.
Room 13 - Exit south to Room 1.
Room 1 - Exit south to Water 2 Room 13.
------------------------------------------------------------------------
5.6.8 Boss
Water 2
Room 13 - Exit east to Room 16.
Room 16 - Save if you wish, then exit south to Room 14.
Room 14 - Exit east to Room 15.
Room 15 - Gird up your loins and exit to Room 17.
Room 17 - WARNING!
The boss is a beefed-up version of the boss encountered in Mission 1.
This time, however, it hits harder, faster, and covers more area with
its attacks. Note that there is a depression around the perimeter of
the room that can be used for cover. See the boss section for in-depth
strategy on how to tackle this adversary, though Thunder will go a long
way... Once victory has been secured, Sophia and Roddy will be warped
back to Ground.
------------------------------------------------------------------------
5.7 Mission 6 - Cave part 2
------------------------------------------------------------------------
5.7.1 Rewards
Stop in the nearby garage to pick up the spoils from your last mission.
Elfie will send you parts for Boost. With Boost Sophia will be able to
literally streak along the ground at roughly twice normal speed. The
extra momentum will allow you to make longer jumps, and add a little
altitude. Press the triangle button while moving to activate Boost.
While it may seem that you have unlimited boosting capabilities, Boost
actually drains energy from an auxiliary energy cell, the capacity of
which is displayed as the amount of color of the orb in the center of
the life gauge. (The orb changes color based on which secondary weapon
is selected.) When the orb flashes, auxiliary power is at maximum.
Under continuous use, Boost will slowly drain the color from the orb
until the orb is flat gray. The auxiliary power will slowly recharge,
but Boost can still be utilized even if the battery has not completely
be recharged. Therefore, short, controlled bursts will last you almost
indefinitely. Realistically though, most rooms are not long enough to
require a complete drain of your battery, so you probably won't ever
notice that Boost has limitations.
------------------------------------------------------------------------
5.7.2 Ground
Room 4 - Exit north to Room 3.
Room 3 - Exit east to Room 2.
Room 2 - Warp to Cave.
Cave Room 1 - After passing around the wall in the middle of the room,
the locked door will open. Exit west to Cave 2.
------------------------------------------------------------------------
5.7.3 Cave part 2 Map
____
| 1 |<-\
|____| |
|
GATE C2-2 GATE C2-1-/
_\/__ __\_/__ _ _____ ______
| | ________ | 11 | | |]-[| 9 |]-[|____ 8|
| 28 |]-[|____26 _|]-[|K______|]-[| | |_____| | |
|_____| | | | | | |
u |_| | | |_|
| u | | u
n | | |-10 |
| | _____n__ | | ____n ___
| |___ | | _______ | | | | | 13|
|27___|]-[| 25 |]-[| | | | | 7 K|]-[|___|
| | |________| | 24 | | |_ ___ |_____|
|_| u | |]-[|K__|]-[| 12| u
u | |_______| |_G_| |
| n u n
n__ | | | | |
| | ______| | n | |
| |]-[|______22| ____| | | |
| 21| | |]-[|____23| _ _____ |6|
| | | | |_| | |]-[|K | | |
|___| | | u | | | 5 | | |
u | | | 14-| | |_____|]-[|__| _
| |_| n____ | | u | |
n u | 15 | | | | | |
| | | |_____|]-[|_| __n__ | |
| | n u | | __________|4|
| | | | | | 3 |]-[|____________|
| | | | n |_____|
| |____________| | ____| | u
|_______20________|]-[|____16| |
|_| |
u |
| |
_____ _____ n____ ________n__ _____
| | | 18 | | | | 2 | | |]-TO CAVE 1
| 19 |]-[|_____|]-[| 17 |]-[|K__________|]-[| 1 |
| | |_____| |_____|
|_____|
CAVE 2
----------
------------------------------------------------------------------------
5.7.4 Cave 2
Room 1 - Enemies: None
The door will shut behind you, locking you in the level. You won't be
able to return to Ground to repair damage at a garage until you find one
on this level, so take care of Sophia. The room is a large open cavern
with ledges and blind jumps that hide pits of radioactive goo. Use
Boost jump to get to places that normally would be unobtainable. Exit
west to Room 2.
Room 2 - Enemies: 6 Crabs (2.0 x3)
- Key required for west exit.
After leaving Room 1, you get to watch a movie with mediocre voice
acting (don't worry, it gets worse.) This tunnel appears empty, but
there is a ledge along the south wall that is packed with container
concealing a vast multitude of items. Exit north to Room 3.
Room 3 - Enemies: 1 Trooper with Rocket Launcher
This room is not an arena, so if you aren't interested in challenging
the Trooper, you are free to leave. Exit east to Room 4.
Room 4 - Enemies:6 Crabs (2.0 x3)
A small set of catacombs. An Omega Item can be found at the end of the
tunnel. Exit west to Room 3.
Room 3 - Exit north to Room 5.
Room 5 - Enemies: 3 Dual Missile Launchers, 4 Face Cannons
- Key required for west exit.
This cavern has many tricky jumps. The missile launchers complicate
navigation, so be wary, and Field Guard can be useful if you've upgraded
it. Exit east to Room 6.
Room 6 - Enemies: None
Just a tunnel. Exit north to Room 7.
Room 7 - Enemies: 2 Whirligigs, 6 Dual Cannons
- Key required for East exit
Another movie will be played when entering the room. This is a large
cavern with plenty to shoot at. Use Boost jump to reach the various
ledges, or ride the antiquated floating platforms. If you look
carefully, you can find a fossil of the level one boss from the first
game. Exit north to Room 8.
Room 8 - Enemies: None
Another tunnel. Exit west to Room 9.
Room 9 - Enemies: 1 Bomber, 3 Hover Tanks.
The Bomber will make this long room tedious if you don't take it out
first. Energy pistons decorate the room and still can't be destroyed.
To reach the west exit, ride up on a platform nestled in a niche on the
north face of the west cliff. Exit west to Room 10.
Room 10 - Enemies: None
- Key required for SW exit
Yet another empty tunnel, though this one is not quite as boring as the
last two. Exit west (north) to Room 11.
Room 11 - Enemies: None
- Key required for west exit
- Gate C2-1
Exit Sophia and enter Gate C2-1.
Gate C2-1
Room 1 - There is only one room here, and it hosts a cut scene. Enjoy
the conversation then exit south back to Cave 2 Room 11.
Room 11 - Exit east to Room 10.
Room 10 - Exit east (south) to Room 12.
Room 12 - Enemies: None
- Garage
Save if you so desire, then exit west back to Room 10.
Room 10 - Exit east (north) to Room 9
Room 9 - Exit east to Room 8
Room 8 - Exit south to Room 7
Room 7 - Exit south to Room 6
Room 6 - Exit west to Room 5
Room 5 - Entering this room will initiate a movie. Roddy is frustrated
with the current situation, damn it, and he wants to share his feelings.
Once he's been calmed down and the sequence ends, you will have been
awarded the 'Key.' It isn't explicitly referred to as a key, nor does
it have a corporeal representation, but you now can pass through the
exits sealed with the glyph inscribed walls that look like gate
entrances without doors, and keeping with the spirit of the first game,
in which you were awarded a key, I've dubbed this new ability as the
Key. (Faulkner eat your heart out.) 'Nuff said, exit east to Room 6.
Room 6 - Exit north to Room 7
Room 7 - Exit east, to try out this new Key thing, to Room 13.
Room 13 - Enemies: None
- Multi
This room is another glyph room. Collect your multi and exit west to
Room 7.
Room 7 - Exit south to Room 6
Room 6 - Exit west to Room 5
Room 5 - Continuing where we left off earlier, exit west to Room 14.
Room 14 - Enemies: 6 Crabs (2.0)
- Multi
Clean the Crabs out of these catacombs and collect another upgrade.
Exit west to Room 15.
Room 15 - Enemies: 3 Whirligigs, 2 Hover Tanks
A cavern with radioactive goo between ledges. Use Boost jump to
navigate this chamber. Exit south to Room 16.
Room 16 - Enemies: None
This is a stepped tunnel, but note that there are two west exits; one
high, the other low. Exit south, for now, to Room 17.
Room 17 - Enemies: 4 Tarantulas
This room is filled with trenches and shallow water. It requires
careful jumping to cross. Exit west to Room 18.
Room 18 - Enemies: None
This room is long, cut transversely by goo filled trenches. Exit west
to Room 19.
Room 19 - Enemies: 3 Mantas, 5 Fireplants
- Multi
The NW corner of the rock face opposite the lake in front of where you
start is your destination. You will have to use your much neglected
Climb function to reach the summit. Collect your spoils and exit east
to Room 18.
Room 18 - Exit east to Room 17
Room 17 - Exit north to Room 16
Room 16 - Exit west to Room 20 via the top exit. There isn't much room
to set up on the steps, so timing is crucial. Start on the step face
about level with the upper tunnel (otherwise you'll jump into the wall)
and then press forward, immediately activate Boost, and then jump.
Room 20 - Enemies: 6 Flashlight Tanks (2.0)
This is a split-level room, the top of the towers creating the upper
floor which can only be accessed by the upper exit from Room 16.
Practice breaking when landing from Boost jumps, as such control will be
crucial for navigating parts of this level. The NW exit is on the upper
level. Exit north (west) to Room 21.
Room 21 - Enemies: 1 Trooper with Rocket Launcher.
- Multi
This long narrow room is decorated with more energy pistons. The center
of the room is depressed, forcing you to use the floating platforms
should you wish to travel north-south. Only the east exit is accessible
if you fall into the center section. Drop into the center area and
destroy the Trooper. Collect the multi hidden in the small alcove under
the south ledge. Exit east to Room 22.
Room 22 - Enemies: 6 Flashlight Tanks
These catacombs have a few goo pits to liven them up. Exit north to
Room 25.
Room 25 - Enemies: 3 Tarantulas, 4 Flashlight Tanks
The tanks occupy the trench that runs north-south through this room,
while the Tarantulas lurk on the main floor above. The trench limits
movement to north and south. Being in the trench, exit north to Room
26.
Room 26 - Enemies: 8 Flashlight Tanks
From your current perspective, this room appears to be a dead-end.
However, above is a tunnel that crosses east-west with a hole in the
floor that deposits the unwary in the pit below - where you are now.
Having seen this room, exit south back to Room 25.
Room 25 - Exit south (unless you want to go back and hang out with the
Flashlight Tanks again) to Room 22.
Room 22 - Exit east to Room 23.
Room 23 - Enemies: None
This room is a stepped tunnel. Exit north to Room 24.
Room 24 - Enemies: 3 Troopers
- Multi
This room is an arena. Destroy the three troopers to proceed. Keep in
mind the Troopers are relatively land bound. The center platform can be
used as a safe-zone. Collect the multi awarded for victory. Exit west
to Room 25.
Room 25 - Cross the room without falling in the trench, knowing where it
leads, and exit west to Room 27.
Room 27 - Enemies: 7+/- Crabs (2.0)
A branched tunnel. Exit north to Room 28.
Room 28 - Enemies: 3 Bombers
- Gate C2-2
This is a large room with radioactive goo covering the floor. A small
road leads down from the south cliff, but it is intended more for Roddy
than Sophia. Dispatch the Bombers and exit Sophia. A floating platform
circles quickly through the room and will skim the ground in the SW
corner, allowing Roddy a safe opportunity to hop on. Fly to the ledge
on the north wall and enter Gate C2-2.
------------------------------------------------------------------------
5.7.5 Cave 2 Gate 2 Map
_____
| 10 |
| E |
|_____|
u
|
_____ __n__
| | | |
| 9 |]-[| 8 |
|_____| |_____|
u
|
_____ n _____
| 6 | _____ _|B|_ | |
| * |]-[|_B 4_|]-[|_5 B_|]-[| 7 E |
|_____| |B| |_| |_____|
u u
| |
__n__ __n__ _____
| | | | | |
| 3 |]-[| 1 |]-[| 2 E |
|_____| |_____| |_____|
/ \
CAVE 2
CAVE 2: GATE C2-2 LEVEL 1
-----------------------------
_____ _____
| 4 | | |
| E B|]-[| 3 *|
|_____| |_____|
u
|
_____ n
| | _| |
| 1 E |]-[|___|-2
|_____|
CAVE 2: GATE C2-2 LEVEL 2
-----------------------------
___
| 3 |
|_+_|
u
|
__n__
| |
| 2 G |
|_____|
u
|
__n__
| |
| 1 E |
|_____|
CAVE 2: GATE C2-2 LEVEL 3
-----------------------------
------------------------------------------------------------------------
5.7.6 Cave 2 Gate 2
Room 1 - Enemies: 2 Evil Vincent Generators (2.0)
Typical room. Exit east to Room 2.
Room 2 - Enemies: None
- Elevator (to 2-1)
Take the elevator up to Level 2.
Level 2
Room 2-1 - Enemies: None
- Elevator (to 1-2)
Exit east to Room 2-2
Room 2-2 - Enemies: None
A corridor with floor spikes. In areas where the spikes are close
together, hurdling them by jumping diagonally will keep Roddy from
landing on the next set. Exit north to Room 2-3.
Room 2-3 - Enemies: None
- Console
Destroy the console to deactivate the barrier (orange) blocking the west
exit of Room 1-4. Exit south to Room 2-2.
Room 2-2 - Exit west to Room 2-1
Room 2-1 - Ride elevator to Level 1.
Level 1
Room 2 - Exit west to Room 1.
Room 1 - Exit north to Room 5
Room 5 - Enemies: 6+/- Evil Vincents (3.0 and 4.0)
This is a donut shaped corridor with a purple barrier blocking access to
the east and north exits. Exit west to Room 4.
Room 4 - Enemies: 3 Spider Drone Generators
Laser fences in this corridor will slow your progress and force
confrontation with the Drones. The south branch is blocked by a green
barrier, and the west branch will be blocked by an orange barrier if you
failed to destroy the console in Room 2-3. Exit west to Room 6.
Room 6 - Enemies: None
- Console
- Gun Upgrade
Destroy the console in this storeroom to deactivate the green barrier in
Rooms 4 and 2-4. Exit east to Room 4.
Room 4 - Exit south to Room 3.
Room 3 - Enemies: 2 Rail Lasers, 3 Super Draconians
- Gun Upgrade (x4)
Clean out this storeroom to power up your gun. Exit east to Room 1.
Room 1 - Exit east to Room 2
Room 2 - Ride elevator to Level 2
Level 2
Room 2-1 - Exit east to Room 2-2
Room 2-2 - Exit north to Room 2-3
Room 2-3 - Exit west to Room 2-4
Room 2-4 - Enemies: None
- Elevator (to 1-7)
Ride the elevator to Level 1.
Level 1
Room 7 - Enemies: None
- Elevator (to 2-4)
Exit west to Room 5.
Room 5 - The west and south exits are now blocked by the relative
positions of the purple barriers. Exit north to Room 8.
Room 8 - Enemies: 2 Spider Drones
The center column in this room rotates emitting three laser beams.
While the beams themselves are not dangerous, crossing them as they
sweep the room will set off an alarm. Each time the alarm sounds two
Evil Vincent Generators will activate, each sending forth two drones.
Exit west to Room 9.
Room 9 - Enemies: 4 Bats, 2 Draconians
- Gun Upgrade (x3)
A storeroom. Exit east to Room 8.
Room 8 - Exit north to Room 10.
Room 10 - Enemies: None
- Elevator (to 3-1)
Ride the elevator down to Level 3.
Level 3
Room 3-1 - Enemies: None
- Elevator (to 1-10)
Exit north to Room 3-2.
Room 3-2 - Enemies: None
- Mini-garage
Take a breather and save. Once you're ready, exit north to Room 3-3.
Room 3-3 - WARNING!
You've seen this guy before. You don't like him. He won't be running
away this time. You'll find yourself on an octagonal shaped platform.
You can't fall off, so no worries. The Emissary will move around slowly
and discharge large orbs to each corner. You can destroy the orbs, but
for at the beginning, it may be better to concentrate fire on the enemy.
A path will appear briefly between the orbs indicating where the
Emissary will fire. Place yourself in a safe area and counter attack.
Be wary destroying orbs while the Emissary is attacking as the shot
pattern may change adversely. For more in-depth strategy see the Boss
section below. Note that pressing the L/R2 buttons will zoom in and out
during this stage. Once you've eliminated the Emissary, take the warp
back to Ground 2.
------------------------------------------------------------------------
5.8 Mission 7 - Lava part 2
------------------------------------------------------------------------
5.8.1 Rewards
Elfie had the hover parts ready and waiting shortly after you entered
Cave 2. Now you can finally claim them. Hover is activated by pressing
the triangle button while either stationary or in the air. If you are
moving when you try to Hover you will activate Boost instead. You can
Hover to get out of water, but only if you are in a shallow area where
you would be able to jump. Hover drains the same energy reserve that
Boost uses, though the rate of consumption is much higher. Therefore,
if you drain your reserves hovering, you will not be able to Boost but
for short bursts after landing. With Hover, Sophia is now able to
traverse all terrain. You may find it convenient to shuffle buttons
around so you can utilize all of Sophia's abilities easily and still be
able to side jump in both directions. Sophia is highly maneuverable
once Hover has been attained, but only being able to strafe left may be
limiting in certain situations.
------------------------------------------------------------------------
5.8.2 Scavenge
Sophia now has all of the optional parts installed. The only things
left to power up are the secondary weapons. Each can be upgraded to a
maximum of eight levels. Now is a good time to go back and collect
multis that were previously inaccessible. When is it not good to
maximize one's firepower as soon as possible?
Cave
------
Room 3 - Use the 'Key' to exit west to Room 16
Room 16 - Glyph room
Room 5 - Multi on north ledge
Room 13 - Multi in the center of the room.
Water
-------
Room 4 - Multi along north wall
Water 2
---------
Room 14 - Use the 'Key' to access Room 18 and Room 19
Room 18 - Glyph room
Room 19 - Glyph room
Lava
------
Room 2 - Floating multi
Room 3 - Use the 'Key' to access Room 13
Room 13 - Glyph room
Note that picking up multis for a weapon that you have already maxed out
will waste the multi.
------------------------------------------------------------------------
5.8.3 Lava part 2 Map
________ ________
|* 10 | _____ _______ | 8 *|
|________|]-[| |]-[|_ 7 ___|]-[|________|
| 9 | | |
| | | |
|_____| |_|
u u
| |
n __n__
| | | |
| | | 6 |
11-|*| |_____|
| | u
| | |
GATE L2-1 |_| n__
_\/_____ _______ u | | ___
| 14 |]-[___ | | | | | 5 |
|________| | 13| _____n__ | 4 |]-[| * |
u | | | 12 | | | |___|
| |___|]-[|________| |___|
n____ u u
| | | |
| 15 | ____________ __n__ __n
| | | | | | | |
|G____|]-[| + 16 |]->| 1 |]-[| 2 |
|____________| | | |__K|
|_____| u
/\ |
TO LAVA _n_
| 3 |
|___|
LAVA 2
----------
------------------------------------------------------------------------
5.8.4 Lava 2
To continue with the story, return to Lava Room 1.
Room 1 - Exit north to Room 12.
Room 12 - Enemies: None
Roddy will comment on the size of the tracks in this room. Hover up to
the high north exit. There are Power items suspended in the center of
the room that will recharge your battery and allow you to make it to the
top in one fell swoop. Or, you can stop along the way on the ledges
around the perimeter for a breather. Exit north to Lava 2.
Lava 2
Room 1 - Enemies: 1 Bomber, 5 Face Cannons
This large room has a high rock ramp leading up to the north. The west
exit is sealed. Exit east to Room 2.
Room 2 - Enemies: 3 Flashlight Tanks
This room is essentially a lava pit. Avoid the flares when crossing the
room. Exit south to Room 3.
Room 3 - Enemies: None
- multi
A glyph room. Exit north to Room 2.
Room 2 - Exit north to Room 4.
Room 4 - Enemies: None
This is a long lava flow. A platform on the north face of the lava flow
will allow passage up from the bottom. Exit east to Room 5.
Room 5 - Enemies: None
- Beacon
Shoot the beacon to deactivate a barrier blocking the Gate in Room 14.
Exit west to Room 4.
Room 4 - Exit north to Room 6.
Room 6 - Enemies: None
This room is a huge lava cave. The fiery walls create a zigzag passage
that you must Hover through. While there are floating platform to
assist, there are also stone ledges that can be reached through
judicious use of your hover jets by igniting them in short, controlled
bursts. Exit north to Room 7.
Room 7 - Enemies: 3+/- Fireplants
Islands break up this lava river. Exit east to Room 8.
Room 8 - Enemies: None
- Beacon
The lava river continues into this room, along with many islands. A
barrier sweeps back and forth above the center islands, so you will need
to time your jump/hover over it. Also watch for lava flares. Shoot the
beacon at the end of the room to deactivate another barrier blocking the
gate in Room 14. Exit west to Room 7.
Room 7 - Exit west to Room 9.
Room 9 - Enemies: 5 Face Cannons
This large, lava floored cavern has a lattice of bridges. The room is
tall and the exits are at different elevations along the walls. Exit
west to Room 10.
Room 10 - Enemies: 3 Bombers
- Beacon
Another open river of lava with large flares. Large floating platforms
will need to be navigated to reach the end of the room. Shoot the
Beacon to deactivate another layer of barriers covering the gate in Room
14. Exit east to Room 9.
Room 9 - Exit south to Room 11.
Room 11 - Enemies: 1 Whirligig, 2 Missile Launchers
- Beacon
Another, though longer, zigzag lava cavern with floating platforms.
Pause halfway through the room long enough to shoot the beacon and
deactivate the final barrier guarding the gate in Room 14. Exit south
to Room 12.
Room 12 - Enemies: 6 Fireplants
A series of stepped ledges create a path through the lava river in this
room. Avoid the flares, and exit west to Room 13.
Room 13 - Enemies: 3 Dual Missile Launchers
This is an arena with similar topography to the previous room. Field
Guard will help protect you against the onslaught of missiles you will
face here. Launcher that can be eliminated at long range are not
threats, however. Destroy the enemies to proceed. Exit west to Room 14.
Room 14 - Enemies: None
- Gate L2-1
This room is a deep, lava filled canyon. The south exit is sealed.
Exit north to Gate L2-1.
------------------------------------------------------------------------
5.8.5 Lava 2 Gate 1 Map
_____
| 10 |
| E |
|_____|
u
|
_____ _____ __n__ _____
| | | | | | | |
| 7 E | | 6 E |]-[| 2 |]-[| 3 E |
|_____| |_____| |_____| |_____|
u u
| |
n____________ __n__ _____ _____
| | | | | | | |
| 8 |]-[| 1 |]-[| 5 |]-[| 4 E |
|_____________| |_____| |_____| |_____|
u / \
| LAVA 2
n____
| |
| 9 * |
|_____|
LAVA 2: GATE L2-1 LEVEL 1
-----------------------------
_____
| |
| 3 |
|_____|
u
|
n
_____ | |
| | | |
| 1 E |]-[|2|
|_____| | |
|_|
u
|
_____ __n__
| | | |
| 6 E |]-[| 4 |
|_____| |_____|
u
|
__n__
| |
| 5 * |
|_____|
LAVA 2: GATE L2-1 LEVEL 2
-----------------------------
_____ _____
| | | |
| 2 |]-[| 1 E |
|_____| |_____|
u
|
__n__
| |
| 3 E |
|_____|
LAVA 2: GATE L2-1 LEVEL 3
-----------------------------
_____ _____
| | | |
| 3 E |]-[| 2 |
|_____| |_____|
u
|
__n__
| |
| 1 E |
|_____|
LAVA 2: GATE L2-1 LEVEL 4
-----------------------------
_____ _____ _____
| | | 2 | | |
| 3 + |]-[|B G B|]-[| 1 E |
|_____| |_____| |_____|
LAVA 2: GATE L2-1 LEVEL 5
-----------------------------
------------------------------------------------------------------------
5.8.6 Lava 2 Gate 1
Room 1 - Enemies: 3 Evil Vincent Generators (2.0)
Typical room. Exit north to Room 2.
Room 2 - Enemies: None
- Gun Upgrade (x4)
A lava pit in the center of this room surrounds an island with lots of
goodies on it. A fast moving floating platform is there to assist you
in accessing them if you so choose. Exit east to Room 3.
Room 3 - Enemies: None
- Elevator (to 2-1)
Ride the elevator up to Level 2.
Level 2
Room 2-1 - Enemies: None
- Elevator (to 1-3)
Exit east to Room 2-2.
Room 2-2 - Enemies: 8 Evil Vincents (4.0)
The corridor is broken up by a laser fence. Exit north to Room 2-3.
Room 2-3 - Enemies: 3 Super Draconians, 6+/- Bats
- Gun Upgrade (x4)
You will need to eliminate all of the enemies in this storeroom to
proceed. Exit south to Room 2-2.
Room 2-2 - Exit south to Room 2-4.
Room 2-4 - Enemies: 2 Super Draconians, 1 Draconian
This is a large, open room with four pieces of equipment that can be
destroyed. Exit south to Room 2-5.
Room 2-5 - Enemies: None
- Console
Destroy the console to deactivate the blue barrier blocking the west
exit of Room 5-2. Exit north to Room 2-4.
Room 2-4 - Exit west to Room 2-6.
Room 2-6 - Enemies: None
- Elevator (to 1-4)
Ride the elevator to Level 1.
Level 1
Room 4 - Enemies: None
- Elevator (to 2-6)
Exit west to Room 5.
Room 5 - Enemies: 8+/- Bats
- Gun Upgrades (x2)</pre><pre id="faqspan-4">
Clean out this storeroom and exit west to Room 1.
Room 1 - Exit north to Room 2.
Room 2 - Exit west to Room 6.
Room 6 - Enemies: None
- Elevator (to 3-1)
Ride the elevator up to Level 3.
Level 3
Room 3-1 - Enemies: None
- Elevator (to 1-6)
Exit west to Room 3-2.
Room 3-2 - Enemies: 6 Bats, 3 Lava Imps
The floor of this room is covered with lava. Catwalks provide access to
the other exit. Exit south to Room 3-3.
Room 3-3 - Enemies: None
- Elevator (to Room 1-7)
Ride the elevator down to Level 1.
Level 1
Room 7 - Enemies: None
- Elevator (to Room 3-3)
Exit south to Room 8.
Room 8 - Enemies: None
The main floor of this room is covered with lava. A high ledge connects
the north and south exits along the west wall. Access to this ledge is
unobtainable from the east. Exit south to Room 9.
Room 9 - Enemies: None
- Console
Destroy the console to deactivate the orange barrier blocking the east
exit of Room 5-2. Exit north to Room 8.
Room 8 - Jump down from the ledge and exit east to Room 1.
Room 1 - Exit north to Room 2 (getting tired of this yet?)
Room 2 - Exit north to Room 10 (whoa, bet you weren't expecting that...)
Room 10 - Enemies: None
- Elevator (to 4-1)
Ride the elevator up to Level 4.
Level 4
Room 4-1 - Enemies: None
- Elevator (to 1-10)
Exit north to Room 4-2.
Room 4-2 - Enemies: 3 Spider Drone Generators (2.0)
If you're up for a good fight, take on these guys. If you'd rather
finish this level, run through this corridor. Exit west to Room 4-3.
Room 4-3 - Enemies: None
- Elevator (to 5-1)
Ride the elevator to Level 5.
Level 5
Room 5-1 - Enemies: None
- Elevator (to 4-3)
Exit west to Room 5-2.
Room 5-2 - Enemies: None
- Mini-garage
If you failed to destroy the consoles before coming here, the east exit
will be blocked by an orange barrier, and the west exit will be block by
blue one. Save, then exit west to Room 5-3.
Room 5-3 - Enemies: None
- Gun Upgrade
- Equipment
Clear out the boxes in this room, then destroy the equipment along the
west wall to open the south exit in Room 14 of Lava 2. Oh, and to start
a self-destruct sequence. You will now have 5 minutes to exit the Gate
or be incinerated in its fiery demise. Time will not elapse when
viewing the map screen, so pause it as frequently as necessary to
maintain your bearings. Try not to engage in fights unless necessary,
as doing so could waste precious time and health, as random explosions
could injure you as you try to escape. Exit east to Room 5-2.
Room 5-2 - The garage will be in smoldering shambles and therefore
unusable. Glad you saved earlier, aren't you. Exit east to Room 5-1.
Room 5-1 - Take the elevator to Level 4.
Level 4
Room 4-3 - The elevator will collapse once you get off it. All
elevators will behave in the same fashion. You get to ride it once,
that's all. Exit east to Room 4-2.
Room 4-2 - Exit south to Room 4-1
Room 4-1 - Take the elevator to Level 1.
Level 1
Room 10 - Exit south to Room 2.
Room 2 - Oh, this is going to be easier than you thought, four minutes
to go and one room away from escape. Oh, but what is that large pile of
flaming debris blocking the south exit? Crap. Guess poor Roddy will be
taking the scenic tour. Exit west to Room 6.
Room 6 - Ride the elevator to Level 3.
Level 3
Room 3-1 - Exit west to Room 3-2
Room 3-2 - Exit south to Room 3-3
Room 3-3 - Ride the elevator back to Level 1
Level 1
Room 7 - Exit south to Room 8.
Room 8 - You're almost out, but the building is already falling down
around your ears. Watch out for falling debris that will damage you as
you try to get back to Sophia. Exit east to Room 1.
Room 1 - Quick, exit south to Lava 2!
------------------------------------------------------------------------
5.8.7 Boss
Room 14 - The gate explodes and is no longer accessible. But, the south
exit has been unlocked. Hop in Sophia and exit south to Room 15.
Room 15 - Enemies: 3 Bombers
- Garage
This is a large lava filled cavern. Watch out for the non-flashing
platforms that will drop into the lava if you land on them. The power
items will recharge your Hover if you are running low. Save and then
exit east to Room 16.
Room 16 - WARNING!
You will find yourself flying over a seemingly endless river of lava.
The boss will arrive and circle around in front of you. For this
encounter you have unlimited automatic Hover and the directional
controls move you around the screen (i.e. you don't need to use the
triangle button.) Dodge the various attacks thrown at you as well as
the boss itself, which will make passes at you and try to knock you out
of the air. After it has sustained enough damage the river will flare
up with lots of small eruptions reducing the amount of maneuvering room
available. See the Boss section for a more detailed strategy. When you
finally manage to dispatch the fiend you'll get to watch a cut-scene,
and then be deposited in Room 1. You'll have to return to Ground on
your own this time.
------------------------------------------------------------------------
5.9 Mission 8 - Plant part 2
------------------------------------------------------------------------
5.9.1 Ground
Hopefully by now you can make it back to Ground okay. There won't be
any more upgrades waiting for you at the maintenance tunnel - for the
rest of the game. While this is initially disappointing, Sophia kicks
some serious techno-organic tail right now. And let's face it, there's
not much more frustrating than only getting to use your final abilities
for the last two rooms of a game. Sophia is fully operational for the
last two missions of BMBA. Enough talk...
Room 8 - As instructed, exit west to Room 9.
Room 9 - Enemies: 6 Fireplants
You've probably been in here before, but now it is confirmed, your final
destination lies behind the barriers on the other side of the waterfall.
Exit east back to Room 8 to get started.
Room 8 - The last warp will be unlocked. Cruise on in and warp to Plant
2.
------------------------------------------------------------------------
5.9.2 Plant part 2 Map
_____
___ | 12 |
| 9 | |__*__|
|_G_| u
u |
___|__ ______n__ _________
|10_|__|]-[|_____ 11_| | 1 |
u | | | |_________|
| | | | W u
_n__n | | GROUND |
| 8 | ___ | | _____n_____ _ GATE P2-1
|_____|]-[| 37| | | | 2 |]-[| | ____\/
u |_*_| |_| |___________| | | | 33 |
| u u u u | | |_____|
n | | | | | | u
| | n n n__ n | | |
| |____ ______|_|_ | | | 3 | | | | | n
|_7____|]-[|__________|]-[| | |_G_| | | | |-36 | |
| | | | | u | |___|_|__|_ | |
6--| | | | | |__________ | | |-32
| | | | _n_ _____| | |_| | |
______ | | |5| | 4 | | _____| u | |
| | ____| |__ | | |_*_| |_| | |_|
| 13 |]-[|_______ | | | u n u
|______| |_| | | | | | |
u | | n__ __| | n____ ___
| | | | |]-[|__35| | | | 31|
n | | | 34| | 30 |]-[| * |
_| |_ |_| |___| | | |___|
| _ | u u |_____|
| | | |-14 | | u
|_| | | ___ ________n ____n ______ |
u | | | 24|]-[| |]-[| 22 |]-[|____ | n
| | | |_G_| | 23 | |_____| | | | |
__n | | | | 21-| | | |
| 16| | |______ |_________| ___ ___|__|_|_ ___| | ___
|_*_| | ____ | u u | |]-[|__________|]-[|___28_|]-[| 29|
|_| |_| | | | 27| | | |_G_|
u u n__ n__ |___| |_|
| | | | | 25| u u
_n_ _n_| | |_*_| | |
| 15| | 17 | ________n ___ _n_ ___
|_G_| |_______|]-[|____26___| | 20|]-[| 18|]-[| 19|
|_*_| |___| |_G_|
PLANT 2
-----------
------------------------------------------------------------------------
5.9.3 Plant 2
This level is pretty extensive, and with good reason. Reincarnations of
each of the previous seven bosses are scattered around the area waiting
to lock horns with you for a chance to regain their dignity.
Room 1 - Enemies: None
Just a room with a large tree. You can hover to the top of most trees.
Exit south to Room 2.
Room 2 - Enemies: 6 Flashlight Tanks, 2 Tarantulas (green)
This is a large cavern with lots of drop-offs. Nothing you can't
navigate through, however. Exit south (center) to Room 3.
Room 3 - Enemies: None
- Garage
Save and exit south to Room 4.
Room 4 - Enemies: Mission 1 Boss
- Multi
Let the festivities begin! Drive Sophia into the warp in the center of
this glyph room to be transported to your first boss fight of the level.
When you finish the fight you will warp back to the glyph room and be
rewarded with a multi. The first orb of the barrier in Ground Room 9
will shatter. Exit north to Room 3.
Room 3 - Save. Exit north to Room 2.
Room 2 - Exit south (east side) to Room 36.
Room 36 - Enemies: None
This room consists of two tunnels that cross each other but don't
actually connect. Exit south to Room 35.
Room 35 - Enemies: None
A short tunnel. Exit west to Room 34.
Room 34 - Enemies: 2 Dual Missile Launchers
This room is a deep canyon with radioactive goo at the bottom. Exit
north to Room 36.
Room 36 - You are in the other tunnel this time. Exit west to Room 2.
Room 2 - Okay, that seems to have been a pointless loop, but it actually
served an important purpose. It allowed me to show you those rooms.
Exit south (west side) to Room 5.
Room 5 - Enemies: None
A tunnel. Exit west to Room 6.
Room 6 - Enemies: 6+/- Crabs
The east-west tunnel is not connected to the rest of the catacombs
inhabited by the crabs. Exit west to Room 7.
Room 7 - Enemies: None
Yet another tunnel. Exit north to Room 8.
Room 8 - Enemies: 6 Tarantulas.
A long room with ledges, goo, and floating platforms. Hey, it's got it
all. The NW exit is concealed in the south face of a cliff. Be careful
around it though, as it is a one-way trip down. Exit north (east side)
to Room 9.
Room 9 - Enemies: None
- Garage
Save and exit south to Room 8.
Room 8 - Exit east to Room 37 (like I said, the NW exit is one-way, and
it's a long way back.)
Room 37 - Enemies: Mission 7 Boss
- Multi
Enter the warp in this glyph room and take down your adversary. You
should still be warmed up from your last encounter with him, so put him
away quickly. The second orb in the waterfall barrier will shatter and
you'll be awarded another multi (should you even need them at this
point.) Exit west to Room 8.
Room 8 - Exit to 9 and save if you would like. When you are ready, hop
down the hole and exit north (west side) to Room 10.
Room 10 - Enemies: None
This tunnel only goes east-west. Exit east to Room 11.
Room 11 - Enemies: None
More tunnels. Exit north to Room 12.
Room 12 - Enemies: Mission 2 Boss
- Gun Upgrade (x2)
- Multi
Roddy will have to take this one on his own. Collect the guns if you
need them, then warp to the boss. The third orb in the waterfall
barrier will be destroyed when you win and you'll be awarded a multi.
Exit south to Room 11.
Room 11 - Exit south to Room 6.
Room 6 - Eliminate all enemies to proceed. Exit west (south end) to
Room 13.
Room 13 - Enemies: 3 Jets, 2 Dual Missile Launchers
This is a large terraced room. Exit south to Room 14.
Room 14 - Enemies: None
A branching tunnel. Exit south (center) to room 15.
Room 15 - Enemies: None
- Garage
Save and exit north to Room 14.
Room 14 - Exit south (west side) to Room 16.
Room 16 - Mission 5 Boss
- Multi
Drive into the warp and take on the next boss. Winning shatters the
fourth orb in the waterfall barrier and nets you a multi. Exit north to
Room 14.
Room 14 - Exit to 15 and save if needed. Exit south (east side) to Room
17.
Room 17 - Enemies: 3 Fireplants
This is a pretty open room. It is dark with many small islands that act
as stepping stones to the north exit. Fall into the depths and exit to
Room 18.
Room 18 - Enemies: None
You will land in a small pond with terraced banks. The west exit is
concealed behind the waterfall. Exit east to Room 19.
Room 19 - Enemies: None
- Garage
Save. Exit west to Room 18.
Room 18 - Exit west to Room 20.
Room 20 - Enemies: Mission 3 Boss
- Gun Upgrade (x2)
- Multi
Exit Sophia and warp Roddy to the boss fight. Upon his return he'll be
awarded another multi, and the fifth orb will shatter in the waterfall
barrier. Exit east to Room 18.
Room 18 - Exit north to Room 21.
Room 21 - Enemies: 3 Troopers with Rocket Launchers
- Multi
The east-west branch of this room is a tunnel across the ceiling of the
north-south room. Destroy the Troopers to receive the multi. Exit west
(north side) to Room 22.
Room 22 - Enemies: 3 Hover Tanks
A deep terraced room. Exit west to Room 23.
Room 23 - Enemies: 3 Troopers with Rocket Launchers
You will need to destroy the Troopers to continue. The base of the tree
trunk is a relatively safe spot to snipe them with Homing Missiles. The
multi will be waiting at the very top of this tall tree, though you may
wish to save it for later if you need it, as getting up the tree is
perhaps one of the more difficult parts of the level. Exit west to Room
24.
Room 24 - Enemies: None
- Garage
Save. Exit east to Room 23.
Room 23 - Exit south (east side) to Room 25.
Room 25 - Enemies: Mission 4 Boss
- Gun Upgrade (x2)
- Multi
This one is for Roddy. Return victorious and the sixth orb in the
waterfall barrier will shatter and another multi will be awarded. Exit
north to Room 23.
Room 23 - Exit to 24 if you wish to save. The SW exit is located high
up on the wall. To get to it you will need to climb the tree. I
recommend starting on the flared portion of the south side of the trunk.
Position yourself just right of center. Jump and start hovering at the
apex. Right before you run out of power you will come to a branch.
Push over to get your wheels on it when your hover jets run out of
juice. just try not to push yourself off the other side. You may need
to try this a few times to get the timing right. Then, jump backwards
to land on the branch proper. Recharge and then continue up along the
side of the trunk until you can land on the top. There are a couple of
hover recharge items floating above that you will need to get to the
south exit. Aim yourself in the direction of the exit, then jump and
fly towards it. If you hit your mark, exit south to Room 17.
Room 17 - Either follow the islands or glide down along the east wall.
Exit east to Room 26.
Room 26 - Enemies: None
A tunnel. Exit north to Room 27.
Room 27 - Enemies: None
This cavern's floor is covered with radioactive goo. A small bridge and
platform are there to help you cross. Access the cliff along the east
wall. Exit east to Room 21.
Room 21 - You are in the east-west tunnel above the room with the 3
Trooper. A hole in the floor will drop you down amongst them, but I
strongly suggest hovering over the floor and continuing along. Exit
east to Room 28.
Room 28 - Enemies: None
A stepped tunnel with pits of goo. Exit east to Room 29.
Room 29 - Enemies: None
- Garage
This is the last garage outside of the gate. Exit west to Room 28.
Room 28 - Exit north to Room 30.
Room 30 - Enemies: 1 Bomber, 4 Tarantulas
A large, open room with a terraced topography. Exit east to Room 31.
Room 31 - Enemies: Mission 6 Boss
- Gun Upgrade (x2)
- Multi
Send in Roddy and kick some tail. Once you've defeated the last of the
repeat bosses, the seventh orb will shatter, another multi will be
awarded, and you'll be free to access the last room. Exit west to Room
30.
Room 30 - You can return to Room 29 to save if you want. Exit north to
Room 32.
Room 32 - Enemies: None
A switchback tunnel with goo pits. Exit north to Room 33.
Room 33 - Enemies: 6 Crabs
- Gate P2-1
If you haven't defeated all seven of the other bosses on this level you
will be stuck in the tunnel. Having cleared the other bosses, however,
destroy the crabs and the last one will leave an energy item. Collect
it as you start to hover up the shaft at the end of the tunnel and you
should be able to reach the next power item before depleting your energy
cells. Hover up into the main room. You will come up out of a pit next
to a damn holding back the west edge of a lake of radioactive goo. Exit
north to enter Gate P2-1.
------------------------------------------------------------------------
5.9.4 Plant 2 Gate 1 Map
_____
| 16 |
| * |
|_____|
u
|
n
_________|G|
|15_______ |
| | |R|
| | u
| | |
_____ | | __n__ _____ _____
| 17 | _| |_ | R | | 12 | | 11 |
| * B|]-[|R___G|]-[|G *14| | E | | E |
|_____| |__*__| |__G__| |__R__|
u u u
| | |
_____ __n__ n __n__
| 5 | | B | _|G|_ | R |
| * R|]-[|R 4 G|]-[|G___G|]-[|G 10 |
|__G_G| |__R__| | |__R__|
u u 13 u
| | |
n __n__ __n__
|G|_ | R | | R |
6-|__G|]-[|G * 3| | 9 |
|_____| |__R__|
u u
| |
_____ __n__ __n__
| | | | _____ | R |
| 2 |]-[| 1 G|]-[|G_7_G|]-[|G *8 |
|_____| |_____| |_____|
/ \
PLANT 2
PLANT 2: GATE P2-1 LEVEL 1
------------------------------
_____
| 8 |
| * |
|_____|
u
|
_____ __n__
| | | B |
| 6 G|]-[|G 7 |
|__G__| |_____|
u
|
_____ __n__ _____
| | | G | | 3 |
| 4 G|]-[|G*2*R|]-[|R E |
|__G__| |__R__| |_____|
u u
| |
__n__ __n__
| G | | R |
| 5 E | | 1 E |
|_____| |_____|
PLANT 2: GATE P2-1 LEVEL 2
------------------------------
_____
| |
| 3 * |
|_____|
u
|
_____ n
| 1 | _|R|_
| E R|]-[|R__ 2|
|_____| | |
|R|
u
|
__n__
| B |
| 4 |
|_____|
u
|
__n__
| 5 |
| G |
|_____|
u
|
_n_
| 6 |
|_+_|
PLANT 2: GATE P2-1 LEVEL 3
------------------------------
------------------------------------------------------------------------
5.9.5 Plant 2 Gate 1
Room 1 - Enemies: 2 Evil Vincent Generators (3.0 and 4.0)
Typical room. Exit west to Room 2.
Room 2 - Enemies: None
Enter to watch an interesting cut-scene that might clear up some
confusion in the plot...or just make things worse. *shrug* Exit east
to Room 1.
Room 1 - Exit north to Room 3.
Room 3 - Enemies: 3 Lava Imps
- Red Switch
The room is filled with a pool of radioactive goo. Run across the
catwalks to get to activate the switch in the middle of the room. Exit
north to Room 4.
Room 4 - Enemies: 2 Evil Vincent Generators (2.0)
A red barrier blocks the north exit of this large room. Exit west to
Room 5.
Room 5 - Enemies: None
- Mini-garage
- Green Switch
Save, then activate the switch in the middle of equipment room. Exit
south to Room 6.
Room 6 - Enemies: 7+/- Evil Vincents (3.0)
Because a corridor with floor spikes isn't enough, this one also has
kamikaze robots. Exit east to Room 3.
Room 3 - Exit south to Room 1.
Room 1 - Exit east to Room 7.
Room 7 - Enemies: 3 Spider Drone Generators
This corridor will seem very long if you try to clean out all the vermin
before moving on. When you've finished playing around, exit east to
Room 8.
Room 8 - Enemies: None
- Red Switch
- Gun Upgrade (x2)
Raid this storeroom, then activate the switch. Exit north to Room 9.
Room 9 - Enemies: None
This room is one of my personal favorites. The floor is covered with
goo, but growing out of the goo are large plants. Unfortunately the
plants happen to grow up right through the catwalks that traverse the
radioactive mess below. Have Roddy play lumberjack and blast the trees.
The top halves will fall into the goo and burst into flames. Hop across
the stumps to reach the rest to the catwalk. Exit north to Room 10.
Room 10 - Enemies: 6+/- Dustpans, 4+/- Firepods
The equipment may be about the best thing to destroy in this room.
Moving through quickly will conserve gun upgrades. Exit north to Room
11.
Room 11 - Enemies: None
- Elevator (to 2-1)
Ride the elevator to Level 2.
Level 2
Room 2-1 - Enemies: None
- Elevator (to 1-11)
Exit north to Room 2-2.
Room 2-2 - Enemies: None
- Red Switch
- Green Switch
- Gun Upgrade
Just a storeroom. Leave the switches set to red for now. Exit east to
Room 2-3.
Room 2-3 - Enemies: None
- Elevator (to 3-1)
Ride the elevator to Level 3.
Level 3
Room 3-1 - Enemies: None
- Elevator (to 2-3)
Exit east to Room 3-2.
Room 3-2 - Enemies: 3 Spider Drones (2.0)
A short corridor. Exit north to Room 3-3.
Room 3-3 - Enemies: None
- Console
- Gun Upgrade
Clear out the stores and destroy the console. The console controls the
red barrier blocking the north exit of Room 1-4. Exit south to Room 3-
2.
Room 3-2 - Exit west to Room 3-1.
Room 3-1 - Ride the elevator to Level 2.
Level 2
Room 2-3 - Exit west to Room 2-2.
Room 2-2 - Activate the Green Switch. Activate west to Room 2-4.
Room 2-4 - Enemies: 6+/- Dustpans, 2+/- Firepods
There are a lot of indestructible tanks in this room. Exit south to
Room 2-5.
Room 2-5 - Enemies: None
- Elevator (to 1-12)
Ride the elevator to Level 1.
Level 1
Room 12 - Enemies: None
- Elevator (to 2-5)
Exit south to Room 13.
Room 13 - Enemies: None
A peaceful corridor. Exit west to Room 4.
Room 4 - Exit north to Room 14.
Room 14 - Enemies: None
- Red Switch
- Green Switch
- Gun Upgrade (x2)
You can loot this storeroom now or save it till later. You can now
access the save in Room 5 anytime by first activating the Red switch.
With the Green Switch activated, exit west to Room 15.
Room 15 - Enemies: None
This set of corridors links to a center room. The branch corridors are
trapped with floor spikes, and a rotating laser sensor will sweep the
room for signs of intruders - i.e. you. You can jump over the lasers
while waiting to get past the spikes. If you trip the alarm, Evil
Vincents (3.0) will be generated and sent your way. Exit north to Room
16.
Room 16 - Enemies: None
- Console
- Gun Upgrade
Loot the boxes, then destroy the console to deactivate the aqua barrier
in Room 2-7. Exit south to Room 15.
Room 15 - Exit west to Room 14.
Room 14 - With the Green Switch still activated, exit south to Room 4.
Room 4 - Exit east to Room 13.
Room 13 - Exit north to Room 12.
Room 12 - Ride elevator to Level 2.
Level 2
Room 2-5 - Exit north to Room 2-4
Room 2-4 - Exit east to Room 2-2
Room 2-2 - Exit north to Room 2-6
Room 2-6 - Enemies: None
An empty tank room. Exit east to Room 2-7.
Room 2-7 - Enemies: 10+/- Spider Drones
The north exit will be blocked by a barrier if you failed to destroy the
console in 1-16. With all the opposition, this may not be the best
place to make a stand. Exit north to Room 2-8.
Room 2-8 - Enemies: None
- Console
Destroy the console to deactivate the green barrier blocking Room 1-17.
Exit south to Room 2-7.
Room 2-7 - Exit west to Room 2-6
Room 2-6 - Exit south to Room 2-2
Room 2-2 - Exit west to Room 2-4
Room 2-4 - Exit south to Room 2-5
Room 2-5 - Ride the elevator to Level 1.
Level 1
Room 12 - Exit south to Room 13
Room 13 - Exit west to Room 4
Room 4 - Exit north to Room 14
Room 14 - Activate the Red Switch. Exit north to Room 15.
Room 15 - Exit west to Room 17
Room 17 - Enemies: None
- Console
- Gun Upgrade
Access into this storeroom would be denied by a barrier if the console
in room 2-8 weren't destroyed. Destroy the console in this room to shut
down the blue barrier in room 3-4. Exit east to Room 15.
Room 15 - Exit south to Room 14
Room 14 - Activate the Green Switch. Exit south to Room 4.
Room 4 - Exit east to Room 13
Room 13 - Exit north to Room 12
Room 12 - Ride elevator to Level 2
Level 2
Room 2-5 - Exit north to Room 2-4
Room 2-4 - Exit east to Room 2-2
Room 2-2 - Activate the Red Switch. Exit east to Room 2-3
Room 2-3 - Ride the elevator to Level 3
Level 3
Room 3-1 - Exit east to Room 3-2
Room 3-2 - Exit south to Room 3-4
Room 3-4 - Enemies: None
If you failed to destroy the console in room 1-17 a barrier would block
your path. This room also is filled with goo and large plants, but none
of the plants here felt the need to grow through the catwalks.
Therefore your passage is unobstructed. Exit south to Room 3-5.
Room 3-5 - Enemies: None
- Garage
Finally, whew. Save and prepare yourself. When ready, exit south to
Room 3-6.
Room 3-6 - WARNING!
When the battle starts, Roddy will find himself on an elevator platform
that is quickly ascending. The plasma bat flies, so shooting it may be
difficult depending on what gun level you are at. Don't worry, his
attacks are all pretty easy to dodge, so while the fight may take some
time, a good combination of napalm and hypersonics, plus a few good
strafing opportunities, and you'll clip the wings on one more boss. For
more detailed strategy, see the Boss section below. After grounding the
Plasma Bat, a warp will open. Step into it and the last orb shielding
the waterfall in Ground Room 9 will shatter. Sophia, with Roddy at the
helm, will rematerialize back in Ground Room 8. Save now, before you
forget.
------------------------------------------------------------------------
5.10 Final Confrontation
The time has finally come. Stock up any secondary weapons that aren't
at max power and then head to Room 9. Upon entering you will be asked
if you are "ready for it." Be honest now. A pretty cool movie (albeit
some of the voice acting is crap - Kaiser sounds cool though) will set
up the final fight scene.
You will wind up in a large empty room. Empty except for a very large
bad ass on the far side! Your auxiliary power cell will have
essentially infinite power during this fight, so you can fly around as
much as you want. Flying is important if you want to damage anything
vital. Kaiser has eight basic attacks, and while they are all pretty
easy to avoid, as the fight continues, his attacks will become stronger,
faster, and more aggressive. For a more detailed strategy, see the Boss
section below. Be persistent, be agile, and you will overcome.
When you win the fight you will be treated to a cool movie. The credits
are nicely done too. Another movie follows the credits as a losing
epilogue. After it finishes, you will be prompted to save your game.
========================================================================
6.0 Bonuses
After defeating Kaiser, wait for the epilogue movie after the closing
credits. Afterwards you will be able to save your game. Save to access
the bonus items, but remember, the save file needs to be on the memory
card in slot one.
6.1 Sophia III
If you continue using the save file you made after beating the game, you
will start a new game on a harder difficulty, and Sophia will now appear
as Sophia III. The new graphic only effects Sophia in Blaster mode, all
other functions utilize Sophia J-7's graphics.
A new option will also be opened on the main menu allowing you to start
a new game at any time with any setting using Sophia III graphics.
Selecting New Game will still start a normal game.
6.2 Movies
If your save file is on the memory card in slot one (I've repeated this
enough you've probably caught on that it took me awhile to figure this
out) all of the movies you've seen up to the most recent boss you've
defeated will be available for review using the Movie Test on the
Options menu. After completing the game and saving after the credits
you will be able to watch all of the movies at your leisure.
========================================================================
7.0 Enemy Compendium
There are plenty of bad guys in this game, but none (well, there are a
few) have names. So I have dubbed them all based on what they look like
or how they act. If anybody knows the programmers and can provide me
with actual names I will put them in. There are a few boss names indicated
in the credits, and I have parenthetically listed them next to the boss I
think they are for, but I'm just guessing. Some of the enemies appear in
stronger forms, often with addtional attacks. I've noted these upgrades
with version numbers.
7.1 Underworld
------------------
Whirligigs - Rotating satellites that hover over the ground. They
attack with downward lightning strikes.
Threat - small. Not very fast, but sometimes hard to target.
Found - Ground, Water, Lava, Cave 2, Lava 2
Flashlight Tanks - Small, tread driven tanks that look light
flashlights. They have a laser attack.
2.0 - Redish hue, faster and more maneuverable and aggressive.
Threat - almost none. Slow and not very aggressive. Can also
be destroyed using Roddy, since they are too tall to
hit him with their laser.
Found - Ground, Cave, Water, Lava, Water 2, Cave 2, Lava 2,
Plant 2
Jets - Small, maneuverable jet craft. They attack with bursts of
bomblets and energy pulses.
2.0 (Bomber) - Larger, attack with homing missiles in addition to normal
payload.
Threat - Medium. They are hard to target and will fly around you in
circles. Easily taken down with homing missiles or thunder.
Found - Ground, Cave, Water, Plant, Lava, Water 2, Cave 2, Lava 2,
Plant 2
Face Cannons - Large upright cannon installations resembling a giant
face. If in range will shoot a barrage of pairs of
fireballs.
Threat - Medium. Jump and side jump to dodge and strafe while firing.
Found - Ground, Plant, Cave 2, Lava 2
Fire Plants - Stationary plants. If in range, they will spew a small
fountain of exploding seed pods.
2.0 - Much more durable. Will self-detonate if you get too close.
Threat - Low. A couple of shots will take them out.
Found - Ground, Water, Plant, Lava, Water 2, Cave 2, Lava 2, Plant 2
Tarantula - Large 4-legged mecha-spiders with one red eye. Shoots a
shower of energy orbs at close range, and a pair of mild homing
missiles at long range. Jumps and is pretty agile.
2.0 - Green tint. Will send up a drone that will fire a stream of
lasers at you while the Tarantula continues its normal attacks.
Threat - Medium. Jump and strafe to dodge missiles. get close to
initiate orb attack and retreat while firing.
Found - Ground, Cave, Water, Plant, Cave 2, Plant 2
Cabs - Vehicle size hermit crabs with a large red eye. They scuttle
around in groups and shoot green globs of goo. Often use hit and
run tactics.
2.0 - Purple in color, spew a fan of goo globules.
Threat - Low. Strafe to dodge while plowing them down. Be aware of
their numbers.
Found - Cave, Water, Plant, Lava, Water 2, Cave 2, Plant 2
Dual Turrents - Gun turrets with two cannons. They track and shoot
fireballs with both barrels in bursts of three.
Threat - Medium. Dodge attack and wade in during pause.
Found - Cave, Cave 2
Missile Launcher - Boxy turret that fires a stream of twelve homing
missiles.
2.0 - has two launchers. Twice as deadly.
Threat - Medium high. Strafe to dodge the onslaught and the kill
during brief pause. Thunder works well, though Field
Guard will destroy many of the missiles in flight.
Found - Cave, Water, Plant, Cave 2, Lava 2, Plant 2
Mantas - Ray looking fish. Swim like Jets. Attack with mini guided
torpedoes.
Threat - Low-medium. Same strategy as Jets, but water slows down
movement.
Found - Cave, Water 2, Cave 2
Hover Tank - LARGE hovering tank with a two-armed gun turret. Performs
strafing runs firing energy pulses. Also trails a bunch of
large bomb pods that explode when they stop moving. Pods
have a medium blast radius.
Threat - Medium-high. It's large. Use it's size to your advantage and
hit it while strafing.
Found - Cave, Lava, Water 2, Cave 2, Plant 2
Narwhale - Purple, spear-shaped swimmers. They charge in an attempt to
ram you, as well as firing a laser. They also appear to release
an ink cloud to obfuscate.
2.0 - Yellow in color. Faster and more aggressive.
Threat - Low-medium. Slowed movement in water, combined with large
numbers of narwhales can lead to heavy damage. Drop back while
firing, but remember their attacks are linear, so don't go head-
to-head.
Found - Water, Plant, Water 2
Mines - Stationary pods, floating in the water. If you get too close,
they will power up and self-detonate with a large blast radius.
Threat - Low-medium. The danger of mines, is accidentally falling in
near them. Other wise, they can be safely detonated from a
distance.
Found - Water, Water 2
Troopers - These bipedal robots stand slightly taller than Sophia. They
glide quickly across the ground, but appear unable (or very
reluctant) to jump. They attack physically and with laser shots.
2.0 - These Troopers sport a shoulder mounted rocket launcher to fire
homing missiles at you.
Threat - High. Troopers are much faster than Sophia an typically attack
in groups of three. Surrounding Sophia they can quickly reduce
her to scrap metal early in the game. Take advantage of their
lack of vertical mobility and snipe them from an elevated platform
with homing missile to soften them up, then finish them with
thunder.
Found - Plant, Cave 2, Plant 2
7.2 Gate
------------
Evil VINCent - (you have seen The Black Hole, right?) Floating drones
that shoot lasers
2.0 - Orange tint, slightly larger. Faster, more aggressive.
3.0 - Small with greenish tint. Once alerted to your presence, will
charge you in a kamikaze attack. Medium radius.
4.0 - Small, bluish tint. More aggressive and accurate model of version
2.0
Threat - Low-medium. Strafe and jump. Because they hover, you may not
hit them if you stand still. Napalm generators.
Found - Cave, Water, Plant, Lava, Water 2, Cave 2, Lava 2, Plant 2
Bats - Well...they're bats. Just like every other game in existence,
they're small, annoying, and hard to hit.
Threat - Annoying. Shoot constantly, napalm or hypersonic, or risk
losing gun upgrades.
Found - Cave, Water, Plant, Lava, Water 2, Cave 2, Lava 2
Spider Drones - 4-legged hovering attack drones. Fast and well armored.
they attack with a triad pulse gun and a barrage of energy
balls after locking onto a target.
2.0 - Equiped with twin missile launchers, will fire a barrage when
locked on in addition to normal attacks. Can also jet up to dodge and
get the drop on you.
Threat - Medium-high. Strafe and napalm. Very dangerous in groups.
Sometimes drops guns.
Found - Cave, Water, Plant, Lava, Water 2, Cave 2, Lava 2, Plant 2
Dustpans - More dangerous cousins of the Vincents, these are flying
wedges that attack with a triangular energy wave.
Threat - Medium-high. Their attack covers a large area making it hard
to dodge. Their mobility, and the fact that they may be floating
out of Roddy's plane of fire, make them difficult to hit. Very
dangerous in groups. Strafe and jump, though often in may be more
prudent to simply move on to the next room.
Found - Water, Water 2, Plant 2
Firepods - Small cylinders mounted on the floor, usually in pairs. They
periodically open an shoot a small barrage of fireballs.
Threat - Medium. While not incredibly dangerous alone, Firepods usually
appear with other enemies, particularly Dustpans. Their low
stature places them below Roddy's plane of fire making them almost
impossible to hit without using napalm or hypsersonic.
Found - Water, Water 2, Plant 2
Draconians - Large (taller than Roddy) reptilian bipeds that hop around
trying to get close enough to swipe with their powerful arms.
Threat - Low. Despite their large size, they are slow. Running in
small circles after getting them to chase Roddy will keep you
permanently out of their range. Drop napalms while running
and they will swiftly succumb.
Found - Plant, Lava, Water 2, Cave 2, Lava 2
Super-Draconians - These Draconians have large pods growing out of each
shoulder. The pods can be charged, and will then
discharge energy orbs that have mild tracking abilities.
They can absorb the energy discharge of Roddy's gun and
will then grow to twice their original size.
Threat - Medium. While they are twice as powerful in their giant
state, and armed with a range attack, they are still
vulnerable to the same attack strategy as their normal
cousins.
Found - Water 2, Cave 2, Lava 2
Lava Imps - These pests dwell in lava or radioactive ooze. If Roddy
comes near them they will jump up from their cover to attack,
then drop back to safety.
Threat - High. Imps are difficult to attack because they are only in
range momentarily, during which time they fire a revolving
energy crescent that tracks will track Roddy over a long
distance. The attacks are strong and sometimes difficult to
dodge. Jumping when the Imp fires will almost inevitably lead
to Roddy being hit, as the energy swirl is released above the
imp's head. Strafing is much more effective.
Found - Plant, Lava, Lava 2, Plant 2
7.3 Bosses
Mission 1 - Solar Mech Guardian
-----------------------------------
This Boss has 18 gages. In order to critically damage the vital region
it will be necessary to strip off the auxiliary parts. The guardian
will be unable to perform certain attacks if the parts used to make that
attack have been destroyed.
Attack 1: Seeker Flare - Opens pods and launches a barrage of seeking
energy bolts that fly in an arc.
Attack 2: Ice Plasma Bolts - Guardian rotates shooting pairs of
starburst-shaped plasma bolts. The bolts travel slowly in
straight lines.
Attack 3: Energy Fan - The guardian unleashes multi-directional plumes
of energy while strafing. The plumes have a large diameter.
Attack 4: Solar Charge - An energy field surrounds the guardian as it
charges forward in an effort to ram Sophia.
Shoot constantly. Face the enemy when it initiates Attack 1. Pause
while it fires, then move in underneath it to dodge the missiles. Turn
towards it and retreat to the center mound (or other high ground) as it
readies for Attack two. If bolts approach, backup off the mound to let
the bolts pass over head. Attack 3 moves much more quickly than Attack
2, but the same basic strategy should be employed. Listen as the
guardian charges for this attack to anticipate when it will fire. The
guardian will remain momentarily stationary as it charges its shield for
Attack 4. Turn towards it and jump to the side and circle as it passes
with its charge. Repeat. Hit with your Blaster whenever there is a
clear shot. You do not have much ammunition at this point, so use it
only when you are confident in hitting. This is a long fight, so
dodging its attacks is imperative.
Mission 2 - Liquidator (Murph?)
----------------------------------
This boss only has 5 gages, but can by can be damaged critically without
trimming off his extra parts, though a little pruning will crop his
available attacks.
Attack 1: Yellow Drips - It is possible that these are related to a
pinkish ball that bounces around that can be destroyed and has
no apparent connection to anything else. The drips fall
randomly around Roddy and slowly heat up turning red, at which
point they explode leaving burning flares on the ground.
Attack 2: Arm Swipe - Liquidator will take swipes at Roddy with his arms
making green splashes.
Attack 3: Slime Geyser - Liquidator ducks down into the slime, then
spews a large mouth-full at Roddy, chasing him around for
awhile.
Attack 4: Eye Laser - Liquidator charges (flashing triangles around
eyes) then fires 3 shots.
Attack 5: Water Cannon - Liquidator launches large water globules from
his arms in alternating blasts.
Always avoid the drips. They are harmless when they're yellow, but give
yourself plenty of room to dodge other attacks when they turn red.
Aiming directly at his chest at close range seems to finish him off
quickly without wasting time on his arms and the disc on his head. Jump
back to dodge his arm attacks. Attack 5 seems to be used infrequently,
but can be easily dodged by running side to side. Attacks 3 and 4
really are the only ones you need to worry about though...those and the
drips. For Attack 3, continue firing as he ducks into the muck and
stands (you can probably take his hat off) and then move to the side.
The slime he spits sticks to the ground momentarily and can still damage
you so be sure to jump over it when you need to double back. This can
sometimes be difficult if you first have to hurdle the current slime
being spat. For Attack 4, continue firing as his eyes charge, and then
run and jump as soon as the triangles disappear. He tracks quite well,
so even though you are running you may still get hit, but timing your
jumps for when he shoots should eliminate that threat. If you keep a
modest amount of fire on him while dodging his attacks, he will quickly
start spasming and explode all over the room.
Mission 3 - Blocks
---------------------
There are 15 Blocks that will materialize. If you have the plasma torch
(fully upgraded gun,) assuming you can find the block as soon as it
appears, you can destroy the block before it moves. Blocks will
materialize in random locations throughout the room. There will be a
momentary pause after the block appears, and then it will move (like a
rook in chess,) pause again, and perform an attack. After attacking it
will fade to a blue color and become impervious. Randomly, blocks will
awaken from this dormant state and move and attack, then return to
dormancy.
Attack 1: Brain-glow - The block will become translucent as it charges.
Orange energy will collect in the center (looks like a brain)
and then be released in a fan of orange energy bullets.
Attack 2: Power Burst - Similar to first attack, but block shoots three-
directional blue pulses.
Attack 3: Lightning Tether - A bolt of electricity will connect two
blocks, which will then move across the room stretching the
field between them. Sometimes one block will change
directions and sweep around the other.
Attack 4: Massive Shot - The block powers up similarly to Attack 1, but
releases one, large starburst energy pulse that moves slowly
once fired.
Attack 5: Rook - The block will charge quickly, flashing, and then fire
a four-way blast that quadrants the room.
Attack blocks as they appear from close to medium range. Attack
diagonally, so that you hit a corner instead of a face. This will keep
you out of the way when it moves and if it executes Attack 5. Keep
close enough to drop napalms too. If you cannot destroy the block
before it attacks, hypersonic or jump to dodge fire. If it executes
Attack 3, dodge or hypersonic depending on your location. Always attack
blocks as soon as they materialize or become active. Letting the room
fill up will make things very difficult, as multiple blocks will be
active at one time and the room will be very congested with enemy fire.
Mission 4 - Bug-eyed Fry Chicken (Hornhead?)
------------------------------------------------
[I was just going to call this guy Firefly or Firebug, but it appears to
have a bird head. *shrug*] This guy flies around a lot, mostly far
from the floor that you are confined to, and out of range. The camera
will automatically swivel to keep both of you on the screen at the same
time. One of the biggest threats will not be from the boss, but the
huge lava plumes that will flare up through the floor. Getting stuck in
one of these will cost you dearly. The flares move around on the floor,
and with the constantly moving camera angle, it can be difficult to see
if you are about to run right into one.
Attack 1: Fire Stars - While Flying, Fry guy will unleash two twirling
discs that will home in on your location.
Attack 2: Radiation Burst - While hovering over the floor, Fry Chicken
will unleash and electric burst of heat energy.
Attack 3: Flare Thrust - The boss will charge up, as if he was going to
go hypersonic, and then charges forward engulfed in flames.
Attack 4: Energy Spheres - Launches a series of blue orbs.
The match will start with Chicken-head flying off to the horizon where
he will attack several times with Attack 1. Keep an eye on the
incomings, and keep moving to dodge. After awhile, he'll get bored and
fly down and make a few strafing runs trying to hit you. You'll have to </pre><pre id="faqspan-5">
keep moving to keep him from hitting you, but try to drop napalms such
that they explode as Fry Chicken flies through them. If he pauses,
preparing for Attack 2 or 4, try to get in close and hypersonic. Going
hypersonic when he initiates Attack 3 is often a waste, since his thrust
usually takes him far out of range. If you can dodge his attacks and
the flares, and hit him with napalm and hypersonic, you will eventually
send him supernova.
Mission 5 - Nova Mech Guardian
----------------------------------
The Mission 1 boss is the most challenging boss of the first four levels
because the fifth level is bossed by a more challenging version of the
same enemy.
Attack 1: Seeker Flare - A long, fast barrage of blue homing missiles
Attack 2: Large Plasma Bursts - Fires a rotating series of plasma
starbursts.
Attack 3: Fire Fan - A large, three burst fan of fire plumes.
Attack 4: EM Pulse - A powerful energy wave fired from lower guns
Attack 5: Electric Morning Star - Two balls of energy, similar to that
fired by Attack 4, are chained to the boss by streamers of
energy. The balls fly around him attempting to bash you with
them.
Attack 6: Juggernaut - The boss envelopes himself in a blue energy
shield and charges forward.
Tactics for Attacks 1, 2, 3, and 6 are similar to those for the
respective attacks by the Mission 1 boss. The main differences are the
speed and size of the attacks, and the topography. While the arena
appears to be level, not providing cover for surface clearing attacks,
there is a depression around the perimeter of the room to hide in.
Attack 4 is linear, so if you are attacking from its front when it
raises its lower guns, jump to the side. Attack 5 has a limited range,
though it is longer than one might expect. Clear the area and attack
from a long range. The boss will sometimes complicate matters by
initiating another attack while 5 is still in use. Keep your distance
in such instances. The easiest way to eliminate this boss and avoid a
lengthy fight is to use Thunder. Dodge the first attack by driving
under the enemy, then attack with Thunder from behind. Keep behind him
by side-jumping around him, and move away only if necessary to avoid an
attack. If you have at least five Thunder gages, you should be able to
destroy about all of the auxiliary parts. Use Blaster to finish off any
other pieces so that Attack 6 is the only attack available.
Mission 6 - Emissary (Ringage?)
----------------------------------
Roddy meets this paltry creature earlier in the stage when he tells
Roddy about his sister. Obviously Roddy isn't too pleased to see this
guy again, except maybe to rip that thing off his head...
The Emissary spits out a series of orbs that will anchor themselves to
the corners of the platform the fight takes place on. Once in place, a
line of energy will flash between the orbs indicating the path the
Emissary's shots will travel. Move to an open space and fire. The
Emissary will move around, slightly altering the course of his shots,
but unless you destroy a sphere, the overall path will not change. If
you take out a sphere, he will replace it before his next barrage, which
gives you more time to attack, but the spheres are large and move
quickly, so may pose a threat when trying to dodge. After sustaining a
certain amount of damage the Emissary will shield himself by an orbiting
circle of orbs. These make it difficult to get in close or get shots on
target. The best tactic at this point is to jump in close and go
hypersonic. It shouldn't take too many attempts to shut him up for
good.
Mission 7 - Tri-Chariot w/ Trooper
--------------------------------------
A Trooper appears to be mounted on the back of this Boss, but he is just
decoration, damage his gage sufficiently and he'll be ejected.
Attack 1: Seeker Laser Volley - Primary attack consists of a rotating
volley of seeking lasers.
Attack 2: Energy Blast - Charges a blast that fires from the top point
of the chariot.
Attack 3: Plasma Fountains - The tips of each prong will charge and a
stream of plasma will issue forth. The three plasma streams
will follow Sophia before terminating.
Attack 4: Shrapnel Pods - A cloud of shrapnel pods will be released
behind the chariot.
Attack 5: Laser Bolts - A barrage of yellow lasers.
Attack 6: Solar Flare - Charges a large blast from the center of the
chariot. The blast travels in a straight line, but will be
aimed at Sophia.
Attack 1 can be dodged by flying in continuous circles around the
screen. Attack 2 can be easily dodged when the boss begins charging.
Attack 3 is dodged in the same fashion as Attack 1. Note that the three
fountains start and stop sequentially. Attack 4 can be easily dodged,
but it becomes hard to shoot back since the barrage acts as covering
fire. Attack 5 also can be dodged in the same fashion as 1 and 3.
Attack 6 also won't connect if you keep moving. After a certain level
of damage has been sustained, lava flares will erupt from the lava river
below. The most dangerous attacks from the chariot come from its
strafing runs. At various intervals the chariot will fly past you on a
diagonal path. It will then re-enter the screen in another attempt to
hit you. The problem with the second pass is that you cannot see where
it will come from. Typically, moving to the opposite corner you fled to
on the first pass will keep you safe from the second. The chariot will
also stop in front of Sophia and begin rotating. If the arms hit you,
Sophia will take damage. Try to position yourself in a void, and move
with it as the chariot rotates. If you have leveled up your secondary
weapons, they will help immensely. Start with Field Guard and use its
extra shots to soften up your adversary. Once that has been depleted,
switch to Blaster to finish it off.
Mission 8 - Plasma Bat
-------------------------
This fight may take some time as your opponent will spend a lot of time
out of reach. As you damage it, its body will gradually lose substance
until it is just a field of energy.
Attack 1: Sweeping Laser - A continuous laser beam that is swept across
the ground.
Attack 2: Energy Pulses - Horizontally discharged fireballs.
Attack 3: Energy Orb Barrage - Blue spiked energy orbs that track
mildly.
Attack 4: Hypersonic Charge - Bat charges and then barrels forward. As
he passes, the bat will drop a smattering of discs that erupt in flames
if you walk over them.
Attack 5: Fire Breath - The bat will bellow fire and then fly around
trying to scorch Roddy.
Attack 6: Whirlwind - The Plasma Bat will generate two whirlwinds and
throw them down to the ground where they will spin for awhile until
dissipating.
Approach this fight similarly to the fight with the Fry Chicken. Most
attacks can be dodged by moving and jumping. However, that makes it
difficult to attack. Most of this fight will be spent dodging, but
napalms can be dropped strategically so that the Bat flies through them
on its strafing passes. The best chance to do damage is when the Plasma
Bat comes in for Attack 2. Go hypersonic to hit him hard and dodge his
attack. You can hypersonic in the air while jumping. Additional
attacking opportunities can be created using this technique. Hypersonic
when appropriate and the Plasma Bat will eventually dissipate.
Final Boss - Kaiser
---------------------
Kaiser is large. But shooting his 'feet' will not aid you in your
fight. Aiming at his face will cause the most useful damage.
Attack 1: Shoots energy balls from hands
Attack 2: Charges hand and discharges orange lightning
Attack 3: Surrounds Sophia with orbiting diamonds
Attack 4: Summons a fire flare
Attack 5: Purple plasma balls
Attack 6: Summons ice crystals
Attack 7: Homing starbursts
Attack 8: Particle barrage after charging wings
Attack 9: Yellow laser blasts from hands
Attack 10: Critical Mass Core Blast
Everything can be dodged by not stopping and watching for indicative
charging animations. Attack 2 places diamonds around Sophia that act to
block your shots. Take them out or shoot through them. Once in place,
Kaiser will usually use Attack 4 or 6 which creates an elemental
eruption beneath Sophia. This attack is still dangerous when flying as
the burst will fly up high into the air. Moving to the sides will dodge
these attacks. After inflicting a certain amount of damage to Kaiser,
he will initiate Attack 10. He will charge a sphere of energy over his
head that will expand and then the screen will white-out. When Kaiser
initiates this attack, stay in the air and fade back as far as possible.
It appears that damage can be avoided if you stay off the ground when
the screen goes white. After the screen returns to normal, resume your
attack. Once Kaiser has been reduced to about half life, he will move
out in the room and many of his attacks will increase in speed and
power. He will also use multiple attacks simultaneously. The easiest
method to take down Kaiser is to rely on your maxed-out secondary
attacks. Start with Thunder. Hover in close at head level and move
side to side to dodge any attacks. Thunder will devastate a lot of
gages if you stay close and high. Turn off Thunder if you have to
retreat to conserve ammo. Once your Thunder battery has been drained,
switch to Blaster and drop back to medium range. Try to target his face
when you fire. The area of effect of the Blaster shot will rip apart
most of the remaining parts damaged by Thunder. If Kaiser is still
alive when you've depleted your Blaster, switch to Field Guard and drop
back to mid-long range. Keep moving and finish him off.
========================================================================
8.0 Credits and Final Word
This walkthrough/faq is authorized for hosting exclusively on
Gamefaqs.com
Special thanks to my wife Julia for putting up with my addic...er,
lifestyle.
Thanks to Sunsoft for creating such an entertaining game concept and
following through with a quality PlayStation sequel.
Thanks to Crave for bringing BMBA to the States.
Thanks to Gamefaqs for being a quality resource and hosting my faq.
Thanks to you for reading this. I hope you find it useful or at least
entertaining.