VIRTUAL ON: MARZ (PlayStation 2)
SEGA®/HITMAKER, 2003





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Highlight the ASCII art above and/or look from a distance to appreciate.
ASCII art copyright Eizaz Azhar, 2003.

WARNING: As with all my FAQs, this FAQ is best viewed in 1024 x 768 pixels.
        Sorry for any inconvenience caused.





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LEGAL INFO                                     _legal_
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As with all FAQs, this section must be included to avoid any legal complications.
___________________________________________________________________

This FAQ is written by Eizaz and is copyright ©Eizaz Azhar, 2003.
No form of reproduction of this FAQ is allowed and it may not be
distributed in any way without the author's content (me). For the
time being, only http://www.gamefaqs.com has my authorization to
post this FAQ on its page. Violating this rule can and will induce
serious legal action, so you might not want to do anything rash.
You may print/download as copy of this document for your personal use,
but selling it or using it to make profit in any is strictly prohibited.
(That part's reserved for me.)
___________________________________________________________________


STERN WARNING: Okay people, I have spent hours upon HOURS making this FAQ, and I certainly
              DO NOT appreciate it if you leech off info or concepts from my FAQ without my
              permission. Just ask me, and we'll talk things over, kapeesh? There. Sorry, but
              it had to be said.


(BTW, does anyone actually read this crap?)





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UPDATES/VERSION/HISTORY                          _log_
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. . . . . . . .

- FAQ Updated to Version 1.5 -
# Grahh! Allrighty then, with my exams over and done with, I'm able to concentrate
 fully on completing this FAQ. Added an enourmous amount of stuff, which explains
 why the size of the FAQ skyrocketed! I've got all VRs unlocked, explained the ranking
 system, added a walkthrough for Dramatic Mode, added VR weapons and effects, frame-cancels
 (yes, they are in MARZ... I'm perhaps the first person to notice this) and a whole lot more!
 Update started on 1.35 AM, Thursday, 12th August, 2003 (5 1/2 hours after exams, and after
 a month's time of layoffs)
# Update completed on 2.35 PM, Thursday, 21th August, 2003 - the biggest update yet.

. . . . . . . .

- FAQ updated to Version 1.4 -
# Made the "Abbreviations" section a bit more user-friendly, fixed some errors, added
 Apharmd T Type F Alpha Commando, added Joe Special Force, added some special moves.
 NOTICE! This may be the last update for a while, as I have an enormous exam come August
 11th - which may determine my future. In the meantime, other FAQs should be complete by
 then... So see them while I work my brain.
 Update started about 2.00 PM, Thursday, 3rd July, 2003.
# Update completed on 12.32 PM, Saturday, 5th July, 2003.

. . . . . . . .

- FAQ udpdated to Version 1.3 -
# Finished all weapons/effects for the standard VRs in Versus Mode, changed the FAQ
 format a bit, changed the ASCII art, added a small walkthrough/enemy list -  more
 coming soon, added a BGM section, created my own "Abbreviations and Terms", and
 changed the "Updates" title to "Updates/Version/History" (did anyone notice that?)
 Update started on 3.16 PM, Saturday, 28th June, 2003.
# Update completed around 10.47 PM, Sunday, 29th June, 2003.

. . . . . . . .

- FAQ updated to Version 1.2 -
# Added some special moves, fixed some errors, added "Questions & Answers",
 added some ASCII art, added "Pros & Cons".
 Update started on 12.01 AM, Tuesday, 24th June, 2003.
# Updated completed on 8.57 PM, Tuesday, 24th June, 2003

. . . . . . . .

- FAQ updated to Version 1.1 -
# Fixed number of total VRs in "VR Collection" - There are 39, not 37. Unlocked one
 of the Sisters of The Rose, Jennifer Poison (Charlotte), added the SLC Dive/Wave Rider
 attacks for Myzr (How could I forget those...), added some Special Force (SF) VRs.
 Update started on 1:56:19 PM, Sunday, June 22nd, 2003
# Update finished on 11.38 PM, Monday, 22nd June, 2003.

. . . . . . . .

- First version of FAQ (1.0) -
# Work on FAQ started around 7:25:54 PM, Thursday, May 29th, 2003.
# FAQ completed at 10.30 PM, Sunday, June 15th, 2003.





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FAQ INDEX                                      _index_
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I've implemented an index section and corresponding keywords, as this FAQ is getting
too big to handle. To find a certain topic, press Ctrl+F on the keyboard, and type in
the keyword (if you're lazy, just copy the bloody word), indicated by an underscore (_)
at the beginning and end of it. Find the keyword twice, and you'll arrive at the topic
that you seek. This is only available on the main topic; for subtopics, you'l have to
search for them (which are listed below.) Topics are displayed in a pair of brackets
[] and subtopics are displayed using a slash \. Makes it easier for everybody, right?

___________________________________________________________________________________
|                                                                                   |
|  [- TOPIC -]                                                   [-KEYWORD-]        |
|___________________________________________________________________________________|
|                                                                                   |
|  [Legal Info]................................................. _legal_            |
|                                                                                   |
|                                                                                   |
|  [FAQ Index].................................................. _index_            |
|                                                                                   |
|                                                                                   |
|  [Introduction]............................................... _intro_            |
|   \- Game Introduction                                                            |
|                                                                                   |
|                                                                                   |
|  [Story]...................................................... _indecipherable_   |
|                                                                                   |
|                                                                                   |
|  [Abbreviations And Terms].................................... _terms_            |
|   \- Long-Range Terms                                                             |
|    \- CC Terms                                                                    |
|                                                                                   |
|                                                                                   |
|  [Controller Options!]........................................ _control_          |
|   \- Automatic                                                                    |
|    \- Twin A                                                                      |
|     \- Twin B                                                                     |
|      \- Type A                                                                    |
|       \- Type B                                                                   |
|        \- Edit                                                                    |
|                                                                                   |
|                                                                                   |
|  [Basic Controls/Commands].................................... _bas_              |
|   \- Lock-On Target                                                               |
|    \- Regaining The Target                                                        |
|     \- How Do I Attack?                                                           |
|      \- Walking/Standing Attacks                                                  |
|       \- Jumping Attacks                                                          |
|        \- Dashing Attacks                                                         |
|         \- Crouching Attacks                                                      |
|          \- Turbo Attacks                                                         |
|           \- OTG Attacks                                                          |
|            \- Changing/Selecting The Target                                       |
|             \- Radar Display                                                      |
|              \- Repair Disc/Rescue Dash                                           |
|                                                                                   |
|                                                                                   |
|  [Close-Range Combat]......................................... _cc_               |
|   \- Guarding                                                                     |
|    \- Dashing CC Attacks                                                          |
|     \- Air Dashing CC Attacks                                                     |
|      \- Uppercut CC Attacks                                                       |
|       \- Ground Smasher CC Attacks                                                |
|        \- OTG CC Attacks                                                          |
|         \- Turbo CC Attacks                                                       |
|          \- Linking Combos                                                        |
|                                                                                   |
|                                                                                   |
|  [Advanced Controls/Commands]................................. _adv_              |
|   \- Thrust-Vectoring                                                             |
|    \- Watari Dashing                                                              |
|     \- Frame-Cancels                                                              |
|                                                                                   |
|                                                                                   |
|  [Dramatic Mode].............................................. _drmode_           |
|   \- Items And Power-Ups                                                          |
|    \- Enemy List/Tips And Hints/Boss FAQ                                          |
|     \- Mission Ranking System                                                     |
|      \- Pilot Ranking System                                                      |
|                                                                                   |
|                                                                                   |
|  [Dramatic Mode Mission List]................................. _drmguide_         |
|   \- Operation 1: Mars Central Area                                               |
|    \- Operation 2: Jupiter                                                        |
|     \- Operation 3: Moon                                                          |
|      \- Operation 4: Earth                                                        |
|       \- Operation 5: Mars Polar Area                                             |
|        \- Operation 6: The Tangram Crisis                                         |
|         \- Operation 7: Oratorio Tangram                                          |
|                                                                                   |
|                                                                                   |
|  [Challenge, Versus and VR Collection Mode]................... _misc_             |
|   \- Challenge Mode                                                               |
|    \- Versus Mode                                                                 |
|     \- Virtuaroid Collection                                                      |
|      \- System/Options/Settings                                                   |
|                                                                                   |
|                                                                                   |
|  [Virtuaroid Roster].......................................... _vrs_              |
|   \- VR Unlocking Guide                                                           |
|    \- Legend                                                                      |
|     \- Angelan                                                                    |
|      \- Apharmd Series                                                            |
|       \- Apharmd The Hatter                                                       |
|        \- Bal d Meora                                                             |
|         \- Fei-Yen                                                                |
|          \- Guarayakha                                                            |
|           \- Myzr Delta                                                           |
|            \- Sisters Of The Rose                                                 |
|             \- Raiden Series                                                      |
|              \- Temjin Series                                                     |
|               \- Temjin 747 Type a8 "White Knight"                                |
|                \- VOX Series                                                      |
|                                                                                   |
|                                                                                   |
|  [BGM List]................................................... _bgm_              |
|   \- Virtual On: Operation Moongate                                               |
|    \- Virtual On: Oratorio Tangram                                                |
|     \- Virtual On: "4" Force                                                      |
|                                                                                   |
|                                                                                   |
|  [Questions And Answers]...................................... _qanda_            |
|                                                                                   |
|                                                                                   |
|  [Tak Puas Hati Corner]....................................... _geram_            |
|                                                                                   |
|                                                                                   |
|  [Virtual On: On The Web]..................................... _www_              |
|                                                                                   |
|                                                                                   |
|  [Credits].................................................... _terima_kasih_     |
|                                                                                   |
|                                                                                   |
|  [Contacting Me].............................................. _apa_khabar_       |
|                                                                                   |
|                                                                                   |
|  [Legal Info 2]............................................... _legal2_           |
|                                                                                   |
|___________________________________________________________________________________|
|___________________________________________________________________________________|





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INTRODUCTION                                   _intro_
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G'day, everyone! It's me, Eizaz! You may recall that I wrote a FAQ on the game
Virtual On: Operation Moongate, and this time I'm doing one for the latest installment
of the series (at time of writing), Virtual On: MARZ. I've written one for the first
game, so might as well write one for the next, right? I've been playing the VO series
since I was 10, way back in 1996, when the arcade version of  Operation Moongate first
came out in Malaysia - so I proabably know a thing or two about the game. This FAQ is
an in-depth walkthrough for Dramatic Mode, covering a list of VRs in the game, their
attacks/special moves, how to unlock them, and almost everything else. A must-read for
beginners, and perhaps you veterans out there could use this for referance. If you liked
the first one, you'll probably like this one too... I hope. I don't mind if you use this
FAQ on your page, as long as you ask my permission for it, and you give me credit, and if
you have any tips/hints/glitches, comments, anything about this game or the FAQ, or even
about me (yikes!) drop me an e-mail at:

[email protected]

Alternatively, come to my site at

www.vogz.cjb.net

And post your questions in the forums, where I shall reply to them.


NOTE: The FAQ is nearing its completed stage, now to wait for the US release of MARZ...
     Contribute something useful, and I'll put your name in the FAQ with proper credits.


-----------------
GAME INTRODUCTION
-----------------

In 1995, a new machine for arcade junkies was released in local arcades throughout the
world. Titled Virtual On: Operation Moongate, the game was a hit for players who preferred
a new bash-em-up game, where strategy, tactics, and even a player's location counted to your
victory - or defeat. This was one of the first games which allowed interaction between objects
in the arena and the player. There were 8 virtuaroids (mechs, if you will) in the game to choose
from, and each had its own special abilities. The Virtual On era had started...

Soon afterwards, in 1998, SEGA came up with a sequel, named Virtual On: Oratorio Tangram.
In my opinion, nothing compared with the graphics and gameplay of this one. It was truly a
contest of skill and tactics. An experienced player would almost always win over a newbie
player; players new to the game would stand no chance. This was the game which spawned numerous
Virtual On fans worldwide, and is still a joy to play even after all these years. The gameplay
was exactly like Operation Moongate's but much, much more advanced. For example, the turbo buttons
affect your weapons. Different turbo/weapon combinations produced other effects, and the game took
some time to master, unlike Operation Moongate (which was simple, really).

In 2001, a new game of the series was produced by Hitmaker, unlike the previous series which
were produced by SEGA. Virtual On: "4" Force, as it was named could only be found in Japan,
so not much is known about it. The gameplay is said to be very different from Operation Moongate
and Oratorio Tangram, according to those whgo have played it. The game was special from other
series because of it co-operative mode - i.e. Player 1 and Player 2 join forces against Player 3
and Player 4.

Now, in 2003, SEGA developed the latest installment in the series for the PS2 called Virtual On: MARZ.
Developed based on the Virtual On Force system in Japan (with the exact game engine), the game allowed
2 players to go head-to-head against another team of 2. Yes, long-range VRs played their part here, by
helping their partners who went into close combat. Many, many veteran players complained (including myself)
as the gameplay was too easy, as most of the functions available in Oratorio Tangram were missing, and
that there was nothing skilful about this game. Of course, skill was still involved, as it retained some
of the Oratorio Tangram functions, and there were much more VRs to choose from (39, to be exact).

My verdict: Okay. MARZ is literally Force for the home, with very little variety to choose from,
unlike its arcade counterpart. If you're new to the series, or have only played Operation Moongate
before, then by all means, give it a try. If you're a hardcore Virtual On fan, who plays Oratorio
Tangram like crazy, and collects everything VO, chances are that you've given this game a try, and
hated it a lot. It may not stay loyal to the series, and you may hate it, but it is, after all a
sequel... Sorry, but you'll have to bear with this until Hitmaker (ever) listen to our whines.

Whether you like it or not, is of course, entirely up to you, but personally, I wouldn't stop
playing this for the world - no matter how bad it is. In fact, after a few months while working
on this FAQ - surprisingly, I'm starting to get rather fond of it.

That said, let's continue...

NOTE: For more flames about the game, visit the Tak Puas Hati Corner.





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THE STORY!                            _indecipherable_
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Unfortunately, the story in in Japanese, and I can't speak a word of Japanese, neither can
I read katakana writing. Sorry, but this'll have to wait till the US version of the game is
released. From what I can tell you, the game was released to fill in the missing parts of the
previous chapters, like Counterpoint, One Man Rescue, Operation Moongate, Oratorio Tangram, and
so on and so forth. These are all previous chapters in a long story - Virtual On. The US release
will be in November, at which point I will finish up the FAQ.





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ABBREVIATIONS AND TERMS USED IN THIS FAQ       _terms_
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Here are a list of abbreviations that I will use in this FAQ of mine, and some that are used
all over the world by VR pilots. All these are performed with your VR standing still on the
ground, unless stated otherwise. I created most of these specially for MARZ, as there is no
standard format - so ask me if you want to use them!


------------------
LONG-RANGE ATTACKS
------------------

LW....................... Left Weapon; standing
RW....................... Right Weapon; standing
CW....................... Centre Weapon; standing

FW.LW/RW/CW.............. Forward LW/RW/CW; walking
BW.LW/RW/CW.............. Backward LW/RW/CW; walking
SW.LW/RW/CW.............. Sideways LW/RW/CW; walking
FWDG.LW/RW/CW............ Diagonal LW/RW/CW; walking, forward
BWDG.LW/RW/CW............ Diagonal LW/RW/CW; walking, backward

TbLW..................... Turbo LW
TbRW..................... Turbo RW
TbCW..................... Turbo CW

CR.LW..................... Crouching LW
CR.RW..................... Crouching RW
CR.CW..................... Crouching CW

CR.TbLW................... Crouching Turbo LW
CR.TbRW................... Crouching Turbo RW
CR.TbCW................... Crouching Turbo CW

JP.LW.................... Jumping LW
JP.RW.................... Jumping RW
JP.CW.................... Jumping CW

JP.TbLW ......... Jumping Turbo LW
JP.TbRW ......... Jumping Turbo RW
JP.TbCW ......... Jumping Turbo CW

FW.dLW/Rw/CW.............. Forward dashing LW/RW/CW
BW.dLW/RW/CW.............. Backward dashing LW/RW/CW
SW.dLW/RW/CW.............. Side dash (left/right) LW/RW/CW
FWDG.dLW/RW/CW............ Diagonal dash (FW) LW/RW/CW
BWDG.dLw/RW/CW............ Diagonal dash (BW) LW/RW/CW

FW.AdLW/RW/CW............. Forward air dash LW/RW/CW
BW.AdLW/RW/CW............. Backward air dash LW/RW/CW
SW.AdLW/RW/CW............. Side air dash (left/right) LW/RW/CW
FWDG.AdLW/RW/CW........... Diagonal air dash (FW) LW/RW/CW
BWDG.AdLW/RW/CW........... Diagonal air dash (BW) LW/RW/CW


--------------------
CLOSE-COMBAT ATTACKS
--------------------

LWCC...................... Left Weapon; standing
RWCC...................... Right Weapon; standing
CWCC...................... Centre Weapon; standing

FW.LW/RW/CWCC............. Forward LW/RW/CW; walking
BW.LW/RW/CWCC............. Backward LW/RW/CW; walking
SW.LW/RW/CWCC............. Sideways LW/RW/CW; walking

TbLWCC.................... Turbo LW
TbRWCC.................... Turbo RW
TbCWCC.................... Turbo CW

JP.LWCC................... Jumping LW
JP.RWCC................... Jumping RW
JP.CWCC................... Jumping CW

FW.dLW/Rw/CWCC............ Forward dashing CC LW/RW/CW
FWDG.dLW/RW/CWCC.......... Diagonal dashing CC (forward only) LW/RW/CW

FW.AdLW/RW/CWCC........... Forward air dash CC LW/RW/CW
FWDG.AdLW/RW/CWCC......... Diagonal air dash CC (forward only) LW/RW/CW


[Now the format here is that it will be in the form of a movement, in capital letters:]

FW............... Forward
BW............... Backwards
SW............... Sideways (left or right)
DG............... Diagonal (Forward-left/forward-right (FWDG), Backwards-left/backwards-right (BWDG).
JP............... Jumping


[And then the Turbo/Dash button if necessary:]

Tb............... Turbo
Btb.............. Both Turbo triggers (Twin A/Twin B; for others, press Change Target)
d................ Ground Dash
Ad............... Air Dash


[And finally, the CC, if it is to be done in CC range.]

CC............... Within CC range


There! User-friendly, easy to remember, and short. Note that CR.CC (crouching CC) attacks are no
longer in MARZ, and you can't execute a Turbo weapon attack while dashing (you'll cancel your dash.)

NOTE: All air dash variants remain the same unless stated otherwise.





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THE CONTROLLER OPTIONS!                      _control_
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For those of you who are used to the Twinsticks, you're out of luck. The Twinsticks are not
available yet, and nobody knows for sure if it will ever be released. Until then, you can either
make your own (you could make a pair for the Dreamcast, but the PS2 version will have to wait a
while), or just make do with the PS2's Dualshock 2 controllers. Here are a list of controller
configurations to choose from. It's quite okay, really... I'm starting to like it, in fact! Now,
what's my Right Trigger again... Oops. Huh? Argghh! No! NOOOOOOO!!!

- GAME OVER -

---------------
MOVEMENT LEGEND
---------------

FW.................................. Moves the virtuaroid (VR) forward.
BW.................................. Duh, moves the VR backward.
Left................................ Moves the VR left.
Right............................... Moves the VR Right.
Turn (L)............................ Turns the VR to the left.
Turn (R)............................ Turns the VR to the right.
Dash................................ The name says it all.
Jump................................ See above.
Guard............................... Okay, this only works when there is a VR near you.
                                    More explained later.
Repair Disc/Rescue Dash............. Use this to revive/heal a teammate, or yourself.

The change-view function has been taken out of this game, and you're stuck with only one view of your VR,
unlike in Operation Moongate. Anyway, who actually uses the pilot's view?

To dash, hold the dash button and go whichever way you want to dash. While dashing, virtually all
attacks will miss except if you dash straight into them. You can also cancel your dash by pressing
the dash button again, called a dash-cancel. You can also dash and turn, excecuted by turning during
a dash. Note that you can only cancel/turn your dash while dashing and not firing anything!


----------------
AUTO (AUTOMATIC)
----------------

New to the game? Never played any version of the series? Or do you think that controlling a giant,
20-metre tall, 8000+KW robot made of solid steel is tough? Well then, these are the controls for you,
mate! Like the name states, the CPU will automatically analyse the current playing conditions, and
chooses a suitable attack for you. Very simple and recommended for beginners, but will get in the
way during advanced play. Oh yeah, the AUTO function will guard against close-combat attacks for you,
wherever possible.

R1...................... Change target
L1...................... Change target
Select.................. Repair Disc/Rescue Dash
D-Pad................... Moves the VR FW, BW, and so on.
Left Analog Stick....... Moves the VR, like the D-Pad.
Right Analog Stick...... Turn
Square.................. Light attack
Triangle................ Heavy attack
Circle.................. Faces opponent VR. Hold to jump, release to jump-cancel.
X....................... Dash.


--------------------
TWIN A (TWINSTICK A)
--------------------

The closest thing to owning a pair of Twinsticks. For seasoned players who want to get the feeling of
Twinsticks, these should work fine, albeit a bit of getting used to. Use the two Analog Sticks like you
use the Twinsticks, and you'll enjoy the similar controls of the arcade version on the PS2... Until the
real Twinsticks come out (if ever.) I myself use this controller configuration.

Left Analog............. Left Stick
Right Analog............ Right Stick
L1...................... Left Turbo
R1...................... Right Turbo
L2...................... Left Weapon
R2...................... Right Weapon
Select.................. Repair Disc/Rescue Dash
L Turbo + R Turbo....... Change Target


--------------------
TWIN B (TWINSTICK B)
--------------------

Why anyone would use this is beyond me. The button setup is ridiculously placed, and awkward to handle.
Only use this if you want to give yourself a handicap to an opponent, if your analog controls are spoiled,
or just to laugh out loud at Hitmaker for actually placing this configuration in here. I'd rather use
Automatic than this, frankly speaking. On second thought, NEVER use this at all! It's evil...!

D-Pad................... Left Stick
Square.................. Left on the Right Stick
Triangle................ Up on the Right Stick
Circle.................. Right on the Right Stick
X....................... Down on the Right Stick
L1...................... Left Turbo
R1...................... Right Turbo
L2...................... Left Weapon
R2...................... Right Weapon
Select.................. Repair Disc Rescue Dash
L Turbo + R Turbo....... Change Target

If you are new and insist on using the Twin A/Twin B config, here are the controls.

WARNING: More ASCII art ahead.

FW........... Move both joysticks forward.
BW........... Move both joysticks backward.
Left......... Move both joysticks to the left.
Right........ Move both joysticks to the right.
Jump......... Split both joysticks outward (Move one left, and move one right)

NOTE: If you move to the side while jumping (i.e jump and hold both sticks to the side) you may be
     able to evade most projectiles thrown at you. Only applies to light VRs. Heavy VRs can do this,
     but chances are your opponent's projectiles will hit you.

                   __                  __
Pull to the left <- \ \     *JUMP*     / / -> Pull to the right
                    \ \              / /
                     \ \            / /
                      \ \          / /
               Left Stick          Right Stick

NOTE: You can move a bit when in the air, especially for Myzr Delta and Bal d Meora.

. . . . . . . .

Guard - Move both joysticks inward (Opposite to jump)
       Also used to cancel a jump in mid-air, called a jump-cancel.
                     __          __
Push to the right -> / /          \ \ <- Push to the left
                   / /  *GUARD*   \ \
                  / /              \ \
                 / /                \ \
          Left Stick                 Right Stick



WARNING: You will experience a brief moment of freeze time after a dash attack, or after
        landing from a jump - so will your opponent(s), so use this to your advantage.


---------------------------
TYPE A (Dreamcast Config A)
---------------------------

If you're used to the Dreamcast version of Oratorio Tangram, then you may as well use this.
The controls are quite similar to those of the SEGA Dreamcast, and if you're used to this,
you'll be fine here. If you're a Marvel VS Capcom/any 2D fighting game fan, this is the config
to go with.

D-Pad................... Move VR. FW, BW... You know, right?
Left Analog............. Move VR too.
Right Analog............ Turn
Square.................. Turbo
Triangle................ Jump
Circle.................. Change Target
X....................... Crouch/Jump-cancel/Guard
L1...................... Left Turbo
R1...................... Right Turbo
L2...................... Left Weapon
R2...................... Right Weapon
Select.................. Repair Disc/Rescue Dash
L Turbo + R Turbo....... Change Target


---------------------------
TYPE B (Dreamcast Config B)
---------------------------

And if you don't like the controls above, here's another alternative:

D-Pad................... Move VR. FW, BW... You know, right?
Left Analog............. Move VR too.
Right Analog............ Turn
Square.................. Change Target
Triangle................ Jump
Circle.................. Turbo
X....................... Crouch/Jump-cancel/Guard
L1...................... Left Turbo
R1...................... Right Turbo
L2...................... Left Weapon
R2...................... Right Weapon
Select.................. Repair Disc/Rescue Dash
L Turbo + R Turbo....... Change Target


---------------------------------
EDIT (Custom Controller Settings)
---------------------------------

Okay, okay. So you absolutely HATE all the controller configurations given. Nothing seems to
satisfy you, huh? Oh well. Looks like you have no choice but to set your own bloomin' keys.
Note that you can only change the keys in the main menu, or in the Dramatic Mode main menu.
In-game, you can only choose the controller type, not set the controls. What you use here is
entirely up to you; They are, after all, your keys, not mine!





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BASIC CONTROLS/COMMANDS                          _bas_
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By now, you should realise that this game is somewhat like a 3D shooter. Projectiles fly
about and hurt you, destroy your opponent(s) and you win. Here's what you'll need to know
to play the game.


--------------
LOCK-ON TARGET
--------------

You may wonder, "How the heck do I aim?" Well, the game incorporates something called a
lock-on target. When the target is on your opponent, your attacks will aim in the general
direction of your opponent. If you lose the target, your weapons will run haywire or go straight,
except for specialised homing weapons like Fei-Yen's Heart Beam/Myzr Delta's Homing Beam.

*In CC range, the lock-on target will change to a double lock-on, indicating that you are in CC range.


---------------------
REGAINING THE TARGET
---------------------

There are a number of ways to regain the target. Here are a few:


-= Jumping
  When you jump, you have a bird's-eye view of the arena. You will regain sight of the enemy,
  and the target will lock on. Note that your VR needs enough time to turn to the direction of
  the enemy, so if you cancel it too quickly, you may not see your enemy at all, and when you
  land, you will freeze for a moment.


-= Jump-cancel
  The most common way of regaining sight of the enemy and the lock-on target. All you need
  is a short jump to regain sight. Be warned though: If you jump-cancel too quickly, not only
  will you NOT regain sight of the enemy, but you are also allowing your opponent to counterattack
  you, as a jump-cancel has a freeze time.


-= Do a dash attack
  When you do a dash attack, you will regain sight of your opponent and the target will lock on.
  Simple, quick and easy to execute, but be careful not to dash in the direction of the enemy,
  as you may get punished... Eating Lasers won't do your life gauge any favours.


-= Turning
  This has to be the worst way of regaining sight of your opponent and the lock-on target.
  When you turn, it takes a really long time. And to regain the lock-on target, your sight
  has to be in a straight line with your opponent. Of course, there's dash turning, but then again...


----------------
HOW DO I ATTACK?
----------------

Use the Left Weapon/Right Weapon/Centre Weapon. All weapons are indicated by the gauges on screen,
respectively. LW is on the left, RW on the right, and CW in the middle of both. You cannot fire your
weapons continously as over time, your weapons will overheat/run out of batteries/recharge (you have
infinite bullets, though - don't ask why) in which case a huge, red X will appear, overlapping your
weapon gauge. Some weapons have a much faster recharge time than others, and some charge as slow as
hell. A fully charged weapon will flash with the digits "100%", which means that your weapon gauge
is full, and ready to use. Some weapons can be used while the gauge is less than 100%, or still charging,
and some need the full 100% from the gauge to fire. Weapons charge automatically, even while firing.
Knowing how to ration your weapons may lead to your survival...


----------------------------
WALKING OR STANDING ATTACKS
----------------------------

A very simple attack, it may be good or bad depending on the type of situation. Just hold the
directional buttons to the right or left, and fire your weapons.  Or, you can stay still and fire
your weapons. Some weapons take a lot of startup time, while some take very little, depending on
both the weapon and the VR. All walking and standing attacks can be cancelled into a dashing/crouching
attack.


----------------
DASHING ATTACKS
----------------

You can dash and attack at the same time. This wil make up a major part of your attacks.
To do it, dash (left, right, front, back, any direction), then press the desired weapon.
The VR will then dash and fire his/her weapon. Dash attacks are different from walking/standing
attacks, and walking/standing attacks can be cancelled into a dash attack.


----------------
JUMPING ATTACKS
----------------

When jumping, you can also fire your weapons, but only after the jump has reached its
maximum altitude. Jumping attacks differ from other attacks, where VRs fire their weapons
in a different way. Also used to counterattack your opponent or to throw his weapons off
course (as in miss by a mile). You can also dash while jumping.


-----------------
CROUCHING ATTACKS
-----------------

Most attacks can be done while crouching, and you can only crouch while firing a weapon.
To do this, press GUARD and fire the desired weapon. This produces special effects, according
to the weapon and VR you use. Crouching attacks can be cancelled into a dashing attack, and
unlike Operation Moongate, you can fall while doing a crouch attack. There are no more crouching
CC attacks... I wonder why?


-------------
TURBO ATTACKS
-------------

Turbo attacks consist of pressing the turbo button and firing a weapon. Most turbo attacks
can only be done while standing. Anyway, turbo attacks power up your weapon, but consume more
energy, and usually take a longer startup time. They do more damage and have special effects,
so experiment!

NOTE: Unlike in Oratorio Tangram, the Left Turbo does no longer exist, neither does V-Armour.


-----------
OTG ATTACKS
-----------

What are OTG attacks? OTG stands for Off The Ground, a term where Marvel Vs Capcom/KOF/GGXX
players should be able to relate to. When your opponent falls down, he is officially Off The Ground,
where you can attack him/her while your opponent's down. You can only hit one or two OTG attacks
at a time, and OTG attacks are severly weak, another thing you 2D fighting fans should know...
But sometimes, it's just perfect for getting rid of that itsy-bitsy pixel of life.


-----------------------------
CHANGING/SELECTING THE TARGET
-----------------------------

In MARZ, you can and will fight against more than one opponent by yourself. To choose
which opponent you want the lock-on target to be on, you will have to press the "Change Target"
button, or in Twinstick mode, press both turbo buttons. You have to be neutral in order to use
this mode, which means you must not be firing ANY weapons while doing this - you can't change
targets while in a gunfight with one opponent. To know what type of VR you are aiming at, look
at the top-left corner of the screen. The name of the VR itself should be in Japanese, but riddled
with enough English for you to know what VR it is. Of course, some VRs have their name completely
written in Japanese, so take a wild guess.


-----------------
THE RADAR DISPLAY
-----------------

During gameplay, you may notice a simple radar on the bottom-right corner of the screen.
Simple, but it gets the job done. Don't expect any terrain options here; this radar only
tells you the location of stuff, enemies, and your VR partner, if you have one. Here's what
all the symbols and colors mean:

Green dot......................... Item to pick up.
Red dot........................... Enemy out of radar coordinate range
Red triangle...................... Enemy
Red triangle (with fill).......... Enemy that you/your partner are currently locking on to
Red triangle (without fill)....... Free enemy; not being locked-on to by anyone
Blue plus (+) symbol.............. Yourself
Blue triangle..................... Your partner
Blue X............................ Your partner with fully depleted life bar, a.k.a dead.

So basically, everything RED is out to kill you, GREEN is stuff to pick up, and BLUE is your ally.
The direction that the triangle's point is pointing towards represents what direction your enemy
is facing. Use this to your advantage, if you don't know what's going on behind you, assuming that
the enemy is in the radar coordinate range.


-----------------------
REPAIR DISC/RESCUE DASH
-----------------------

Of course, you probably can't take out 8 Z-Gradts and expect to live, with your life bar being brought
over - so SEGA made these thingies... The Repair Discs! Repair Discs come in CDs, and you can carry a
maximum of 5 discs, represented at the bottom-left corner of the screen. Each disc heals approximately
1/3 of your present health, at the price . These will not always be there to bail you out, so use them
wisely! As for the Rescue Dash, when your partner falls, use this to auto-dash towards your partner and
revive him if he's dead, at the cost of some health, depending on how much health your partner's lost,
and all your weapons. The Rescue Dash can only be used in Challenge and Versus mode.

NOTE: During the Rescue Dash, you cannot be locked-on to. All attempts to lock-on to you will fail,
     that includes jumping and dash attacks. You will jam the opponent's radar completely, and if
     you reach your friend, both you and your friend's life will be split equal.





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CLOSE COMBAT (CC)                                 _cc_
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For close combat to occur, a certain VR must be close enough for one of its
(or maybe all) weapon gauges to turn yellow. Pretty easy to spot, because a
weapon gauge's color is blue by default, and a double-lock on target will appear.
Anyway, when a weapon is in CC (close combat) mode, use it and your VR will unleash
some cool looking attacks, that do major damage. There is also a move called a
"Circular Slash", which means that your VR will circle around the opponent VR
at top speed, and attack from behind. To execute this, in CC mode, go to the
diagonal-up direction (left or right, your choice) and press your relevant CC
weapon. This is basically it, though I've listed a whole bunch of other types.
Here they are:

NOTE: Crouching CC attacks have been taken out of the game. I wonder why...


--------
GUARDING
--------

All CC attacks do a lot of damage (Some doing more than 1/2 life) but can be blocked,
which brings us to the topic above. In CC range (Yellow weapon gauge), hold both joysticks
inwards and your VR will hold up his/her weapon, like trying to block an attack. When a CC
attack is blocked, you will recieve very little damage, but can kill you if you only have a
pixel of life left. Actually, your guarding point extends further that your actual CC range,
and you can do it anytime a VR is near you, regardless of where the lock-on target is.


-----------------------------------
DASHING CLOSE COMBAT ATTACKS (d.CC)
-----------------------------------

Dashing close combat attacks are done by front dashing towards your opponent, and pressing
the BW direction and your CC weapon. If done correctly, the VR will slice/bash/punch/kick
the opponent while dashing. Very useful, but prepare to be punished if you miss. Make sure
you press the correct CC weapon, and note that different CC weapons have different effects.
Also known as the "Dash-slash". Combine it with a curve dash and you get an attack with a
huge radius. Very useful.


----------------------------------------
AIR DASHING CLOSE COMBAT ATTACKS (Ad.CC)
----------------------------------------

Did you know that you can execute CC attacks while air dashing? Oh, yes. Follow the
same steps as above, only while air dashing. Jump, forward air dash, and press BW +
your CC weapon. This move can hit opponent(s) on both land and air, depending on which
weapon you use. Only certain VRs can do this, for example Myzr Delta and some of the
Temjin series. As usual, different CC weapons have different effects.


-------------------------------------
UPPERCUT CLOSE COMBAT ATTACKS (UP.CC)
-------------------------------------

While in CC range, press BW + your CC weapon. Your VR should hit an uppercut from down to up.
Unless your opponent is on the air, and this being a great finisher, I don't see any reason to
do this. Bad startup time, but works if your opponent tries to evade the attack by jumping.
This move is only available with the left and right weapons. The attack may hit twice in a row,
and the opponent takes twice the usual damage. Only sometimes.


-------------------------------------------
GROUND SMASHER CLOSE COMBAT ATTACKS (GS.CC)
-------------------------------------------

While in CC range, press jump + your CC weapon. The VR should jump up, then come down
with its weapon engaged, hitting your opponent from above. Quite useful for evading your
opponent's CC attack, and hitting him/her at the same time. If he jumps to evade it, he'll
still get hit by the attack! Then again, if he dashes away and attacks you, you're in trouble.
Slow startup time. You can, however use this simple method: Dash into your opponent, and when
the weapon blinks (in CC mode), cancel the dash into an GS CC. Evil, no? This move is only
available with the left and right weapons. Also known as the JumpCC.


---------------------------------
OTG CLOSE COMBAT ATTACKS (OTG.CC)
---------------------------------

You can take cheap shots at an opponent while he is down. To do this, go close until your LW/RW
blinks, and hit the trigger! Your VR should rush forward and punch/stab/stomp your opponent while
he's down. Be warned though; there is no way to cancel the attack once activated, so if it misses,
prepare to lose a lot of health. Some VRs can excecute this easier than others.


----------------------------------
TURBO CLOSE COMBAT ATTACKS (Tb.CC)
----------------------------------

Aha! An unblockable CC attack. Replacing the crouching CC attacks in VOOT, comes a turbo CC
attack (which was also in VOOT, so nothing new here.) These attacks do a lot of damage if
unblocked, and do little damage if blocked. Either way, your opponent will fall, regardless
if he/she blocks or not. Lousy startup time, but every once in a while surprise your opponent
with this. There's no cancelling this once executed.


--------------------
GUARD REVERSALS (GR)
--------------------

A Guard Reversal is a move that allows you to attack instantly after a block. In OM and OT,
these were lightinig quick but seem to be rather slow in  (like everything else.) A Guard
Reversal can only be done with the RW.CC and LW.CC. To execute, you must be in your guard
animation, and press the LW/RW. Serves as a quick counter against blocked CC moves.


--------------
LINKING COMBOS
--------------

You can link CC attacks to form a combo of some sort by pressing the Turbo version of the CC attack
after the original attack, cancelling it into an unblockable attack, i.e. RWCC, when it hits, cancel
into Tb.RWCC. Normal CC attacks can also be cancelled into on overhead CC, or an uppercut CC. Oh, you
can cancel your dashes into a CC attack, which can be used to deadly effect, i.e. dash into opponent,
opponent tries to slice you but cancelled into GS.CC.




+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
ADVANCED CONTROLS/COMMANDS                       _adv_
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


-------------------------------
THRUST-VECTORING/DASH VECTORING
-------------------------------

What on Earth? Anyway, in simpler terms, this literally means "Strategic Dashing Attacks". For example,
Temjin does a side dash attack. If you want to attack him during his dash, doing a side dash attack will
be of no use, unless he gets stuck in a corner and you can hit the crap out of him, as your attack will
usually miss. The correct way to dash is to dash forward, and attack. When dashing forward, your VR will
face your enemy directly, thus chances of your projectile hitting are much higher than with a side dash.
Timing is the key here, because if your timing is bad, your attack will miss. Too slow and your opponent
will have recovered from his freeze time, and will probably jump to evade your attack. Too fast and your
attacks will also miss.

Another example: If your opponent dashes forward and attacks, do a side dash attack. Why? Because when
he/she does a front dash attack, he can't move to the side, and you have him in a straight line. By the
time you fire your weapons, it'll be too late for him to do anything and BAM! They'll never know what
hit 'em! You can also jump and fire away, but it's too slow, and is likely to miss.

So, remember these rules (although you don't necessarily have to follow them):

Opponent side dash...... You front dash
Opponent front dash..... You side dash
Opponent back dash...... Opponent made terrible mistake.

Easy!


--------------
WATARI DASHING
--------------

Watari dashing was introduced to Oratorio Tangram, and was very effecient. A bit more subdued in MARZ,
but another addition to your array of tactics. In VOOT, this was performed in the middle of a dash, and
during the dash, hit the Twinsticks at a 90' angle of your dash. If you side dash, you can Watari it into
a front dash. If you front dash, you can Watari it into a side dash. This is a bit slower in MARZ, but
still, it may come in handy. Use this with thrust-vectoring, and you have a lethal mixture of both,
as you can change the direction of your dash in an instant. You can also change the dash at a 135' angle.
The dash itself was named after the creator of the Virtual On series, Juro Watari, who first introduced it.

NOTE: The Watari dash can also be combined with an air dash.


-------------
FRAME-CANCELS
-------------

Allright, this is new. I didn't know these could be done until very recently. Frame cancels refer to the
process of cancelling out an animation frame, thus speeding up certain attacks. In OM and OT, these were
performed by pressing GUARD, which would bring your VR to a standstill, cancelling out the animation frame
and leaving you free to move around. In MARZ, these are somewhat different; You need to move instead of
standing still. Here's how:

1) Fire a weapon. Temjin's Beam Rifle works the best here.
2) When you see the firing animation, walk in any direction, and hold it.
3) If done correctly, after the VR fires the weapon, the walking animation should cancel out
  the reloading animation.
4) Once you see the VR walk, halt!
5) The VR comes to a standstill, and you are free to do anything you want, i.e. fire another shot.
6) Repeat for rapid fire!

NOTE: I haven't tested these with other VRs yet; but Temjin works especially well, and certain
     weapons cam be cancelled by pressing Guard - i.e. 747 a8's CW. Yes, it's cancellable by
     pressing Guard, that's why he seems to be able to slash 4 beams in rapid succession.



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



Now that we know the basic controls, let's put them to good use. When you first start the game, you will
encounter different game modes on screen. Here's what they are:





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DRAMATIC MODE (RANK, GUIDE, ENEMY LIST)       _drmode_
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


Let's start with Dramatic Mode. Dramatic Mode will send you through the entire MARZ story.
You take on the role of a VR pilot, and fight your way through a series of missions. Sort of
a cross between VO and an RPG, if you may. You can choose 4 difficulties, namely Normal, Hard,
Very Hard, and Ultimate. Before you start a mission, you can only choose 1 VR for the mission,
a measly Temjin 707. Well, not that it's bad or anything, but you aren't exactly spoiled for
choice here. You may notice that all the other VRs in Versus Mode are missing here; you have
to unlock them before you can use them in Dramatic Mode. There are certain VRs that are neither
in Versus Mode, or in Challenge Mode. These VRs can also be unlocked here, and once you unlock
them, you can use them in either Dramatic Mode, or Versus Mode. In certain missions, another
VR may come out to help, making your job easier.


-------------------
ITEMS AND POWER-UPS
-------------------

During your missions, you may encounter some stuff, that you can pick up. I've listed all
of them down here, and you can also unlock new stages and new color schemes to be used in
Versus and Dramatic Mode.


-= Crates
  Crates are... Well, crates. Boxes that open when you touch them, they probably contain some Repair
  Discs, Database Discs, or power-ups.


-= Repair Discs
  Something like CDs, Rescue Discs are either obtained by destroying an enemy, or picking them up from
  a crate. Either way, you can have up to 5 Rescue Discs in your inventory. Heals about 1/3 of your life
  bar. Repair Discs not only heal your health, but also your partner's.


-= Database Discs
  Think Repair Discs with a cover. These add to parts of the story, which you can access in the mission
  menu, and give you information throughout the game/on VRs, not to mention double as a Repair Disc.


-= Power-ups
  There are a number of power-ups in the game. Power-ups look like the MARZ logo (the letter A with a dot)
  and come in different colors. These power-ups last for a limited time, and you can check on your VR's
  status below your health bar, on the top-right corner of the screen. In time, the status will blink,
  indicating that the effect is about to wear off soon. The faster it blinks, the less time you have!
  Power-ups consist of:


Blue........... Speed. Makes your VR twice as fast. Useful for slow VRs like Raiden.

Green.......... Protect. All weapons do 1% or 2% of damage on you, even Raiden's Lasers. Cool!

Red............ Attack. Boosts your attack power by a huge amount!

Yellow......... Lucky. I'm not sure what this does. Perhaps most attacks aimed at you will miss, and
               your attacks hit more frequently, and boosts your speed, guard and attack power by a bit.
               Note the "perhaps".

Purple......... S.A Protect. If I could choose one power-up, this'll be it without a doubt! Makes your VR
               completely invincible for a certain period of time. All attacks will not do damage; and you
               cannot fall down.

Maroon......... Fake. What does this do? Beats me. Apart from making your weapons a bit weaker, this doesn't
               seem to do anything else. I think this one is the opposite of Lucky, where it reduces your
               speed/armor/attack by a bit. I'm not sure, still.


NOTE: All items are represented by a green dot on the radar, enemies by a red dot, and partner by an X.
     You are represented by a blue plus smybol (+) in the middle of the radar, in the bottom-right corner
     of the screen.


-------------------------
ENEMY LIST/TIPS AND HINTS
-------------------------

In this section, I'll list down all the various enemies you'll meet in Dramatic Mode - VR or not, I'll
cover them all, what attacks they have, and tips/hints on how to defeat them. A walkthrough can be found
below.


[NON-ATTACKING UNITS/STRUCTURES]

-= Enemy Buildings
  Buildings with a satellite dish on its top. Appear in the "Destroy Enemy Buildings" mission, on Earth.


-= Missile Launch Site
  A small missile launch base that you have to destroy, in the 5th Mars Polar Area mission, where you
  have to get past the maze.


-= Enemy Trucks
  Trucks belonging to the enemy... 'Nuff said. Appear in the "Destroy Enemy Trucks" mission, on Earth.



[ATTACKING UNITS/STRUCTURES]

-= Land Mines
  Mines that look like Raiden's G-Bomb, these only surface when you tread on them. Land Mines
  are only found in the 3rd last Mars mission, and do a lot of damage. Mines are detectable by
  standing still, and after 3 or 4 seconds, areas that have mines planted will flash pink; move
  an inch and they dissappear again (you can turn, though.)Try not to activate any mines, and try
  to keep your partner with you at all times - makes things much easier. Note that mines also damage
  the enemy VR, so you can use them to your advantage!


-= Diamond Turrets
  Think a combination of green orbs and an enemy building. These buildings fire
  Homing Beams at you, but shoot at regular intervals. Timing is key.


-= Z-Gradt's Cannon
  Z-Gradt's Cannon will block the entrance in the mission "Heaven's Thunder". Destroy this to win the
  mission. Forget about the orbs surrounding you; Lock-on to the cannon, and shoot at it. The cannon
  will NOT take any damage unless your shot hits the cannon directly in its barrel, and your shots won't
  reach that far. You have to aim so that your shots hit the barrel, and use VRs whose shots have infinite
  range - Temjin 747J's Turbo RW, for example. As for the orb shots, just time your jump, and fire the
  Turbo weapon.


-= Diamond Orb
  A green orb, like a printed circuit board that fires 3 long Lasers at you. Weak armor, slow,
  but come in packs. Encounter in the middle of the Earth missions, where your electronics will
  go out, and when you finish off the VRs, the orb comes out. The Lasers come out at intervals,
  so time your attacks and you'll be fine.


-= Normal VRs
  All the VRs in the VR list. You'll encounter most of them along the way, and these appear at random.


-= Shadow VRs
  The exact opposite of the White Knight, these VRs are VRs from the list above that appear in black colors,
  like a shadow. Faster, stronger and more armor.


-= The Sisters Of The Rose
  You'll meet these gals a few times in the game, namely:

  [Mission 3, Jupiter]
  [Mission 4, Earth]
  [The Tangram Crisis]

  It's a 3-on-1 fight here, so focus your firepower on one till she gets killed, and take out the
  other 2 the same way. Always keep an eye on your radar, and try to know what the others are doing
  behind your back!


-= The SHBVD Raidens
 These speedy Raidens are like any ordinary Raidens; but as fast as a 707J. Really! Meet them at
 Mission 6 of Mars Polar Area, and at the Tangram Crisis. They will gang up on you; The blue one
 attacks you from long range, while the yellow/orange one will try to CC you to death. Take out
 the blue one (Gill) first; then the yellow one (Jon) shouldn't be tough.


-= Apharmd Ha-T
  Encounter him after the Mars Missions, where he will fight you in a 1-on-1 battle. Defeat him to get a
  triangle piece, which will make your life a bit easier. He isn't blue and white like the Hatter you've
  seen, but red and navy instead. He can't shoot you, so he'll try his best to hit the Tongfers on you.
  Keep out of range and take him out from long range. Check VR list for more info.


-= 747 Type a8 "White Knight"
  Encounter him in the middle of the Moon Missions. Hide behind a crate, and wait for him to forward
  dash RW. When he does, and his attacks get absorbed by the crates, go out and FW dash Beam Rifle
  him back! Keep this up, and use the crates to your advantage. I've found an easier way: Use Raiden,
  and engage him in CC. Yes, it sounds like suicide, but trust me on this one. Here's a step-by-step guide:

  1) Engage him in CC
  2) When he attacks, jump.
  3) Wait for his attack to finish, then cancel your jump.
  4) Dash back, and fire Lasers.
  5) He tries to give chase, and punish you with his FW.dRW, but your Lasers absorb the shot and hit him
     instead!
  6) He should fall down; engage him in CC again.
  7) Evade all his CC attacks by jump-cancelling until Lasers charge to 100%
  8) Repeat step 4.
  Alternately, complete the game under Ultimate Mode and give him a taste of his own medicine using the a8.


-= MLTNs (plural; singular MLTN)
  A scaled-down Z-Gradt, these float about the arena while unleashing a barrage of attacks. There are
  4 types altogether, as listed below:
  - TF: Missile Packs. Tons and tons of missles flying towards you!
  - FP: Homing Lasers. Thin Lasers that home in on you.
  - CF: Lasers. Huge Lasers that go straight, and do a lot of damage.
  - FF: Mini-Laser Cannon. Twin Laser Cannon shots, even more damage.
  All these variants can fire green Energy Shots, and turn gold while doing so. If you get their life
  gauge down to 50% or so, they start firing purple Energy Shots, which will ban all your weapons if
  they hit, and do a lot of damage! Try to evade these at all costs. You can CC them, unlike the real
  Z-Gradt, and they take the same amount of damage, gold or not. They aren't that tough; just keep away
  from their weapons. Oh, and when charging up their energy shots, all frontal long-range attacks will
  be absorbed by the shot.


-= Z-Gradt
  If you've finished Operation Moongate, you should be familiar with him. Z-Gradt hasn't changed
  much over the years; during "Worthless Lead Mode" (grey) attacks do very little damage; during
  "Expensive Gold Mode" (gold) he takes more damage than usual; here's your chance! Don't get his
  by the Laser Cannon... You'll encounter him in the mission to rescue Hutter. And don't even bother
  trying to CC him; your CC weapons won't work here. His weapons are:
  - Double Ring Lasers
  - Laser Cannon
  - Floating Mines (They hit this time, unlike in Operation Moongate.)
  - Hyper Phalanx
  - Pulse Lasers.
  When his Laser Cannon is activated, Z-Gradt becomes a huge cannon, with a barrel about the diameter of
  Raiden. Fires a huge beam at you, and turns so that it covers a large area. The best thing to do when
  this happens is to go really close to Z-Gradt so that his ratio of turning is lessened, and avoid it
  completely while attacking. If you don't, it shall be very tough to evade, although still possible.
  Now, use this opportunity to fire your weapons, as he changes from  "Worthless Lead Mode" to "Expensive
  Gold Mode", during which he turns gold in colour, and his armor is weakened by a lot. To evade the Pulse
  Lasers, keep dashing around him until he stops firing them. The Double Ring Lasers? You'll eat a shot or
  two here, as these are nearly impossible to evade (note the "nearly" - it's possible). They don't do much
  damage, thank Sega for that. In the episode "W-FrenZ", you'll have to fight 2 Z-Gradts simultaneously,
  so kill one first, then use its battered body as a shield against the other one's weapons.


-= Diamond Arm
  A long, snake-like enemy made up of many green orbs. The Worm will float around the arena, shooting
  little purple shots at you, similar to Specineff's RW, in a long wave. Easy to evade, but watch out
  for its Orb Charges, where it releases dozens of little brown orbs that explode upon impact with you,
  or an obstacle. Keep dashing around and evade his attacks while attacking yourself... That should do it.
  Don't even think of CCing it; it'll keep spinning around, using its body to attack you - you won't stand
  a chance. Note that after a while, the Worm will emit another Diamond Orb, which will add to your
  difficulties.


-= Diamond Worm
  Like the Arm, this too, is made up out of many green orbs. The snake has different weapons, but a
  similar strategy. This time, it fires 6 long Lasers in a row, and when it's done, it will fly about,
  shooting those annoying pink shots. Use the same strategy as the Worm, but always keep an eye on it,
  lest it fires its Lasers and taking 1/4 of your life. Before firing its Lasers, it will strike a
  snake-like pose, and fire. Beware!


-= Ajim/Guerlain
  After finishing off the Orbital Elevator, you'll go to the Crystal Room, guarded by Ajim and Guerlain.
  You will start automatically locked on to Guerlain. She'll fire these 3 shots:
  - Pink crystals,
  - Striped orbs (Black & White)
  - Big violet crystal
  The pink crystals are tough to evade, and slow you down while doing damage. The striped orbs are
  just projectiles, and the violet crystal goes through obstacles, and will ban all 3 weapons if
  they hit, not to mention a knockdown. After a while, Ajim and Guerlain will come together in the
  centre of the arena, and start spinning at high speed, eventually turning into a huge crystal,
  shooting Lasers towards you - at which point your attacks will do damage. Once you get their life
  gauge to 50% or so, the Lasers will reflect across multiple crystals that spray them about the
  arena. Just keep evading their Lasers and counterattacking, and you'll be fine.


-= Jaguarandi
  Oh, boy. Remember him? In Operation Moongate, Jaguarandi (ol' shovelhead, as we called him)
  came out when you spent too much time in the missions. In MARZ, he appears in the middle of
  the Earth missions. Bigger, badder and ever frustrating, Jag's weapons consist of:
  - Energy Shot
  - Hyper Fireball
  - Octal Lasers
  The Energy Shot is huge, purple in color and will ban all your weapons if it hits. The Hyper
  Fireball is really fast, has exceptionally good himing ability, and takes away a huge amount
  of life, and the Octal Lasers spray fast-moving Lasers in 8 directions at once. Really tough,
  this one. Try your best to evade his weapons, especially the fireball. You may have to eat a
  few Repair Discs, so make sure you have some!


-= STRATS (singular/plural)
  Looks like Z-Gradt, without any gold mode. There are 2 variations to this:
  -Variation 1: Fires Pulse Lasers
  -Variation 2: Fires 4 thin Lasers that sweep the entire arena.
  Encounter these in the 2nd final episode - "Solid Style Armament". The have these weapons
  in common: CD Lasers, Pulse Lasers, Floating Mines and Stun Prisms. The CD Lasers are Ring
  Lasers that look like CDs; Floating Mines/Pulse Lasers are like normal, and Stun Hexagons
  are long, thin rectangles that will electrocute your VR if they hit. In the first room you
  fight a Variation 1, the second room a Variation 2, and in the 3rd room, both variations at
  the same time. They are as tough as Z-Gradt with his armor; but a chance comes when it reveals
  its orb to attack you. Variation 1 fires Pulse Lasers in multiple directions, so be quick on
  your feet! Variation 2 fires 4 thin Lasers that turn and cover the entire arena. You can jump
  here, so make the best of it! By the way, if a Z-Gradt dies, you can use its battered body as
  a shield against projectiles. Try to evade their Stun Prisms by air dashing away.
  That should be enough... Off you go!


-= Tangram
  The final boss. Encounter in the episode "Final Sphere" - and perhaps the easiest in the game!
  Tangram's weapons consist of:
  - Laser Cannon
  - Complex Ring Lasers
  - Energy Wave
  - Burst Lasers
  The Complex Ring Lasers are Ring Lasers joined together, no threat. The Burst Lasers are 9
  thin Lasers in a pack, but easy to evade. The Energy Wave is a wave of destruction that sweeps
  across the ground - evade by jumping, and the Laser Cannon is a powerful Laser, Z-Gradt style!
  Where do I start... In this stage, gravity works two ways. If you're jumping, and are biased
  towards the ceiling, you will end up standing on the ceiling. If the jump is closer to the ground,
  you'll land on the ground. During "Ceiling Mode", when you're on the ceiling, the Left and Right
  directions are reversed - so get familiar! Okay, next we have Tangram. Tangram can't die; every
  time you kill it, it reincarnates after a while. Instead, you have to smash the crystals lying about
  the corners of the arena, which supply Tangram's energy. There are 6 altogether; 3 on the floor, 3 on
  the ceiling. Temjin's TbCWCC works wonders on these - so here's what: Kill Tangram, smash 2 or 3
  crystals, kill Tangram again, and smash the rest. End of discussion.


----------------------
MISSION RANKING SYSTEM
----------------------

In Dramatic Mode, after you complete a mission, you will be awarded your rank, how well you
peformed in the mission, which in turn, is determined by your battle points (BP). Battle points
not only determine your rank, but BP also serves as "experience points". The more XP you get,
the higher your level goes. Your BP is determined by 3 factors:

Time Taken: Complete the mission fast and you get more points.
Life Gauge: Your life remaining will also be taken into consideration!
Difficulty: Well, the tougher the mission, the more points you get.

Battle points will be deducted if you use one Repair Disc, by 25000 (twenty-five thousand) BP, which is
quite a lot. So literally, it's TIME + LIFE + DIFFICULTY = Rank. There are 8 ranks available for missions,
as listed below:

. . . . . . . .

SS: Whoa! The highest rank available, usually obtained by finishing the mission with perfect health, and in the
   least time possible. Wicked!

S: One rank below SS, you probably missed out on a few thousand points here. Very good.

A: Above average. Good!

B: Regular, but with some practice you'll get it!

C: Hmm. A bit below par, so the mission must be bloody tough, or you're not experienced.

D: Desperately need more practice, you do. Practice harder...

E: Egad! What the hell did you do, use up 20 Repair Discs!?

. . . . . . . .


--------------------
PILOT RANKING SYSTEM
--------------------

Yes, you, the pilot, also have a rank. Meet a certain BP criteria to get promoted. Your rank is shown by the
MARZ medal, in the "Pilot Data" option. Look closely at the medal. It should be either green, blue, or red, and
there should be a metal rivet on top of it, set in either steel or gold trim (the outline.) Those rivets
stand for stars (i.e. 3-Star General, 4-Star, etc), so you'll have to earn your rank! Here are a list of them:


GREEN MEDAL; Steel Trim
Green..................... Green Background: 1 Star (rivet)
Apprentice................ Green Background: 2 Stars
Rookie.................... Green Background: 3 Stars

BLUE MEDAL; Steel Trim
Regular................... Blue Background; 1 Star
Experienced............... Blue Background; 2 Stars
Veteran................... Blue Background; 3 Stars

RED MEDAL; Gold Trim
Elite..................... Red Background; 1 Star
Ace....................... Red Background; 2 Stars
Godlike................... Red Background; 3 Stars


There you go. I have yet to confirm the BP requirements for the ranks, so wait... Oh, and to unlock
certain VRs, you need to be at a certain rank and defeat them. More explained in VR section.





+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
MISSION LIST/FULL WALKTHROUGH               _drmguide_
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


Okay people, this is what you asked for, so this is what you'll get. A complete list of missions in
Dramatic Mode, and a guide to help you get through. There are a few terms you need to know about here;


Mission Objective...... States the goal of the mission.
Number of VRs.......... States the number of VRs in a mission.
Type of VRs............ States the type of enemy VR combinations - may be random or fixed.
Time Limit............. States the time limit set within a mission, wherever possible.
Partner................ Yes indicates you'll be doing this mission with a partner; No means... Well, no.
Continue............... Certain missions can be "continued", i.e. you die in a certain sector, you can
                       restart back from the same sector without having to play the mission again. Life
                       will be regenerated, as will the time.
Sectors................ How many sectors/sections a certain mission has.


STRANGE STUFF: The paranormal mysteries of the game that I have encountered, or just happened
              to come across are collected here.

NOTE: Things that I write in a bracket "()" are additional things the game doesn't tell you about,
     and if a certain mission doesn't need explaining, I won't explain it - too simple.



------------------------------
OPERATION 1: MARS CENTRAL AREA
------------------------------

PLANET DATA:

Diameter (Equatorial).......... 6794km
Escape Velocity................ 5.02km/second
Distance From Sun.............. 227.941 million km
Orbital Period................. 686.980 days
Moons.......................... Phobos (Fear), Deimos (Terror)

Quickie Fact: Mars is named after the Roman god of war, Mars. Apparently the Romans called this planet by
             that name as it is red in color... Angry-looking. Mars is red due to the huge amount of iron
             on its crust. It has some air on its surface, 95% of it which is carbon dioxide, 3% nitrogen,
             and 1.5 percent argon, along with minute traces of water, oxygen and helium. No life is known
             to exist on Mars, experiments are now underway.


. . . . . . . .

- [Mission 1] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 1
Type Of VRs: Vox L-48 Lee
Time Limit: No Limit
Partner: No
Continue: No
Sectors: 1

Okay, the first mission in Dramatic Mode. You encounter a Vox Lee - take it out and move on,
you haven't got all day here, do you?!

. . . . . . . .

- [Mission 2] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (3)
Type Of VRs: 2x Vox Lee, 1x Dan
Time Limit: 255 seconds
Partner: No
Continue: No
Sectors: 1

This isn't so tough. Take 3 VRs out, and you win. Note that if the VRs manage to get within their
force fields, another enemy VR will appear, and this will continue until you kill 3 of them. The
BGM "In The Blue Sky" plays here.

. . . . . . . .

- [Mission 3] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 3
Type Of VRs: 1x Lee, 2x Bob
Time Limit: 285 seconds
Partner: No
Continue: No
Sectors: 3

Meh, nothing tough here. Destroy the VRs, 1 per sector and that'll do.

. . . . . . . .

- [Mission 4] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 6
Type Of VRs: 4x Temjin 10/80 adV, 2x Temjin 707J
Time Limit: 265 seconds
Partner: No
Continues: No
Sectors: 1

Your first challenge. 6 Temjins will come out via platforms raised on a crate, located at the 4
corners of the arena. Time your attacks so that they reach the enemy right after he surfaces.
Note that while the enemy is still surfacing, no damage is done, and if you fire too slow, he'll escape.

. . . . . . . .

- [Mission 5; FINAL] -
Mission Objective: Destroy Enemy VRs (Optional: Rescue Hatter)
Number Of Enemy VRs: 1
Type Of VRs: Z-Gradt
Time Limit: N/A
Partner: No
Continue: No
Sectors: 1

Z-Gradt from Operation Moongate makes his first appearance here. You will see an Apharmd locked
onto a triangle that somehow resembles a cross, and Z-Gradt comes out. Now, Z-Gradt will try to
kill Hatter, and if it suceeds, Hatter won't be with you during some of the Jupiter missions.
To defeat Z-Gradt, see Enemy List above.



--------------------
OPERATION 2: JUPITER
--------------------

PLANET DATA:

Diameter (Equatorial).......... 142,984km
Escape Velocity................ 59.6km/second
Distance From Sun.............. 778.328 million km
Orbital Period................. 11.862 years
Moons.......................... 4 major (Io, Europa, Ganymede, Callisto) but 12 altogether

Quickie fact: Jupiter has about 1/1000th the mass of the Sun. If it were 80 or 90 times more massive,
             the temperature and pressure at its centre would soar, and nuclear fusion could begin -
             making Jupiter a star instead of a planet. When the Romans named this, they had no idea
             how suitable it was. Jupiter was the Roman name for Zeus, or king of gods - and Jupiter
             certainly is the king of the planets, being the biggest of them all. Just look at its escape
             velocity...


. . . . . . . .

- [Mission 1] -
Mission Objective: Destroy Enemy VRs (Get past enemy resistance; make it to next area)
Number Of Enemy VRs: N/A (5)
Type Of VRs: 2x Apharmd J Type A, 3x Apharmd J Type C
Time Limit: 290 seconds
Partner: Yes (Apharmd J Type C) if Hatter died in the last mission
Continue: Yes
Sectors: 3

Your first experience with a partner here! Makes things much easier now. If Hatter got destroyed
in the previous mission, he'll be replaced with an Apharmd J Type C. On with the mission. Kill
the Apharmd in your way, and move on to the 2nd sector. There will be 3 doors blocking your way;
There is no right or wrong way here. You need to destroy the enemy Apharmd in order to advance to
thenbext sector. If you don't, you'll have to break open all 3 doors, but if you kill the Apharmd
you can bust open any door to get to the other sector. In the 3rd sector, get rid of the 2 Apharmds,
and you win the mission.

. . . . . . . .

- [Mission 2] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 6
Type Of VRs: 2x Vox Dan, 4x Specineff
Time Limit: 270 seconds
Partner: Yes (Previous mission)
Continue: No
Sectors: 1

Take out the 2 Dans in the way, followed by 2 Specineffs. After that, another 2 Specineffs will come out,
so be on your guard.

. . . . . . . .

- [Mission 3] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 3
Type Of VRs: Sisters Of The Rose (Myzr Delta FairBianca, Evelyn, Charlotte)
Time Limit: 150 seconds
Partner: Yes
Continue: No
Sectors: 1

Your first meeting with the Sisters Of The Rose. They come along, talk some crap and begin to fight you.
Okay, it's an unfair fight here but not tough. Once you take out 2 of them, a cutscene comes out and the
2 that you destroyed use their repair discs, and try to kill you again. At one point, you may see Hatter
getting SLCed to death by the 3 of them; Don't let it distract you, just focus on taking them out. If you
win, you will be rewarded with a Diamond Fragment, given to you by Jeniffer Poison.

. . . . . . . .

- [Mission 4] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (10)
Type Of VRs: 6x Myzr Delta, 2x Apharmd T Type F, 2x Apharmd T Type D.
Time Limit: N/A
Partner: Yes (Random: Myzr Delta, Vox Dan)
Continue: Yes
Sectors: 5

Okay, you've got a long way to go here, so be patient. Make your way through all 5 sectors, and destroy
everything in sight. Simple. Oh, note that the "Continue" function is here, so if you finish a sector,
your life will be replenished. Also, if you want to go for speed, at the last sector, hit "Retry".
This will reset your mission time to zero, so it's easier to get an SS here. Evil, no?

. . . . . . . .

- [Mission 5; FINAL] -
Mission Objective: Destroy Enemy VRs (Optional: Try to survive)
Number Of Enemy VRs: N/A (1. Well, 2. On second thought, 1. Bah, they're the same thing anyway.)
Type Of VRs: 1x Ajim, 1x Guerlain (Pronounced "Gelan", no relation with Angelan)
Time Limit: N/A
Partner: Yes
Continue: No
Sectors: 1

Here, you meet Ajim and Guerlain, guarding the Crystal Room. See "Enemy List" for more details.



-----------------
OPERATION 3: MOON
-----------------

MOON DATA (It isn't a planet!):

Diameter (Equatorial).......... 1740km
Escape Velocity................ 2.4km/second
Distance From Sun.............. N/A (From Earth: 40,000km)
Orbital Period................. 31 days
Moons.......................... N/A (apart from some moon probes)

Quickie Fact: The origins of the moon are unknown, though some believe it was created because of the
             impact between 2 planets. According to this theory, a twin planet, similar to Earth
             (dubbed Orpheus) crashed into Earth hundreds of millions of years back. The impact
             caused a huge amount of debris to be flung into outer space, orbiting Earth - which
             gravitational force attracted each other and the moon was born. Take this with a
             healthy amount of doubt though; it is, after all only a theory.


. . . . . . . .

- [Mission 1] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 2
Type Of VRs: 1x Apharmd J Type C, 1x Apharmd J Type C
Time Limit: 160 seconds
Partner: No
Continue: No
Sectors: 1

The first mission of the moon.  Nothing much here, just take them all out and you're done.

. . . . . . . .

- [Mission 2] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 4
Type Of VRs: 3x Apharmd J Type C, 1x Vox Loo
Time Limit: None
Partner: No
Continue: No
Sectors: 1

The second mission; for walkthrough, see above. (That's right, very easy stuff.)

. . . . . . . .

- [Mission 3] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 1
Type Of VRs: Random, Shadow: Vox Lee, Vox Loo, Vox Dan
Time Limit: 200 seconds
Partner: No
Continue: No
Sectors: 1

Well, here you meet a Shadow VR. He's faster, has more armor and is more powerful than an ordinary
VR. If you notice, all Shadow VRs have some kind of energy wave spurting out from underneath
(like when you take a power-up), causing the effect.

. . . . . . . .

- [Mission 4] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 4
Type Of VRs: Random: Fei-Yen, Vox Dan, Vox Loo, Vox Lee
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

. . . . . . . .

- [Mission 5] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (6)
Type Of VRs: Random: Vox Dan, Vox Jane, Vox Loo, Vox Lee, Apharmd J Type C, Apharmd T Type F, Fei-Yen
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

. . . . . . . .

- [Mission 6] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 2
Type Of VRs: Random, Shadow: Raiden 51E12, Vox Dan, Fei-Yen, Apharmd J Type C, Apharmd T Type F
Time Limit: Infinite
Partner: Yes (747 a8 "White Knight")
Continue: No
Sectors: 1

Here you come across 2 Shadow VRs; random machine type. Kill one of them and the 747 a8 will
come and help you out. Pretty tough here, but just try to stay alive until the White Knight arrives,
and when he does, he'll attack from close-range. Back him up with long-range shots. When (if) you win,
you get a Shadow Disc, which replenishes your Repair Discs to maximum value, 5.

. . . . . . . .

- [Mission 7] -
Mission Objective: Destroy Enemy VRs (Optional: Try not to destroy your PS2 in frustration)
Number Of Enemy VRs: N/A (1)
Type Of VRs: Temjin 747 a8 "White Knight"
Time Limit: 140 seconds
Partner: No
Continue: No
Sectors: 1

The toughest mission yet, this pits you against the White Knight. Yes, I know it's bloody frustrating,
but keep trying! The White Knight will go bloomin' crazy at you, and every mistake you make will be
punished with one of his FW.dRW, and does an incredible amount of damage! In CC it doesn't get any
better, as it's nearly impossible to win. Ther CPU uses the a8 to the limit, giving you no chance here.
See Enemy List for more info, where I exploit his FW.dRW technique. The White Knight's theme plays here.

. . . . . . . .

- [Mission 8] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 1
Type Of VRs: Random, Shadow: VOX Dan, Fei-Yen, Angelan, Raiden 51E12
Time Limit: Infinite
Partner: Yes (White Knight)
Continue: No
Sectors: 1

All battles from now will be against Shadow VRs; and this time, you have the White Knight
to help you. Yahoo! Unfortunately, the White Knight as your partner has a CRAP AI. In fact,
he's so stupid that he actually died in a fight against a VOX Dan! Why, oh why must Hitmaker
torture us like this...! If the White Knight was even half as aggressive when you fought him,
this'd be a breeze. Win and get a Shadow Disc.

STRANGE STUFF: At one point, I retried too many times, and when the White Knight defeated me,
              the mission ended there.

. . . . . . . .

- [Mission 9] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (2)
Type Of VRs: Random, Shadow: Angelan, Raiden 51E12, Fei-Yen, VOX Dan
Time Limit: Infinite
Partner: Yes (White Knight)
Continue: No
Sectors: 1

Get a Shadow Disc if you win.

. . . . . . . . . . . .

- [Mission 10] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 3
Type Of VRs: Random, Shadow: VOX Jane, Specineff, Fei-Yen
Time Limit: Infinite
Partner: Yes (White Knight)
Continue: No
Sectors: 1

Now you see the idiotic White Knight in action. 3 on 2 and he's as foolish as ever. Bah, you'll have
to take them all on your own, I guess. Another Shadow Disc when you win.

. . . . . . . . . . . .

- [Mission 11] -
Mission Objective: Destroy Enemy VRs (Optional: Focus on the enemies, not on swearing and cursing the a8)
Number Of Enemy VRs: 4
Type Of VRs: Random, Shadow: Apharmd (all types), Raiden 51E12, Temjin 10/80 adV, Fei-Yen
Time Limit: Infinite
Partner: Yes (Stupid White Knight)
Continue: No
Sectors: 1

Guess what... You're gonna have to take them all out on your own. Chances are, that brainless buffoon,
the White Knight will be too busy trying to evade the opponents' attacks and getting himself killed
than helping you, and note that you have 4 Shadow VRs to deal with. Use up the Repair Discs; they'll
get replenished afterwards (thanks to the Shadow Disc that you get after you win.)

. . . . . . . . . . . .

- [Mission 12] -
Mission Objective: Destroy Enemy VR (Optional: Stop swearing at the a8, for God's sake!)
Number Of Enemy VRs: 1
Type Of VRs: Your VR, Shadow (Any VR you pilot will be in Shadow form here, which you have to fight.)
Time Limit: Infinite
Partner: No (@#%^&$o White Knight!!!)
Continue: No
Sectors: 1

Once again, the White Knight shows that his stupidity has no limit, and that he wants to get you killed
for a change, after being killed so many times. What he did this time? When the round begins, he floats
around the arena (Nirvana), watching you fight. (I've never seen a VR do that before, mind you.) He has
a life bar, but cannot get injured. Okay, now for the opponent. No, not the White Knight. Why, if I could
lock him on, I'd... Anyway, this particular Shadow VR behaves like the White Knight as your opponent. He
loves to use the FW.dRW to punish your mistakes! Stay calm, he's nowhere as quick as the a8 (unless you're
using the a8 as your VR.) If you're in control, and avoid making silly mistakes, this shouldn't be tough.
See enemy list for more info, under "747 a8". They behave the same way. Okay, when you win, the White Knight
goes back to where he came from (Hell, hopefully!) and you'll be on your way.

NOTE: When I first played the game, Z-Gradt came out instead of a Shadow VR.

. . . . . . . . . . . .

- [Mission 13] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (3)
Type Of VRs: 2x Temjin 707J, 1x Diamond Orb
Time Limit: 120 seconds (though you can't see it)
Partner: No
Continue: No
Sectors: 1

In the mission briefing, some strange guy pops out, that looks suspiciously like a Diamond Orb.
Has a deep voice, and laughs the crap out of everbody. Meet Diamond. Yes, this chap here is the
source of all your problems. In the mission that follows, your display will go bust, from the
lock-on system to the life gauges. Nothing's available. You can only guess who you're aiming at,
so destroy the 2 Temjins and a Diamond Orb should follow shortly. There's a crate on one of the
obstacles, containing an Attack power-up.

. . . . . . . . . . . .

- [Mission 14] -
Mission Objective: SDestroy Enemy VRs
Number Of Enemy VRs: 6
Type Of VRs: 6x Diamond Orbs
Time Limit: 200 seconds
Partner: No
Continue: No
Sectors: 1

In this mission, all your long-range weapons are banned, and your weapon gauges are replaced with a
symbol of the Jolly Roger (A skull with crossbones, popularised by pirate films.) You can only attack
the orbs using CC attacks. So, here's what: Pick the Guard power-up nearby, and go bonkers!

. . . . . . . . . . . .

- [Mission 15, FINAL] -
Mission Objective: Destroy Enemy VR
Number Of Enemy VRs: 1
Type Of VRs: Diamond Arm
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

In the final mission of the Moon operations, you have to battle with a Diamond Arm. Very simple;
just dash about the arena evading its puny Laser shots (they aren't so puny when they hit!) and
counterattacking. See enemy list for more info.



------------------
OPERATION 4: EARTH
------------------

PLANET DATA

Equatorial Circumferance....... 40,000km
Escape Velocity................ 11.9 km/second
Distance From Sun.............. 150 million km (1 astronomical unit)
Orbital Period................. 365 days
Moons.......................... 1 (Moon)

Quickie fact: Earth is the only planet in the Solar System which conditions are suitable enough to
             harbour life. The Earth is well protected from space radiation, thanks to its thick
             atmosphere, which is the reason why you're still around to read this. :)


. . . . . . . . . . . .

- [Mission 1] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 3
Type Of VRs: Random: Apharmd J Type C, Bal D Meora
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

. . . . . . . . . . . .

- [Mission 2] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 6
Type Of VRs: Random: Apharmd (all types), VOX Dan/Lee/Loo, Temjin 707J, Specineff
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

. . . . . . . . . . . .

- [Mission 3] -
Mission Objective: Destroy Enemy Communications
Number Of Enemy VRs: N/A (Infinite)
Type Of VRs: Apharmd (all models), VOX Dan/Bob
Time Limit: 300 seconds
Partner: No
Continue: No
Sectors: 1

Here's your first experience with an infinite-on-one match. There are more of these, so beware.
See that building with a satellite dish on top? That's your target. Evade all enemy projectiles,
and concentrate on taking out the building. Here's a tip: Jump onto a crate and fire from long
range. The CPUs will try to take you out via close combat, but they can't because you're higher
than them, and all their attacks will miss. Or, you can just go gung-ho and smash everything
in sight. Either way, just take the structure out to win.

. . . . . . . . . . . .

- [Mission 4] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 3
Type Of VRs: Sisters Of The Rose
Time Limit: 140 seconds
Partner: Yes
Continue: No
Sectors: 1

Of all the people to meet... The Three Stooges. Come for another beating, I suppose? Thought so.
They came, they talked crap and they got squashed. :) Anyway, defeat one of them and Hatter will come
out, spinning wildly in a somersault screaming (!) Or so it seems. Hatter will be your partner
for the rest of the missions now - provided he stays alive when you win. I strongly reccommend this:
failure to do so will result in some very tough solo missions. So if Hatter dies anytime during the
battle, save yourself the trouble and press Retry. It's worth it, I tell ya! Win this battle and
Jenniffer gives you a Wild Crystal.

. . . . . . . . . . . .

- [Mission 5] -
Mission Objective: Destroy Enemy Vehicles
Number Of Enemy VRs: N/A (Infinite)
Type Of VRs: Apharmd (all types), VOX Dan/Bob/Joe, Temjin 707J / 10/80 adV
Time Limit: Infinite
Partner: Yes (Hatter)
Continue: No
Sectors: 1

Your first mission that requires you to destroy the enemy vehicles. These come out of force fields,
and their objective is to enter the corresponding force field at the other side. Your mission is to
destroy them before they get there; or you lose the mission. There are 3 altogether, and the enemies
will keep regenerating, so be quick! Doing this alone is quite tough, that's why I asked you to bring
Hatter along with you. There will be 2 enemy VRs protecting the truck at all times, so take them out
from long-range. Aim for the trucks alone; once one is destroyed the VRs will dash towards the other
truck to protect it.

. . . . . . . . . . . .

- [Mission 6] -
Mission Objective: Defend Friendly Tower
Number Of Enemy VRs: Infinite
Type Of VRs: Apharmd (all types), Raiden 512E1, Temjin 707J / 10/80 adV
Time Limit: 180 seconds
Partner: Yes (Hatter)
Continue: No
Sectors: 1

This time, you need to protect your own structure. The enemies are infinite; and come in groups of
2-by-2. Note that the building can take a few whacks; it's very hardy. If you need to, use the
building as a shield against the enemy's projectiles. Also, your projectiles can pass through the
building, but not the enemy's. Use this to your advantage, which is a very big one indeed!

. . . . . . . . . . . .

- [Mission 7] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 4
Type Of VRs: Random: Specineff, Angelan, Apharmd (all types), VOX Dan/Bob
Time Limit: Infinite
Partner: Hatter
Continue: No
Sectors: 1

. . . . . . . . . . . .

- [Mission 8] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 6
Type Of VRs: Random : Specineff, Angelan, Temjin 707J
Time Limit: Infinite
Partner: Hatter
Continue: No
Sectors: 1

. . . . . . . . . . . .

- [Mission 9] -
Mission Objective: Destroy Enemy VR
Number Of Enemy VRs: N/A (1)
Type Of VRs: Z-Gradt
Time Limit: N/A (Infinite)
Partner: Yes (Hatter)
Continue: No
Sectors: 1

In this mission, you and Hatter team up against Z-Gradt. His first Laser Cannon will be aimed at the
ground; no harm there, but afterwards Z-Gradt will aim straight. After you defeat him, Hatter departs
by jumping up the cliffs, while mumbling in rapid Japanese. No more Hatter... You're on your own.

. . . . . . . . . . . .

- [Mission 10] -
Mission Objective: Defend Friendly Trucks
Number Of Enemy VRs: N/A (Infinite)
Type Of VRs: Apharmd J Type C, T Type F, VOX Dan/Bob, Temjin 707J / 10/80 adV
Time Limit: Infinite
Partner: No
Continue: No
Sectors: No

Remember the mission where you have to destroy the trucks? Well, this is the reverse process.
There are 3 trucks, which have to get to the other side. You need to escort them there in one
piece or lose the mission... Single-handedly. The enemy VRs will try their best to destroy the
truck, and a few whacks from their Tongfers and it's over. Don't try guarding them from a distance;
it'll end up in pieces. Try to use the trucks to distract the enemy; while they're hacking at it,
hack them back! Alternately, try to distract their attention from the trucks until the truck arrives.

. . . . . . . . . . . .

- [Mission 11] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (8)
Type Of VRs: Random: Temjin 707J, Apharmd J Type C, Apharmd J Type D
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

. . . . . . . . . . . .

- [Mission 12] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (4)
Type Of VRs: Raiden 51E12, Apharmd J Type C, Type A, Specineff
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

. . . . . . . . . . . .

- [Mission 13] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (6)
Type Of VRs: VOX Dan/Bob/Lee/Loo
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

. . . . . . . . . . . .

- [Mission 14] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 1
Type Of VRs: 1x Jaguarandi
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

Here, you meet ol' shovelhead, or better known as Jaguarandi. Depending on how you played your previous
missions, you will either meet a single Jag, or 2 of them at once. Yes, this is tough. He'll keep you
under a huge amount of pressure with his shots and speed, so don't crack! See enemy list for more info.

NOTE: I've heard that if you die too many times, the White Knight comes to help. I haven't experienced
     this before, but I'll try to find out if it really happens.

. . . . . . . . . . . .

- [Mission 15] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 3
Type Of VRs: 2x Raiden 51E12, 1x Diamond Orb
Time Limit: 120 seconds
Partner: No
Continue: No
Sectors: 1

Here, your transmission gets jammed again, like the last mission you played. Your display goes bust,
and all other indicators cease to function. Grab the Guard power-up above the crate, destroy the 2
Raidens, and wait for the Diamond Orb. Smash it and move on.

. . . . . . . . . . . .

- [Mission 16] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 6
Type Of VRs: 6x Diamond Orb
Time Limit: 200 seconds
Partner: No
Continue: No
Sectors: No

In this mission, you are banned from using long-range attacks, like the one on the Moon. Guess what:
There's a Guard power-up nearby, just like the last mission. Grab it and take the orbs all out.

. . . . . . . . . . . .

- [Mission 17] -
Mission Objective: Destroy Enemy Structures
Number Of Enemy VRs: N/A (Sector 1: 2, Sector 2: 6, Sector 3: Infinite)
Type Of VRs: 2x Bob, 6x Diamond Orb, Temjin 707J, 2x Diamond Towers
Time Limit: 500 seconds
Partner: No
Continue: No
Sectors: 3

This mission is divided in 3 sectors: Sector 1 - Two VOX Bobs await. Get rid of them and the door opens.
Sector 2 - There are 6 Diamond Orbs. Take them all out and move on. Sector 3 - An infinite number of
Diamond Orbs and Temjin 707J will appear. What you want is at the end of the sector; the Diamond Towers.
You can't lock on to them from a distance; you need to be close to it, and have it in your sight. Just
dash away from the Temjin 707J towards the towers, and destroy them ASAP, before the Temjin arrives!
Don't bother killing the Temjin and/or the Diamond Orb; they'll just regenerate. Watch out for the
Diamond Tower's Homing Beams!

. . . . . . . . . . . .

- [Mission 17: FINAL] -
Mission Objective: Destroy Enemy VR
Number Of Enemy VRs: 1
Type Of VRs: Diamond Worm
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

In the final Earth mission, you meet a Diamond Worm. Bah, he's a pushover once you get to know his
atacks! See enemy list for more info.



----------------------------
OPERATION 4: MARS POLAR AREA
----------------------------

PLANET DATA: See Mars Central Area.


. . . . . . . . . . . .

- [Mission 1] -
Mission Objective: Protect Friendly Buildings, Destroy Enemy VR
Number Of Enemy VRs: Infinite
Type Of VRs: 1x Bal d Meora, Hand bits
Time Limit: 360 seconds
Partner: Yes
Continue: No
Sectors: 1

If you've reached this point, you're halfway through Dramatic Mode. Keep it up! Okay, for the first 180
seconds you need to protect the buildings for being destroyed. A swarm of Hand Bits will surround you
and destroy the buildings if left idle. Keep this up for the first 180 seconds, and help arrives in
the form of a Temjin 707J. Once he arrives, gather up your guts and find the Bal d Meora that caused
this bloody mess in the first place, and terminate him. If you try to do that before the 707J arrives,
Bal will have armor more powerful than Z-Gradt, making him virtually impossible to defeat.

. . . . . . . . . . . .

- [Mission 2] -
Mission Objective: Destroy Enemy Telecommunications
Number Of Enemy VRs: 10
Type Of VRs: Specineff
Time Limit: 500 seconds
Partner: Yes (Your VR)
Continue: No
Sectors: 2

First, let me tell you a bit about your partner. He will go with whatever VR you select, i.e.
you select a Temjin 707J, he takes a Temjin 707J. You take a Raiden, he does too. You take
the White Knight, and he follows suit. Got it? Okay, in this mission you take on a huge maze.
Sector 1 - There are 6 rooms altogether. Head right, and enter the first 2 rooms. Destroy the
communication buildings there and head out towards Sector 2. Sector 2 - There are 8 rooms here.
I've forgotten the order, so you'll have to find this for yourself... Sorry! Anyway, with every
wrong room you choose there will be an enemy Specineff waiting, so beware!

STRANGE STUFF: Your partner's voice changes with the type of VR you select. If you select Temjin, a
              male voice appears. Select Fei-Yen or Angelan and his voice switches to a girl's.

. . . . . . . . . . . .

- [Mission 3] -
Mission Objective: Destroy Enemy Buildings
Number Of Enemy VRs: Infinite
Type Of VRs: Apharmd (all Alpha Commando types)
Time Limit: 720 seconds
Partner: Yes (Your VR)
Continue: No
Sectors: 3

In this mission, you have to seek and destroy all Diamond Towers in the area - this is a huge map.
Sector 1 - Start off by looking for the two Diamond Towers blocking the exit, and destroy them.
Once you accomplish that, all enemy reinforcements will cease. Sector 2 - Finish off the Diamond Tower
in front of you, and proceed towards the other two near the exit. Sector 3 - Another Diamond Tower
appears in front of you; destroy it, and search for the last two towers near the exit. Ignore all
enemy units unless absolutely necessary, and you'll be fine.

. . . . . . . . . . . .

- [Mission 4] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (14)
Type Of VRs: Random: VOX Dan/Bob, Temjin 707J / 10/80 adV
Time Limit: 600 seonds
Partner: Yes (Your VR)
Continue: No
Sectors: 2

Be quick on your feet here; there are many land mines scattered throughout the area. These
pack a huge punch for their size, so try to avoid them. Sector 1 - Make your way through the
land mines and encounter a VOX Dan SF. Kill it and go ahead. Here, you meet 6 VRs, randomly
selected from the list above. Sector 2 - Something like Sector 1, you encounter a Temjin 707J
along the way. When you reach the end, take out the final 4 VRs and end the mission. In this
mission, try to keep with your partner at all times; makes things a bit easier. Also note that
land mines will damage the enemy VR as much as you do! You can view land mines by standing still
for 3 seconds or so - all land mines in the area will be shown as a pink circle. Move and the circle
dissappears again (you can turn, though.)

STRANGE STUFF: Just before the final 6 VRs in Sector 2, your partner may get stuck in a bunker.
              I've tried everything to get him out, but nothing worked. Just take on the 6 VRs
              on your own, and your partner will somehow find his way out. Alternately, bring
              the enemy VRs to your partner.

. . . . . . . . . . . .

- [Mission 5] -
Mission Objective: Destroy Missile Launch Base
Number Of Enemy VRs: N/A (6)
Type Of VRs: Apharmd J Type C, T Type D, Bal d Meora, VOX Dan
Time Limit: 500 seconds
Partner: No
Continue: No
Sectors: 1

Okay, we've got a huge map to explore. Your mission is to search and destroy the enemy Missile Launch base,
located on the extreme NorthWest of the map (when you start, you're facing North.) Okay, go to the first
arena (north.). Squash the VRs there, then take a LEFT turn. (Your perspective and sense of direction are
tested here, or you'll get lost.) The left turn should eventually lead North. When you see that, take the
first LEFT you see. From now, it's a direct route to the next arena. Again, destroy the VRs lurking there
and make your way to the right - there's no other exit! Once there, head North, left, and North again.
You come to a junction. Should you move up or move right? Move up. The right path takes you deeper into
the maze; no sense going there. Now, there should be a direct path towards a T-junction. Take the left
path to meet the Missile Launch Base, and end the mission. What happened to your partner? Beats me.

. . . . . . . .

- [Mission 6] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (10)
Type Of VRs: 5x SVT Raiden (gfk) 512E1, 5x 512E2
Time Limit: Infinite
Partner: Yes (Your VR)
Continue: Yes
Sectors: 5

This mission has 5 sectors, each sector containing an SVT Raiden (GFT), the SHBVD Raiden with the
mobility of a Temjin 707J. Shouldn't be that tough, right? In the final section, you meet Gill and
JON (Is that the correct spelling?) of the SHBVD, and engage them in combat. If your partner dies
here, Hatter jumps out, and sort of threatens the two Raidens, and they flee.

. . . . . . . . . . . .

- [Mission 7] -
Mission Objective: Destroy Enemy VR
Number Of Enemy VRs: 1
Type Of VRs: Apharmd The Hatter
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

Hatter returns specially for this mission. His target: You. For some reason, Hatter goes nuts and
starts attacking you. Hatter, clad in RNA colors this time (Red/Navy) will be your enemy for this
mission. See enemy list for more details. Win this fight an earn a Diamond Fragment.

. . . . . . . . . . . .

- [Mission 8: FINAL] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (4)
Type Of VRs: 1x MLTN FF, 1x CF, 1x TF, 1x FP
Time Limit: Infinite
Partner: Yes (Your VR)
Continue: No
Sectors: 4

The final Mars Polar Area mission. When you start, a huge lantern-shaped object appears.
There are 4 rooms: North, West, South and East. Each room contains a set of obstacles, and a
MLTN at the end of it. Destroy all MLTNs to end the mission. Here they are, one by one. North Room:
You start facing this room. This room contains 6 Laser Sentries, which fire Lasers similar to Raiden's
at you. Get past them and destroy the MLTN FP. South Room: From the starting point, head back. The South
Room contains 8 laser barricades, which switch on and off in a certain order. Timing is key here - if
you hit the barricade, your VR gets electrocuted and moves one barricade back. Dash-cancelling works
well here. Okay, I suppose you could use the barricades to knock you down, and during the moment of
invulnerability, cross the gates as fast as you can. Destroy the MLTN CF at the end. East Room:
The East Room's obstacles is another electric barricade, but this time with some floating mines
(spiky-looking balloons.) The mines are destroyable, but they have great homing ability, and take
out the MLTN TF. West Room: A more complex version of the barricades in the South Room, there are
both vertical and horizontal gates, so use a combination of air dashes/cancels and ground dashes/cancels.
Finish off the MLTN FF at the end, and go back to the huge lantern to end the mission.



-------------------------------
OPERATION 6: THE TANGRAM CRISIS
-------------------------------

Okay people! It's time for some nostalgia. Your objective in this operation is to collect all
7 Diamond Fragments, and opening the gateway to Tangram. There are 5 areas to choose from: Jupiter,
Earth, Moon, Mars Polar Area and Mars Central Area. Each area has a random number of missions,
2 minimum and a maximum of 6. You can see the number of missions and the difficulty by highlighting
a planet, andthere should be a number, varying from 2 to 6. Its difficulty is shown by the number of
colored squares beneath the mission numbers. The more colored squares, the harder the mission. Each
mission will take you back to any of the "Destroy Enemy VRs" mission that corresponds with the planet
you've selected, some which you may have never seen before.

Okay, at the final mission of each planet lies a boss. Bosses are selected at random, from the
Diamond Arm/Worm, Z-Gradt, MLTN (all versions), Sisters Of The Rose, the SHBVD Raidens, and Apharmd
The Hatter. Winning  a fight from any of these bosses will earn you a Diamond Fragment; losing will
deduct a Fragment from your inventory. The "%" (percentage) value up there refers to something really
bad - but I don't know what. Every time you participate in a mission, the % rises slightly. If the %
gets up to 100%, game over, so spare yourself the agony and make a save file before you start. Sometimes,
it comes to a certain point where it is impossible to win, i.e. You only have 3 Diamond Fragments, but
a % value of 99%. In this case, you can't win and you'll have to start from scratch.

Wasted...



-----------------------------
OPERATION 7: ORATORIO TANGRAM
-----------------------------

Once you finish off the Tangram Crisis, you should have 7 Diamond Fragments, which will open the gateway to
Tangram. There are 6 missions here, as listed below.


. . . . . . . .

- [Mission 1, Forbidden Corridor] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: N/A (Sector 1: Infinite, Sector 2: 2, Sector 4: 3
Type Of VRs: 5x MLTN (CF, FF), Diamond Orbs
Time Limit: Infinite
Partner: No
Continue: Yes
Sectors: 4

You are now 5 missions away form the end of the game, so keep at it. This mission has 4 sectors:
Sector 1 - There are 6 Laser Sentries guarding the door, 3 on each side. They shoot Homing Beams
and Lasers alternately, so beware. Smash the door, but watch out for the sentries! Also note that
the doors from now on are no ordinary doors; they seem to be reinforced, making them stronger,
which means you'll have to hack them more than usual. Sector 2 - 2 mini-MLTNs will descend from
the sky. (They're weaker than the original MLTN, which was a mini-Z-Gradt by itself.) Destroy them
and move on. Sector 3 - Remember the electric barricades in the final Mars mission? Well, this is
something like that, except that you have to air dash across the ridges to get to the door. If you
fall down, head for the nearest teleporter to get back up. If you remain on the ground for too long,
your VR gets electrocuted and you lose an enourmous amount of life! Sector 4 - 2 mini-MLTNs will ascend
from the floor on the NorthEast and Northwest respectively. Once destroyes, a final MLTN wil appear in
the middle of the arena. Defeat it to win the mission.

. . . . . . . .


- [Mission 2: Full Metal Orbs] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: Sector 1: Infinite, Sector 2: 4
Type Of VRs: Diamond Orbs, 1x Diamond Arm
Time Limit: Infinite
Partner: No
Continue: Yes
Sectors: 2

From the title, you can tell that you'll see many more annoying Diamond Orbs here. Sector 1 - There are
4 Diamond Orbs here. Don't bother killing them; they'll just regenerate. Aim for the door, but remember
that the door is solid. Make use of the Diamond Orb's regularly times shots here. Sector 2 - There are
3 Diamond Orbs waiting here. See those lines on the ground? Step on 'em and you'll get electrocuted. Smash
them all, and a Diamond Arm should come out. Again, smash it to end the mission.

. . . . . . . .


- [Mission 3: W-FrenZ] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 2
Type Of VRs: 2x Z-Gradt
Time Limit: Infinite
Partner: No
Continue: No
Sectors: 1

When you start, 2 Z-Gradts appear. You know what that means... Fight 'em solo. Okay, note that you can
use a Z-Gradt's dead body to shield you from the other Z-Gradt's shots. And the Laser Cannon doesn't
home in as well as it does in Operation Moongate anymore, so you can evade it by jumping away. (In OM,
the Cannon would follow you everywhere; there was no escape, even by jumping. It just reads your movements
and hunts you down.) See enemy list for more details.

. . . . . . . .


- [Mission 4: Heaven's Thunder] -
Mission Objective: Destroy the Laser Cannon
Number Of Enemy VRs: Sector 1: Infinite, Sector 2: 1, Sector 3: Infinite
Type Of VRs: Diamond Orbs, 1x Diamond Worm, 1x Laser Cannon
Time Limit: Infinite
Partner: No
Continue: Yes
Sectors: 3

Okay, when you start the mission (Sector 1), you find yourself fighting 8 Diamond Orbs. Take them out from
range, and make use of their timed shots, and pick up the crates along the way. Drop and lose a lot of life,
I'm warning you. Sector 2 -  A Diamond Worm appears. Kill it and move on. Sector 3 - There are an infinite
number of Diamond Orbs that keep reappearing here, and you may notice the Laser Cannon is in the middle;
lock on to it (I've counted it for you: Press "Change Target" 3 times, from the beginning.) Now, the shots
have to be aimed directly into the cannon barrel to do any damage, and the cannon will fire a huge laser
at regylar intervals. You need to somehow evade the Diamond Orb shots, and fire into the cannon. Tip: Use
Temjin's JP.TbRW (Jumping Turbo Beam Rifle.) It has infinite range, and you can evade the shots at the same
time. Once the cannon is destroyed, a path is made and you end the mission.

. . . . . . . .


- [Mission 5: Solid Style Armament] -
Mission Objective: Destroy Enemy VRs
Number Of Enemy VRs: 4
Type Of VRs: 4x STRATS
Time Limit: Infinite
Partner: Variable
Continue: Yes
Sectors: 3

In this mission, you have to take on 4 STRATS units, the last two simultaneously. Sector 1 - A STRATS
appears. It fires multiple Pulse Lasers at you, and while doing so turns weak. Fire at it while walking,
so that you can evade anything that comes your way quickly, and still be in control. Sector 2 - Another
STRATS variation appears; this time firing 3 long, thin lasers, ala Z-Gradt's Laser Cannon. Don't forget
that you can jump, as the lasers don't home like they did in OM. Sector 3 - There are 2 STRATS here,
where you have to fight them both at the same time. One fires Pulse Lasers, and the other fires triple
Lasers. When one dies, use its battered body as a shield against the other's projectiles. Finish them off,
and end the mission. One more mission and you've finished Dramatic Mode!

NOTE: If you are in critical condition, and have no repair disks while fighting the 2 STRATS,
      Hatter will come and help you out.

STRANGE STUFF: Where does Hatter come from? The whole arena is enclosed in a room.

. . . . . . . .


- [Mission 6: Final Sphere: FINAL] -
Mission Objective: Destroy Tangram
Number Of Enemy VRs: 1
Type Of VRs: 1x Tangram
Time Limit: 200 seconds
Partner: No
Continue: No
Sectors: 1

Allright, this is it. The final mission. Judging by the title, it should be something round, and
huge. Oh, no. It's Tangram! The mission may look tough, but it really isn't. In fact, it's one of
the easiest of the game! See enemy list for details.



-----------------
MISSION COMPLETE!
-----------------

Allright, man! You've completed Dramatic Mode! Your rank throughout the whole game will be displayed,
with the music "Jupiter: Bringer Of Jollity" in the background. After that, you will be prompted to
save your game, resulting in a completed save game file. This file saves your rank, so that you can
use it to get a higher rank the next time you load it, and to unlock other VRs. Wicked!



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
VERSUS, CHALLENGE & VR COLLECTION                _alt_
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


--------------
CHALLENGE MODE
--------------

You could call this "Start Game", in VOOT. A single-player game, Challenge Mode sends you
through a series of missions. Mission 01, Mission 02, etc. You can select the difficulty (Normal,
Hard, Very Hard) or you can go for the Time Attack option. This mode is just for fun, and I don't
think you unlock anything here. When you start the game, you select your VR, and your support VR.
So, it's a 2-on-2 mission mode, but for only Player 1. I wish you could have 2 players here...
Anyway, you can use the Rescue Dash option in Challenge Mode, and note that you can only choose
a preset VR as your partner here... No unlocked VRs allowed. Challenge Mode is meant to challenge
the game, to see how fast it takes you to complete the game. You won't unlock anything here, except
for bragging rights. Very similar to Versus Mode... See below for more info.


-----------
VERSUS MODE
-----------

Like the name says, you can go one-on-one with a human player or an AI, and you can go at each
other 2-on-2, with either you having the AI as a partner, or a human. Personally, I like the
human+human vs. AI+AI mode, but there's no way to change the difficulty. The AI's way too easy...
Still fun, nevertheless. The game supports only 2 humans, and 2 AIs. Nothing more, unlike in Virtual
On Force. To change an option, highlight the screen, and press Circle. You can change the stage, the
number of rounds, and the time limit. To become a spectator and watch the CPUs battle it out, change
all the players to AI, and the camera will zoom about by itself, giving you different points of view.
Oh yeah, did I mention that different stages are also unlocked in Dramatic Mode?

Okay, in Versus Mode, there are some in-game signals that don't appear in Dramatic Mode:

LOCK-ON ALERT.......... Indicates that both opponents have set you as their target
ENE1................... Enemy 1 has set you as his target
ENE2................... Enemy 2 has set you as his target

There are no Repair Discs, and no items to pocket. The game follows a "Leader" format; Kill the
leader and you win the battle. If you're playing with a CPU as a partner, you will remain the
leader. If you play with a human as a partner, the leader status will switch with every round.
You can find out which VR you are locking on to, by looking at the opponent's life bar on your
side of the screen. The thick life bar is the one that you're locking on to, and its Leader status
is indicated by the word "LEADER" beside your opponent's life bar.

The Rescue Dash is a special dash, activated by pressing SELECT by default. When the RD is
activated, your VR will automatically dash towards your partner. During the Rescue Dash, you
cannot be locked-on to. All attempts to lock on to you will fail, that includes jumping and
dash attacks. You will disappear from the radar completely, and if you reach your partner,
both you and your partner's life will be split equal. This can also revive your partner even
after he gets destroyed, in which case you have to touch the energy ring surrounding him to
revive him, RD or not.

Here are a complete list of stages that you can select:

Rentaria R-14 Arctic Base
Rentaria B-72 Strong Point
Rentaria C-08 Central City
Rentaria L-32 Artificial Lake
Unknown: Control Saucer (Secret Base)
1st Area Orbital Tube
2nd Area Descent Platform
3rd Area Rusty Mine
Rentaria B-42 Canal Zone
Rentaria C-56 Burned Residence
Rentaria R-44 Abandoned Condult
Dancing Under Lunatic Pockmarks
Dancing Under Memorial 0
Fresh Refoe Windy Canyon
Fresh Refoe Mother's Shelter
TSC SBRV
J's Sanctuary Underpass


NOTE: I don't think you can change the color scheme of your VR here.


-------------
VR COLLECTION
-------------

If you're a fan of the Gran Turismo series, you could look up on the cars that you've bought
in your garage, right? Well, same thing here. All the VRs that you've unlocked/default VRs in
Versus mode are located here. You can choose which VR you want, by pressing Left or Right on
the D-Pad. All unlocked VRs will also be shown, and locked VRs can be seen as a black silhouette.
Press Circle to toy around with the unlocked VR, and press SELECT to turn the background black,
to view the VR easily. Note that you can't do the same for a locked VR. You can also press L1 or
R1 to view the different color schemes for a certain VR, wherever available. On certain VRs, the
VR Collection will tell you how to unlock it. Here are the conditions that it tells you about:

Some Japanese words*
00/50. This means to destroy 50 units of that certain VR to unlock it.

*More Japanese words*
0000/3000. What?! Destroy 3000 VRs?! Nah, just kidding. This means that your total
milage in Dramatic Mode must exceed 3000 km, to unlock the VR. Yes, apparently VRs
have milage. I wonder if they get taxed by the government...

*Even more Japanese words*
????. This means... I have no idea what this means. It stands for unknown, and it
may well be "Destroy 30 of XYZ VRs with a CC attack", or "Collect 200 Repair Discs",
to "Finish Dramatic Mode on Ultimate".


-----------------------
SYSTEM/OPTIONS/SETTINGS
-----------------------

It would be much simpler for them to call this "Options", in my opinion. Anyway,
here you can change the controls, edit the buttons, change the sound system from
Stereo to Mono, adjust the volume of the music/SFX, adjust the display, save game,
load game, etc. As far as I know, there isn't any secret menu whatsoever...





+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
VIRTUAROID ROSTER                                _vrs_
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


This is a list of all the virtuaroids in the game, according to the VR Collection.
There are 37 at first, but as I went along, there are actually 39, from what I've unlocked.
I'll give all their weapons, strengths and weaknesses. The game manual is in Japanese, so
I'm gonna make up or take some names from  Operation Moongate and Oratorio Tangram - neither
can I read the database on each VR. I'll make up for this in the US version... I promise!

Here are a list of specs that the game uses, and what they mean. Everything is based on a 10/10 scale,
1/10 being the worst, and 10/10 the best.

INFIGHT............. How good a VR is in close combat.
SHOT (Short)........ How efficient a VR's projectiles are over short distances.
SHOT (Middle)....... As above, medium distances
SHOT (Long)......... As above again, only this time over long distances.
MOBILITY............ How fast a VR moves.


------------------
VR UNLOCKING GUIDE
------------------

I made a mistake in the last version of the FAQ - it's not how many times you complete
the game to get certain VRs, or the difficulty; but how high your rank is when you defeat
them. The difficulty doesn't matter; so to make it easier, play on NORMAL. Of course, some
VRs can only be unlocked by finishing Dramatic Mode under a certain difficulty, namely:

NORMAL.......... Use this to unlock other VRs, and to get promoted
HARD............ Unlocks Guarayakha
VERY HARD....... Unlocks Apharmd The Hatter
ULTIMATE........ Unlocks the 747 Type a8 "White Knight".



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=
[TA-17 B "Angelan WM"]
+=+=+=+=+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

Remains almost unchanged since her Oratorio Tangram days, Angelan still retains most of
her weapons. Good speed, good armor but very bad mobility on air. Her weapons do average
damage, but for all you Fei-Yen/Angelan players out there, prepare to be surprised...

UNLOCK: Unlock Angelan by collecting 200 repair discs throughout Dramatic Mode, and Angelan
       will automatically appear.


-------------
MACHINE SPECS
-------------

INFIGHT............. 7/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 7/10
MOBILITY............ 6/10


---------------------------
LEFT WEAPON: Diamond Shield
---------------------------

Fires a diamond-shaped projectile that blocks most light projectiles. Does crap damage,
but will protect you from harm. The standing Turbo version consists of 4 diamonds stitched
together, and will block almost every projectile in the game, Raiden's Screw Lasers included!
Goes through obstacles (sneaky, ho-ho!) and stuns your opponent if hit. Very good attack, and
you can use the stun to inflict more damage on your opponent.

CC Activation Range: 64 metres

LW............... Fires a single diamond
TbLW............. Fires 4 diamonds merged together
CR.LW............ Crouches and fires a single diamond
JP.LW............ Jumps and fires a single diamond
FW.dLW........... Dashes forward and fires a singe diamond
SW.dLW........... See above
FWDG.dLW......... See above


----------------------
RIGHT WEAPON: Ice Beam
----------------------

Think little shards of ice. This attack is okay, does good damage. The standing Turbo
version fires a laser beam that is fast, and does even more damage, but will not "eat up"
enemy projectiles, neither will the normal version.

CC Activation Range: 79 metres

RW............... Fires an icicle
TbRW............. Fires a thick, fast laser
CR.RW............ Fires 2 icicles while crouching
JP.RW............ Fires 3 icicles on air
FW.dRW........... Fires 2 huge icicles; will knockdown
SW.dRW........... Fires 3 icicles while dashing
FWDG.dRW........... Fires 2 icicles while dashing


-------------------------
CENTRE WEAPON: Ice Dragon
-------------------------

Angelan summons an ice dragon that rams straight into your opponent. The Turbo version comes
from above, so distract your opponent long enough, and hope that he/she won't pay any attention
to it, until WHAM! and you can laugh till your sides hurt.

CC Activation Range: 74 metres

CW............... Summons dragon; goes straight
TbCW............. Summons dragon; comes from above
CR.CW............ Summons dragon; goes straight
JP.CW............ Summons dragon from air; goes straight
FW.dCW........... Summons dragon; comes from above
SW.dCW........... Summons dragon; goes straight
FWDG.dCW......... See above; while dashing diagonally


-------------------------
SPECIAL MOVE: Angel Wings
-------------------------

This move is excecuted by crouching, press both Turbo buttons and the CW (CR.BtbCW) for
Twin A/Twin B/any controls that simulate the Twinsticks. For others, this will be crouch,
change target and CW. When executed, Angelan sprouts wings from her back, and she becomes
faster and her weapons do more damage. There's a catch, though - the move lasts for about
15 seconds, and will deplete 15% of your current life gauge. No, you can't kill yourself
by doing this, as your life needs to be at least more than 15%.


-------
OVERALL
-------

Pros: Shield can be summoned at will, and Ice Dragon does all the dirty work while you run
Cons: Bad air mobility, bad armor



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
[RVR-20-C "APHARMD J Type A"]
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

An Apharmd with a single Tongfer, on his left arm. On his right, he carries an M-16 that can
fire rapid shots. Like Temjin, Apharmd is also an all-rounder, but specialises in close-combat.
A cross between a soldier and a VR, and comes complete with camoflauge paint scheme.

UNLOCK: Unlock by defeating 25 VRs or more with a CC attack.

-------------
MACHINE SPECS
-------------

INFIGHT............. 5/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 4/10
MOBILITY............ 5/10


-----------------
LEFT WEAPON: Bomb
-----------------

 A little round object that explodes upon impact, providing cover from most light projectiles.
The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy VR
directly. The standing version throws a bomb just a little further than you, and the Turbo version
kicks the bomb directly at the enemy, provided he isn't too far away. Lasts for a very short while.

CC Activation Range: 85 metres

LW............... Throws bomb in general direction of enemy
TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles
CR.LW............ Throws bomb; rolls on the ground for a short while before exploding
JP.LW............ Throws bomb in general direction of enemy while on air
FW.dLW........... Throws bomb for a distance
SW.dLW........... Throws bomb in a curve; explodes if it hits enemy/obstacles
FWDG.dLW......... See above


--------------------------------
RIGHT WEAPON: M-16 Assault Rifle
--------------------------------

A weapon that Counterstrike players should know, the M-16 is a long-range weapon designed for
the Apharmd J Type A. Unlike its looks, there is no automatic fire. The Turbo version fires 4
powerful shots that do more damage, and more range. This is more powerful than the UMP Submachineguns
of the J Type C, but consume more ammo.

CC Activation Range: 80 metres

RW............... Fires a single shot
TbRW............. Fires 4 huge shots; will knockdown
CR.RW............ Fires 2 shots while crouching
JP.RW............ Fires 4 small shots on air
FW.dRW........... Fires 2 small shots; huge damage; will knockdown
SW.dRW........... Fires 3 small shots; normal damage
FWDG.dRW......... Fires 2 small shots; normal damage


-------------------------
CENTRE WEAPON: Beam Kukri
-------------------------

 This variant of Apharmd carries a single, but huge knife on his left arm, rather than two
Tongfers which most Apharmds are armed with. A bit slower than the twin Tongfers, and does
less damage. The standing version slashes a spinning beam that does a pixel of damage, and
the Turbo version throws the kukri scabbard at the enemy.

CC Activation Range: 109 metres

CW............... Slashes a sword-shaped beam in direction of enemy
TbCW............. Thrown Kukri out from scabbard; Huge damage; will knockdown
CR.CW............ Slashes sword-shaped beam while crouching
JP.CW............ Slashes sword-shaped beam in air
FW.dCW........... Slashes a sword-shaped beam in direction of enemy
SW.dCW........... See above
FWDG.dCW......... See above


-------
OVERALL
-------

Pros: An all-rounder...
Cons: ...Well, almost. Gives the Temjin series a run for its money, but overall Temjin still wins



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
[RVR-24-C "APHARMD J Type C"]
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Your typical Apharmd, equipped with twin submachineguns, a bomb, and twin Tongfers. Based on the
MBV-09-C Apharmd from Operation Moongate, which was a far cry from the modesl today. Good weapons,
good speed, and powerful during close-range combat. Something like a Temjin that excels in close combat.

Unlock by destroying 25 or more enemy units (any VR) with a CC attack, in Dramatic Mode.


-------------
MACHINE SPECS
-------------

INFIGHT............. 9/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 3/10
SHOT (Long)......... 1/10
MOBILITY............ 5/10


-----------------
LEFT WEAPON: Bomb
-----------------

 A handheld bomb that explodes with a chain of underground explosions upon impact with the
ground or an enemy. The explosions will block/neutralise most light projectiles, and go through
anything, as they start from under the ground. Easy to evade, as the gap between the explosions
are quite far apart. Confuse your enemy with this to set him/her up for a trap, but that's about
it. Slow chargeup time, and one Napalm consumes all your ammo.

CC Activation Range: 84 metres

LW............... Releases Napalm; explodes from underground and goes through anything
TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles
CR.LW............ Throws Napalm while crouching
JP.LW............ Releases Napalm from air
FW.dLW........... Throws Napalm for a distance; explodes like a bomb
SW.dLW........... Throws Napalm; underground explosions will curve in direction of enemy
FWDG.dLW......... Throws Napalm at enemy; explodes like a bomb


--------------------------------
RIGHT WEAPON: UMP Submachineguns
--------------------------------

Apharmd J Type C carries 2 UMPs/UZIs (If you're an avid Counterstrike player, you'll
recognise these instantly.) on each hand, and both of them can be tuned for either rapid
fire (standing, hold Right Trigger), or a single, powerful shot (Turbo version). Make your
opponent dance with this one!

CC Activation Range: 79 metres

RW............... Fires a single shot; hold for rapid fire
TbRW............. Fires a faster, smaller shot, but more damage; hold for rapid fire
CR.RW............ Fires up to a maximum of 12 shots while crouching; amount fired depends on
                 how long trigger is held, and ammo gauge
JP.RW............ Fires 8 shots from air; very fast
FW.dRW........... Fires 8 small shots from ground; will knockdown
SW.dRW........... Fires 8 small shots while dashing; less damage than FW.dRW
FWDG.dRW......... See above


----------------------------
CENTRE WEAPON: Twin Tongfers
----------------------------

Wahey! These Tongfers do deadly damage with one blow, and come out fast. The standing version
slashes a spinning beam that does a pixel of damage, and the Turbo version slashes 5 beams at once,
spreading in all directions. Extremely efficient during close combat.

CC Activation Range: 110 metres

CW............... Slashes 2 sword-shaped beams
TbCW............. Slashes 6 sword-shaped beams; spread in all directions
CR.CW............ Crouches and slashes 2 sword-shaped beams
JP.CW............ Slashes 2 sword-shaped beams on air
FW.dCW........... Slashes 2 sword-shaped beams
SW.dCW........... See above
FWDG.dCW......... See above


---------------------------
SPECIAL ATTACK: Cannon Kick
---------------------------

The Cannon Kick is a fast, air-to-ground, spinning flying kick-style attack - think Bruce Lee in a VR.
The Cannon Kick does a huge amount of damage but depletes all your weapon gauges. Pretty cool, but don't
expect this to hit an experienced opponent. Execute by air dashing forward and pressing the Centre Weapon.
All weapons have to be at 100% in order to excecute, and this move depletes all your ammo to 0%.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
VARIANT 2: APHARMD J TYPE C ALPHA COMMANDO
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
------------
GENERAL INFO
------------

Well, an Apharmd with an extra mibility point and a crap color scheme. Otherwise, nothing different.


-------------
MACHINE SPECS
-------------

INFIGHT............. 9/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 3/10
SHOT (Long)......... 1/10
MOBILITY............ 6/10


-------
OVERALL
-------

Pros: Excellent CC ability, 2nd to Apharmd Hatter
Cons: Don't expect your weapons to reach very far



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
[RVR-36-F "APHARMD T Type F"]
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Another variant of the Apharmd series, the Apharmd T models have no Tongfers; instead, they go
into CC using their bare hands and feet. Achaaa...!!! Enter the Dragon! *ahem* These models are
designed for long-range battles unlike the Apharmd J variants, which specialise in close to
medium-range combat. The T Type F has a cannon on his shoulder, to prove the point.


-------------
MACHINE SPECS
-------------

INFIGHT............. 4/10
SHOT (Short)........ 4/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 6/10
MOBILITY............ 3/10


-----------------
LEFT WEAPON: Bomb
-----------------

If there's anything left unchanged from the Apharmd J, this is it. Like all Napalms,
this handheld bomb explodes with a chain of underground explosions upon impact with the
ground or an enemy. The explosions will block/neutralise most light projectiles, and go
through anything, as they start from under the ground. Easy to evade, as the gap between
the explosions are quite far apart. Confuse your enemy with this to set him/her up for a
trap, but that's about it.

CC Activation Range: 79 metres

LW............... Releases Napalm; explodes from underground and goes through anything
TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles
CR.LW............ Throws Napalm while crouching
JP.LW............ Releases Napalm from air
FW.dLW........... Throws Napalm for a distance; explodes like a bomb
SW.dLW........... Throws Napalm; underground explosions will curve in direction of enemy
FWDG.dLW......... Throws Napalm at enemy; explodes like a bomb


------------------------------
RIGHT WEAPON: Grenade Launcher
------------------------------

Somewhat like Raiden's Bazooka, the Grenade Launcher fires a missile directly at the enemy.
The Turbo version fires a bigger shell that does more damage. Depletes your ammo gauge pretty
quickly, so do try to keep some spare ammo...

CC Activation Range: 74 metres

RW............... Fires a single grenade shell
TbRW............. Fires a bigger grenade shell; more damage
CR.RW............ Fires 2 grenade shells while crouching
JP.RW............ See above; while jumping
FW.dRW........... Fires a single grenade shell; will knockdown, more damage
SW.dRW........... Fires 3 grenade shells
FWDG.dRW......... Fires 2 grenade shells; regular damage


------------------------------
CENTRE WEAPON: Shoulder Cannon
------------------------------

They replaced the great Tongfers with THIS? Oh well, he was designed for long-range
combat anyway. The Shoulder Cannon fires a single missile at the enemy, and the Turbo
version fires an even bigger one, obviously doing more damage than the normal version.
Good homing capibility, and excellent range - but pretty weak overall.

CC Activation Range: 89 metres

CW............... Fires a single missile
TbCW............. Fires a single missile; slower, but does more damage, and will knockdown
CR.CW............ Crouches and fires a missile; goes over obstacles
JP.CW............ Fires a single missile on air
FW.dCW........... Fires 2 missiles
SW.dCW........... See above
FWDG.dCW......... See above


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
VARIANT 2: [APHARMD T Type F Alpha Commando]
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
------------
GENERAL INFO
------------

Nothing much here, a slight facelift, a horrble color scheme and one extra mobility point.
I can't see any visual differences in weapons.

UNLOCK: Unlock by defeating 25 Apharmd T Type F Alpha Commandos.

-------------
MACHINE SPECS
-------------

INFIGHT............. 4/10
SHOT (Short)........ 4/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 6/10
MOBILITY............ 3/10


-------
OVERALL
-------

Pros: Long-range, okay weapons
Cons: Slow



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
[RVR-32-D "APHARMD T Type D"]
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Another variant of the Apharmd series, the Apharmd T models have no Tongfers; instead,
they go into CC using their bare hands and feet, with Kung-Fu moves. Enter the Dragon!
*ahem* These models are designed for long-range battles unlike the Apharmd J variants,
which specialise in close to medium-range combat. This particular model has a AK-47 and
shoulder-mounted missile packs at the expense of the Tongfers.


-------------
MACHINE SPECS
-------------

INFIGHT............. 4/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 6/10
MOBILITY............ 3/10


-----------------
LEFT WEAPON: Bomb
-----------------

I'm only repeating myself here, so here goes... A little round object that explodes upon
impact, providing cover from most light projectiles. The explosion does little or no damage,
as the damage only occurs if the bomb hits the enemy VR directly. The standing version throws
a bomb just a little further than you, and the Turbo version kicks the bomb directly at the
enemy, provided he isn't too far away. Lasts for a very short while.

CC Activation Range: 79 metres

LW............... Throws bomb in general direction of enemy
TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles
CR.LW............ Throws bomb; rolls on the ground for a short while before exploding
JP.LW............ Throws bomb in general direction of enemy while on air
FW.dLW........... Throws bomb for a distance
SW.dLW........... Throws bomb in a curve; explodes if it hits enemy/obstacles
FWDG.dLW......... See above



---------------------------------
RIGHT WEAPON: AK-47 Assault Rifle
---------------------------------

Exactly like the Type A's M16, the AK-47 fires a single blast, and the Turbo version
fires 4 more powerful ones. Consumes ammo, so beware, trigger-happy pilots...

CC Activation Range: 74 metres

RW............... Fires a single shot
TbRW............. Fires 4 huge shots; will knockdown
CR.RW............ Fires 2 shots while crouching
JP.RW............ Fires 4 small shots on air
FW.dRW........... Fires 2 small shots; huge damage; will knockdown
SW.dRW........... Fires 3 small shots; normal damage
FWDG.dRW......... Fires 2 small shots; normal damage


----------------------------
CENTRE WEAPON: Missile Packs
----------------------------

Apharmd Type D has 4 missile packs. 2 on his shoulders, and 2 on each leg, above the
ankles. These fire homing missles at the opponent, and do good damage. The Turbo version
has a longer startup time, but the missiles travel faster and do more damage.

CC Activation Range: 90 metres

CW............... Fires 2 missiles
TbCW............. Fires 4 missiles; huge damage
CR.CW............ Crouches and fires 4 missiles; goes over obstacles
JP.CW............ Fires 4 missiles on air
FW.dCW........... Fires 4 missiles; will knockdown
SW.dCW........... See above
FWDG.dCW......... See above


-------
OVERALL
-------

Pros: Long-range attacks and medium-range attacks
Cons: Slow



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
[MZV-36T-H "APHARMD THE HA-T"]
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

------------
GENERAL INFO
------------

A rather peculiar Apharmd variant, this one wears a hat on his head, hence the ghastly
punning name, Ha-T. Also known as Apharmd The Hatter, this VR was custom-made for Sergeant
Hutter, (almost rhymes, eh?) whom you will meet, or have already met in Dramatic Mode.
Hatter looks like a cross between an Apharmd T Type F and a J Type C - he has the body
of the former and the weapons of the latter, and they threw in some extra armor. Hutter
goes like "GOOD JOB!" or "CONGRATULATIONS!" every time you destroy an enemy VR. The most
effective VR in close-combat, try to avoid CC with this guy at all costs.

Unlock by finishing Dramatic Mode under VERY HARD mode.

-------------
MACHINE SPECS
-------------

INFIGHT............. 10/10
SHOT (Short)........ 2/10
SHOT (Middle)....... 1/10
SHOT (Long)......... 1/10
MOBILITY............ 7/10


-----------------------------
LEFT WEAPON: Flashbang Napalm
-----------------------------

 A handheld bomb that explodes with a chain of underground explosions upon impact
with the ground or an enemy. The explosions will block/neutralise most light projectiles,
and go through anything, as they start from under the ground. Easy to evade, as the gap
between the explosions are quite far apart. Confuse your enemy with this to set him/her
up for a trap, but that's about it. Apharmd kicks the bomb over obstacles with the Turbo
version, and it explodes like Temjin's bomb instead of a Napalm. Very, very quick blast!

CC Activation Range: 84 metres

LW............... Releases Napalm; explodes from underground and goes through anything
TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles
CR.LW............ Throws Napalm while crouching
JP.LW............ Releases Napalm from air
FW.dLW........... Throws Napalm for a distance; explodes like a bomb
SW.dLW........... Throws Napalm; underground explosions will curve in direction of enemy
FWDG.dLW......... Throws Napalm at enemy; explodes like a bomb


----------------------------------
RIGHT WEAPON: (wait for it...) N/A
----------------------------------

N/A? Strange name for a weapon. Eh? What weapon? Yes, Hatter doesn't have any RW.
You heard right! Ever wondered why Hatter only goes into close combat as your partner?
Well, this is why. Tremendous close combat ability, but with no shots except for his
Napalm, and hat, and Tongfer beams.

CC Activation Range: 79 metres


----------------------
CENTRE WEAPON: Tongfer
----------------------

These look like normal Tongfers on the outside, but these are actually a powered-up
version of them, hence the 10/10 INFIGHT rating. Slashes a single spinning beam if fired
while standing. If you use the Turbo version, Hatter takes off his hat, and throws it at
the enemy for a lot of damage. If you've ever seen "The Avengers", the old 1960s show where
the hero takes off his bowler hat and flings it at the opponent... Something like that.
Anybody standing in its way when it returns will get hit. Okay, the Hatterang (boomerang +
hat) will do an enourmous amount of damage - on par with Raiden's Lasers. It's as if Hatter
shifted all the energy from the Tongfers into the hat, or something like that. This won't
stop for anything; it will go through all light to medium projectiles, and an added bonus
is that it hits during its return trip - same damage! Hitting with this one could shift a
match towards your way, which has happened many times to me before.

CC Activation Range: 110 metres

CW............... Slashes 2 sword-shaped beams
TbCW............. Tosses his hat at the enemy; tremendous amount of damage; eats up
                 all light-heavy projectiles
CR.CW............ Crouches and slashes 2 sword-shaped beams
JP.CW............ Slashes 2 sword-shaped beams on air
FW.dCW........... Slashes 2 sword-shaped beams
SW.dCW........... See above
FWDG.dCW......... See above


----------------------------------
SPECIAL ATTACK: The Hutter Special
----------------------------------

You know, I didn't know about this, until during one mission, I saw Hatter fly up and
kick Z-Gradt in the face. Execute by air dashing forward, and pressing the Centre Weapon
with all weapons at 100% (FW.AdCW) Hatter should leap and do a Bruce Lee-style kick, and
spinning wildly towards the opponent for a huge amount of damage. Unlike the Apharmd J
Type C's kick, Hatter only needs his CW to be full to do this.


-------
OVERALL
-------

Pros: Slice & dice your opponents with the Tongfers...
Cons: ... If you can live without an RW



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+
XBV-821 m-N "BAL d MEORA"
+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Remember Bal-Bas-Bow in Operation Moongate? Well, this new version seems to be based
a lot on him. With no legs and detachable arms, Hitmaker didn't include any of the Bals
with legs like in Force. Personally, I'd say that he's tough to use, but in the hands of
a master Bal player, watch out! Use his sneaky attacks to your advantage, and make up
your own strategy. Oh, and try to confuse your opponent at the same time. I've dubbed
Bal d Meora the "Players VR", as only skilled players can use him to the limit, and he
has a huge variety of attacks. It all depends on how you use them.

Unlock by destroying 10/10 Bal d Meora units in Dramatic Mode.


-------------
MACHINE SPECS
-------------

INFIGHT............. 4/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 5/10
MOBILITY............ 5/10


----------------------------
LEFT WEAPON: Helicopter Mine
----------------------------

Floating mines that explode upon impact, these float aimlessly around the arena until
destroyed by the opponent, or self-destruct. The normal version fires a single Helicopter Mine,
and while the Turbo version is fired, Bal releases his left arm loaded with mines at your
disposal. Press LW to fire.

CC Activation Range: 69 metres

LW............... Fires a single Heli Mine
TbLW............. Releases left Hand Bit: Press TbLW to recall, press LW ro fire
CR.LW............ Fires Heli Mine in an arch
CR.TbRW.......... Plants Ring Launched on ground; Press CR.LW to begin firing rings
JP.LW............ Fires a 3 Heli Mines on air
FW.dLW........... Fires 2 Heli Mines; will knockdown
SW.dLW........... Fires 2 Heli Mines
FWDG.dLW......... See above


-------------------------
RIGHT WEAPON: Ring Lasers
-------------------------

Ring Lasers, like its namesake, are ring-shaped lasers. They eat up most light enemy
projectiles that they encounter, but are quite weak. The Turbo version does something
similar to the Helicopter Mines, where Bal's arm floats on one place, and you fire the
rings manually by pressing RW.

CC Activation Range: 79 metres

RW............... Fires a single Ring Laser.
TbRW............. Releases right Hand Bit; Press TbRW to recall, press RW to fire Ring Lasers
CR.RW............ Fires a Ring Laser in an arch
CR.TbLW.......... Plants Mine Launcher on ground: press CR.RW to begin launching mines
JP.RW............ Fires 3 Ring Lasers in the air
FW.dRW........... Fires... Well, a Slinky-like Ring Laser... See for yourself
SW.dRW........... Fires 3 Ring Lasers
FWDG.dRW......... Fires 2 Ring Lasers


------------------------
CETNRE WEAPON: Hand Bits
------------------------

I couldn't think of any name for these, so I'll refer to them as Hand Bits (although he
releases his legs too.) The normal version releases 2 arms and fires a mine each from each
hand, and the Turbo version releases both arms and legs, to fire 4 mines simultaneously.

CC Activation Range: 64 metres

CW............... Releases both Hand Bits; will fire a Heli Mine each after a moment or two
TbCW............. Releases both Hand Bits and Leg Bits; each fires a Heli Mine
CR.CW............ Releases both Hand Bits, forming a Laser. Attempts to seek out the enemy and
                 hit with Laser; will electrocute enemy if it hits
CR.TbCW.......... Crouches and fires 2 long lasers from his chest
JP.CW............ Releases both Hand Bits, like the ground version; on air
FW.dCW........... Hand Bits form Laser Crushers; will attempt to hit the enemy, and will
                 keep drilling at opponent if they hit, doing more damage
SW.dCW........... As above; dashing sideways
FWDG.dCW......... See above


-------
OVERALL
-------

Pros: Sneaky, strategy comes into play, retains his rain dance from Operation Moongate
Cons: Extremely tough to use



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
TF-14 A "Fei-Yen With VividHeart"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

The latest reincarnation of the Fei-Yen series, this one looks like a small girl. ChibiMoon
from the Sailormoon series springs to mind... She still has her Hyper Mode, but her dash is a
bit slower than previous models.  Bad air mobility but okay on land, her pitifully weak weapons
limit her capibilities before Hyper Mode pops out. If you didn't know already, to activate Hyper
Mode, get her life bar to less than 1/2, and you're done. And have you noticed that she looks
like a maid, with that dress and all? Ugh.

UNLOCK: Unlock Fei-Yen by destroying 12 Fei-Yens in Dramatic Mode and you'll get her.

-------------
MACHINE SPECS
-------------

INFIGHT............. 6/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 6/10
MOBILITY............ 6/10


------------------------
LEFT WEAPON: Beam Rapier
------------------------

Replacing the original Fei-Yen's Bowgun, comes the Beam Rapier. (A rapier is a sword used
in fencing, if you're curious.) Fires a bow-shaped beam at the enemy which does okay damage,
and the Turbo version fires a vertical beam at the enemy. Does more damage, and may produce
a knockdown.

CC Activation Range: 94 metres

LW............... Slashes a sword-shaped beam
TbLW............. As above; does more damage, and will eat up more projectiles
CR.LW............ Slashes a sword-shaped beam while crouching
JP.LW............ See above; on the air
FW.dLW........... See above
SW.dLW........... See above
FWDG.dLW......... Yet again, see above. Nothing much here, really.


-----------------------
RIGHT WEAPON: Hand Beam
-----------------------

Fires tiny balls of light that do a bit of damage to the enemy. The Turbo version looks like a
bowling ball which will produce a knockdown, and is more powerful.

CC Activation Range: 84.9 metres

RW............... Fires a small ball of light
TbRW............. Throws a bowling ball; will knockdown
CR.RW............ Fires 2 beam balls while crouching; goes over obstacles
JP.RW............ Fires 3 balls on air
FW.dRW........... Fires 2 beam balls; will knockdown
SW.dRW........... Fires 3 beam balls
FW.DGdRW......... Fires 2 beam balls


------------------------------
CENTRE WEAPON: VividHeart Beam
------------------------------

This one is cool. If the attack connects, it deals a lot of damage, and has good homing ability.
The Hyper Mode version is more powerful, and has a slow-motion effect on enemies if it hits. Use
this to your advantage... Beat them while they're slow!

CC Activation Range: 99.9 metres

CW............... Fires the VividHeart Beam from her chest
TbCW............. Fires the VividHeart Beam; will explode upon impact
CR.CW............ Fires the VividHeart Beam in an arch
JP.CW............ Fires the beam while jumping
FW.dCW........... '' while dashing forward
SW.dCW........... '' while dashing sideways
FWDG.dCW......... See above. They're all the same here.


----------------------------------
SPECIAL MOVE: Hyper Mode Sacrifice
----------------------------------

Normally you have to get your life to 50% in order to change to Hyper Mode, right? Not any
more. With this function, you can switch to Hyper Mode anytime you like - for the price of 75%
of your current life. Oh, yes. To activate Hyper Mode, make sure that your life is more than 50%,
and press Crouch, Both Turbo triggers, and the CW. Translated to CR.BtbCW. You will change to
Hyper Mode, and can beat the crap out of your opponent - but note the life!


-------
OVERALL
-------

Pros: New Heart Beam with VividHeart is ace
Cons: New maid look is crap, speed reduced considerably



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=
TG-11-M "Guarayakha"
+=+=+=+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

Guarakyaha... Guatemala... Guava?! Blinkin' hell, I can never get your name right. Guarayakha
looks like a kid, dressed in something that only court jesters would find appealing. Walking
around with a wand, she(he?!) walks like a jester, and when she gets killed, the computer shouts,
something in Japanese. Lacks armor. Just walk around the arena firing shots at your opponent...
That should get him/her really frustrated. In Force, Guarayakha could change into Jaguarandi, but
this function does not appear to exist in MARZ.

Unlock by finishing Dramatic Mode under HARD mode.


-------------
MACHINE SPECS
-------------

INFIGHT............. 6/10
SHOT (Short)........ 4/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 3/10
MOBILITY............ 5/10


----------------------------
LEFT WEAPON: Demolition Bomb
----------------------------

The Demolition Bomb looks like a black bomb with a fuse, ala Bomberman. The explosion is
similar to that of Temjin's, and it does much more damage that the former. The Turbo version
throws the bomb directly at the enemy, and will produce a knockdown.

CC Activation Range: 69 metres

LW............... Throws the bomb for a short distance
TbLW............. Throws the bomb directly at the opponent from above
CR.LW............ Throws the bomb while crouching; will explode upon impact, and bounces for a while
JP.LW............ Throws the bomb on air
FW.dLW........... Throws the bomb that curves in direction of enemy
SW.dLW........... See above
FWDG.dLW......... See above


-----------------------
RIGHT WEAPON: Hand Beam
-----------------------

Similar to Fei-Yen's Hand Beam, this fires little balls of energy at the opponent that
do a bit of damage. The Turbo version fires a shot that looks like the Tangram logo at the
enemy, and does more damage.

CC Activation Range: 74 metres

RW............... Fires a multicolored beam ball
TbRW............. Fires the Tangram logo from her wand; will knockdown
CR.RW............ Fires 2 beam balls in an arch while crouching
JP.RW............ Fires 3 beam balls while jumping
FW.dRW........... Fires 2 bigger beam balls; will knockdown
SW.dRW........... Fires 2 beam balls
FW.DGdRW......... See above


---------------------------
CENTRE WEAPON: Tangram Beam
---------------------------

Think Myzr Delta's Homing Beam with a twist. Guarayakha's Tangram Beam fires the Tangram
logo at the enemy, in the same style of Myzr's Homing Beam. Goes over obstacles, and does
good damage. The Turbo version fires an energy wave that slices through the ground, and goes
through everything - nothing stops this one! Of course, your opponent only has to jump and the
attack will miss completely, so use this when he least expects it!

CC Activation Range: 84 metres

CW............... Fires a beam ball in an arch; ala Fei-Yen's CW
TbCW............. Fires a shockwave from the ground; goes through anything, will produce
                 knockdown
CR.CW............ Fires the Tangram logo
JP.CW............ Fires the Tangram logo on air
FW.dCW........... Fires a beam ball while dashing
SW.dCW........... See above
FWDG.dCW......... See above


---------------------------
SPECIAL MOVE: Ride The Wand
---------------------------

This is really weird. Guarayakha takes the wand out, rides on it like a witch riding a
broomstick, and rams into the enemy... This you gotta see! One of the strangest sights I've
ever seen. Only the CW has to be at 100% in order to excecute this, and this will deplete only
the centre weapon gauge. weapon gauges. FW.AdCW when all weapon gauges are full to execute.


-------
OVERALL
-------

Pros: Annoy the crap out of your enemy with this
Cons: Weak armor



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+
YZR-8000 DELTA "MYZR DELTA"
+=+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Remember Cypher from Oratorio Tangram, or Viper II players from Operation Moongate? Well,
he's back in MARZ. Like the rest of his generation, Myzr has excellent air mobility and
ground speed, but crap armor. Well, maybe not as bad as Viper II's in Operation Moongate
(did he have any armor to begin with?) but he takes more damage than most VRs. Keeping that
in mind, he is an excellent all-rounder VR.


-------------
MACHINE SPECS
-------------

INFIGHT............. 5/10
SHOT (Short)........ 7/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 5/10
MOBILITY............ 5/10


--------------------------
LEFT WEAPON: Energy Dagger
--------------------------

Fires a trio of daggers that eat up light projectiles. The Turbo version fires 6 in a
row, and your enemy will be dashing about the arena to evade these. Combo it with a
Homing Beam for more effeciency... This will eat up most light and medium projectiles.

CC Activation Range: 69 metres

LW............... Throws 3 energy daggers at the opponent; eats up most projectiles
TbLW............. Throws 5 energy daggers at the opponent
CR.LW............ Throws 3 energy daggers while crouching
JP.LW............ See above; while jumping
FW.dLW........... See above; while dashing
SW.dLW........... See above
FWDG.dLW......... See above


--------------------
RIGHT WEAPON: Vulcan
--------------------

The Vulcan fires a lot of little, short-range projectiles. Hold the trigger for rapid fire.
The Turbo version fires a long beam (like Temjin's Turbo Beam Rifle) and produces a knockdown.

CC Activation Range: 79 metres

RW............... Fires tiny flat shots; Hold trigger for rapid fire
TbRW............. Fires a long laser; may produce knockdown; average damage
CR.RW............ Fires 4 Vulcan shots while crouching
JP.RW............ Fires the Vulcan on air; 6 shots
FW.dRW........... Fires 6 Vulcan shots; may poduce knockdown
SW.dRW........... See above
FWDG.dRW......... See above


--------------------------
CENTRE WEAPON: Homing Beam
--------------------------

A powerful energy shot, this beam homes in to your enemy and is tough to evade. The Turbo
version produces a huge explosion (think Temjin's Bomb) if it connects. The explosion does
little (or no) damage.

CC Activation Range: 74 metres

CW............... Fires the Homing Beam
TbCW............. Fires a more powerful version; explodes upon impact
CR.CW............ Fires the HB while crouching; goes over obstacles
JP.CW............ Fires HB on air
FW.dCW........... Fires the HB; great tracking, but will not go vertically
SW.dCW........... Fires the HB while dashing
FWDG.dCW......... See above


---------------------------------
SPECIAL MOVE: SLC Dive/Wave Rider
---------------------------------

Sorry, I forgot all about this the last time. There are 3 types:

1- Hypotenuse SLC Dive (SLC H)
2- Adjacent SLC Dive (SLC A)
3- Opposite To Adjacent SLC Dive (SLC OTA)

1: Let's start with the Hypotenuse SLC Dive. Execute by air dashing FW, and pressing both triggers
at the same time. All your weapons MUST be at 100% to do this, and this move will deplete all your
weapons. You can't home in on the enemy, as the attack only goes in a straight line. A trademark
move of the Viper II series.

2: The next SLC version, the Adjacent, is a ground version of the SLC. Execute by CR.TbCW on the
ground (obvious, eh?) and Myzr rams the enemy on the ground. Use this as a surprise attack!

3: And finally, the Opposite To Adjacent SLC Dive. In this version, Myzr jumps up, and executes an
SLC straight towards the ground on a 90' angle, and shifts to a 180' angle, going along the ground,
a cross between the SLC H and the SLC A. Execute by jumping, and anytime before your jump reaches
maximum height, press FW.CW while all weapons are at 100%. Will deplete all weapon gauges.

NOTE: The SLC Dive can be blocked.


-------
OVERALL
-------

Pros: Excellent air ability, good array of weapons
Cons: Next time, put on some armor before fighting



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
YZR-8001 DELTA CL "MYZR DELTA 1 Charlotte"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

Here's a VR that you proabably won't know by its serial number... This customised
Myzr Delta is part of the Sisters of the Rose, which consists of the captain, Sylvie Fang,
and her allies, namely Deborah Bite and Jennifer Poison. This VR here belongs to Jennifer
Poison, the one with the cute voice :) But don't be fooled; underneath that they come as
ruthless and hardboiled as ever. Nothing much here, except for the customised paint job,
and the color.

Unlock by defeating the Sisters Of The Rose in Dramatic Mode with a Veteran Rank, under any
difficulty. Defeat them and this VR is yours.


-------------
MACHINE SPECS
-------------

INFIGHT............. 5/10
SHOT (Short)........ 7/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 5/10
MOBILITY............ 6/10

There's only one extra point here, given to Mobility, so don't expect any crazy upgrades
like the Type a8.


--------------------------
LEFT WEAPON: Energy Dagger
--------------------------

Fires a trio of daggers that eat up light projectiles. The Turbo version fires 6 in a row,
and your enemy will be dashing about the arena to evade these. Combo it with a Homing Beam
for more effeciency...

CC Activation Range: 69 metres

LW............... Throws 3 energy daggers at the opponent; eats up most projectiles
TbLW............. Throws 5 energy daggers at the opponent
CR.LW............ Throws 3 energy daggers while crouching
JP.LW............ See above; while jumping
FW.dLW........... See above; while dashing
SW.dLW........... See above
FWDG.dLW......... See above


--------------------
RIGHT WEAPON: Vulcan
--------------------

The Vulcan fires a lot of little, short-range projectiles. Hold the trigger for rapid fire.
The Turbo version fires a long beam (like Temjin's Turbo Beam Rifle) and produces a knockdown.

CC Activation Range: 79 metres

RW............... Fires tiny flat shots; Hold trigger for rapid fire
TbRW............. Fires a long laser; may produce knockdown; average damage
CR.RW............ Fires 4 Vulcan shots while crouching
JP.RW............ Fires the Vulcan on air; 6 shots
FW.dRW........... Fires 6 Vulcan shots; may poduce knockdown
SW.dRW........... See above
FW.DGdRW......... See above



--------------------------
CENTRE WEAPON: Homing Beam
--------------------------

A powerful energy shot, this beam homes in to your enemy and is tough to evade. The Turbo
version produces a huge explosion (think Temjin's Bomb) if it connects. The explosion does
little (or no) damage.

CC Activation Range: 74 metres

CW............... Fires the Homing Beam
TbCW............. Fires a more powerful version; explodes upon impact
CR.CW............ Fires the HB while crouching; goes over obstacles
JP.CW............ Fires HB on air
FW.dCW........... Fires the HB; great tracking, but will not go vertically
SW.dCW........... Fires the HB while dashing
FWDG.dCW......... See above


-----------------------------------
SPECIAL MOVE: SLC Dive/Wave Rider
-----------------------------------

Sorry, I forgot all about this the last time. There are 3 types:

1) Hypotenuse SLC Dive (SLC H)
2) Adjacent SLC Dive (SLC A)
3) Opposite To Adjacent SLC Dive (SLC OTA)

1: Let's start with the Hypotenuse SLC Dive. Execute by air dashing FW, and pressing both triggers
  at the same time. Only the CW needs to be be at 100% to do this, and this move will deplete only
  your the CW gauge, unlike the normal Myzr Delta. You can't home in on the enemy, as the attack
  only goes in a straight line. A trademark move of the Viper II series.

2: The next SLC version, the Adjacent, is a ground version of the SLC. Execute by CR.TbCW on the
  ground (where else?) and Myzr rams the enemy on the ground. Use this as a surprise attack!

3: And finally, the Opposite To Adjacent SLC Dive. In this version, Myzr jumps up, and executes an
  SLC straight towards the ground on a 90' angle, and shifts to a 180' angle, going along the ground,
  a cross between the SLC H and the SLC A. Execute by jumping, and anytime before your jump reaches
  maximum height, press FW.CW while all weapons are at 100%. Will deplete all weapon gauges.


NOTE: For the Sisters Of The Rose, only the CW needs to be at 100% to execute the SLC dive, and
     the dive will only use up the CW gauge. It also has a faster recovery time when you land.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
VARIANT 2: YZR-8001 DELTA EV "MYZR DELTA 1 Evelyn"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
------------
GENERAL INFO
------------

Another VR belonging to the Three Sisters, this customised Myzr Delta belongs to Deborah Bite.
I can't see any differences between this one and the Charlotte, except for the color scheme.

UNLOCK: Unlock by defeating the Sisters Of The Rose with an Elite Rank or higher,
       and she'll be in your collection.


-------------
MACHINE SPECS
-------------

INFIGHT............. 5/10
SHOT (Short)........ 7/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 5/10
MOBILITY............ 6/10


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
VARIANT 3: YZR-8004 DELTA/R FB "MYZR DELTA IV Type R FairBianca"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
------------
GENERAL INFO
------------

Hey, there are 3 stsrets, right? This one belongs to the captain of the trio, Captain Sylvie
Fang. No differences here, except that her Turbo Homing Beam fires 4 separate shots instead of
one single shot that explodes, and a different design. The longest name in the game? You betcha!

UNLOCK: Unlock by defeating the Sisters Of The Rose with an Ace Rank.


-------------
MACHINE SPECS
-------------

INFIGHT............. 5/10
SHOT (Short)........ 7/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 5/10
MOBILITY............ 6/10


-------
OVERALL
-------

Pros: New paint job, Mobility +1, it's a secret character
Cons: Virtually no difference with default Myzr



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+
HBV-572-E2 "RAIDEN 512E2"
+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Allright! He's back! One of the few VRs that remain unchanged since its Operation Moongate
days, Raiden is a unit with enormous firepower and armor, but slow speed. Designed to absorb
spearhead amounts of damage, as you'll need it to keep track of your opponent without falling
down, in order to hit the huge Lasers on him! Raiden also has the fastest turn of all VRs, even
faster than the Type a8, making it easier to aim those Lasers that we love so much. One of my
favourite all-time VRs, but the Lasers don't do that much damage in MARZ.

UNLOCK: Unlock by destroying 8 Raidens in Dramatic Mode, any type.

-------------
MACHINE SPECS
-------------

INFIGHT............. 3/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 7/10
SHOT (Long)......... 9/10
MOBILITY............ 3/10


-------------------
LEFT WEAPON: G-Bomb
-------------------

An abbreviation for the name Ground Bomb, the G-Bomb is a disc-shaped bomb that slides
on the ground at high speed. Unlike Temjin's bomb, the explosion does damage this time,
but is rather small, and isn't very high. Travels across the arena for about 200-250 metres
before self-destructing. The Turbo verion is no different; except that Raiden throws it with
more force, so it looks like it's skipping over the ground. Flush out enemies with this, and
take aim with your Lasers...

CC Activation Range: 69 metres

LW............... Throws G-Bomb at the enemy
TbLW............. Throws G-Bomb with more force; may skip over obstacles
CR.LW............ Throws G-Bomb upwards while crouching; can throw over obstacles
JP.LW............ Throws G-Bomb in mid-air
FW.dLW........... Throws G-Bomb while dashing
SW.dLW........... See above
FWDG.dLW......... See above


---------------------
RIGHT WEAPON: Bazooka
---------------------

Raiden carries a handheld bazooka on his right arm, which sprays shells at the enemy. The
Turbo version fires a huge shell that travels further, and does more damage. Great damage,
but uses up your ammo very quickly.

CC Activation Range: 74 metres

RW............... Fires a single Bazooka shell
TbRW............. Fires a bigger Bazooka shell
CR.RW............ Fires up to 5 Bazooka shells; amount fired depends on weapon gauge and the
                 amount of time trigger is held
JP.RW............ Fires 5 Bazooka shells on air
FW.dRW........... Fires 2 Bazooka shells; will knockdown
SW.dRW........... Fires 5 Bazooka shells sideways
FWDG.dRW......... Fires 2 Bazooka shells


--------------------------
CENTRE WEAPON: Twin Lasers
--------------------------

Ha-ha! I love these things! Mounted on Raiden's shoulders, these lasers look like a satellite
dish once activated. Travels to the end of the arena, and doing 1/2 life damage on most VRs. The
turbo version activates the Screw Lasers, which last longer (2 seconds or so) and is unstoppable
once fired, unlike the normal Lasers which can be cancelled by dashing. Takes a long time to charge,
so fire only when you're sure that they'll hit.

CC Activation Range: 69 metres (if the Lasers are charging, nothing comes out.)

CW............... Fires Lasers; eat up any projectile, save for Angelan's TbLW
TbCW............. Fires the Screw Lasers; will even neutralise Angelan's TbLW, last
                 much longer than ordinary Lasers
CR.CW............ Fires 4 Lasers in a row, side-by-side
JP.CW............ Fires the Lasers on air
FW.dCW........... Fires 2 Lasers separately; may knockdown
SW.dCW........... See above
FWDG.dCW......... See above


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
VARIANT 2: HBV-512-E1 "RAIDEN 512E1"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
------------
GENERAL INFO
------------

Another Raiden model, this version has a Beam Gun in place of the Bazooka. Everything
else remains the same, weapons and damage. Okay, perhaps his Lasers do ever so slightly
less damage than the 512E2, but his Beam Gun has more range, and charges slightly faster.
Makes you wonder why they even bothered to include him in the game. Here are the effects
for his RW (beam gun):

UNLOCK: Unlock by destroying 20 Raidens in Dramatic Mode, any type.


----------------------
RIGHT WEAPON: Beam Gun
----------------------

RW............... Fires a single beam shot
TbRW............. Fires a bigger beam shot
CR.RW............ Fires 2 Beam Shots while crouching
JP.RW............ Fires 2 Beam Shots on air
FW.dRW........... Fires 2 Beam Shots; will knockdown
SW.dRW........... Fires 2 Beam Shots sideways
FWDG.dRW......... Fires 2 Beam Shots


-------------
MACHINE SPECS
-------------

INFIGHT............. 3/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 8/10
MOBILITY............ 3/10


-------
OVERALL
-------

Pros: Devastating weapons that can destroy your opponent easily
Cons: Devastating speed that your opponent can use to destroy you easily



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
RAIDEN SVT(GFK) 512E2 (S.H.B.V.D RAIDEN)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

The first of the SHBVD Raidens, this customised 512E2 belongs to Gill of the SHBVD. SHBVD
is an abbreviation for the title "Special Heavy Battle Virtuaroid Division", where a bunch
of elite pilots who specialise at Raiden and nothing else (hey, I specialise in Raiden...
Can I join you guys?) The SHBVD Raidens have the same weapon effects; no difference - but
what they do have is the speed of a Temjin 707J, adding 3 points to its mobility. That's what
we Raiden pilots have been waiting for... Rejoice! Now for the Armor Break...

UNLOCK: Unlock by defeating the SHBVD Raidens with an Elite Rank.


-------------
MACHINE SPECS
-------------

INFIGHT............. 3/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 7/10
SHOT (Long)......... 9/10
MOBILITY............ 6/10

With a mobility point of 6, this is probably the fastest Raiden in the series...


-------------------
LEFT WEAPON: G-Bomb
-------------------

An abbreviation for the name Ground Bomb, the G-Bomb is a disc-shaped bomb that slides
on the ground at high speed. Unlike Temjin's bomb, the explosion does damage this time,
but is rather small, and isn't very high. Travels across the arena for about 200-250 metres
before self-destructing. The Turbo verion is no different; except that Raiden throws it with
more force, so it looks like it's skipping over the ground. Flush out enemies with this, and
take aim with your Lasers... No difference with the original Raiden's G-Bomb.

CC Activation Range: 69 metres

LW............... Throws G-Bomb at the enemy
TbLW............. Throws G-Bomb with more force; may skip over obstacles
CR.LW............ Throws G-Bomb upwards while crouching; can throw over obstacles
JP.LW............ Throws G-Bomb in mid-air
FW.dLW........... Throws G-Bomb while dashing
SW.dLW........... See above
FWDG.dLW......... See above


---------------------
RIGHT WEAPON: Bazooka
---------------------

Raiden carries a handheld bazooka on his right arm, which sprays shells at the enemy. The
Turbo version fires a huge shell that travels further, and does more damage. Great damage,
but uses up your ammo very quickly. No difference with original Bazooka.

CC Activation Range: 74 metres

RW............... Fires a single Bazooka shell
TbRW............. Fires a bigger Bazooka shell
CR.RW............ Fires up to 5 Bazooka shells; amount fired depends on weapon gauge and the
                 amount of time trigger is held
JP.RW............ Fires 5 Bazooka shells on air
FW.dRW........... Fires 2 Bazooka shells; will knockdown
SW.dRW........... Fires 5 Bazooka shells sideways
FWDG.dRW......... Fires 2 Bazooka shells


--------------------------
CENTRE WEAPON: Twin Lasers
--------------------------

Ha-ha! I love these things! Mounted on Raiden's shoulders, these lasers look like a satellite
dish once activated. Travels to the end of the arena, and doing 1/2 life damage on most VRs. The
turbo version activates the Screw Lasers, which last longer (2 seconds or so) and is unstoppable
once fired, unlike the normal Lasers which can be cancelled by dashing. Takes a long time to charge,
so fire only when you're sure that they'll hit.

CC Activation Range: 69 metres (Like the original Raidens, if the Lasers aren't fully charged,
                               nothing comes out, even in CC.)

CW............... Fires Lasers; eat up any projectile, save for Angelan's TbLW
TbCW............. Fires the Screw Lasers; will even neutralise Angelan's TbLW, last
                 much longer than ordinary Lasers
CR.CW............ Fires 4 Lasers in a row, side-by-side
JP.CW............ Fires the Lasers on air
FW.dCW........... Fires 2 Lasers separately; may knockdown
SW.dCW........... See above
FWDG.dCW......... See above


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
VARIANT 2: RAIDEN SVT(GFK) 512E1 (S.H.B.V.D RAIDEN)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
------------
GENERAL INFO
------------

There are 2 SHBVD Raidens in the game - one belongs to Gill, and the other belongs to JON
(or something. You know the spelling in MARZ... "NOVR" looks like "NOVA", "a8" looks like
"aB"...) This one is has a yellow/orange color scheme, and like the original 512E1, has a
Beam Gun instead of the regular Bazooka, and also has one point deducted from its long-range
shot on the scale. Still, it is a SHBVD Raiden; and it has 3 points added to its mobility,
making it 6 altogether.

UNLOCK: Unlock by defeating the SHBVD Raidens with an Ace Rank.


-------------
MACHINE SPECS
-------------

INFIGHT............. 3/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 7/10
SHOT (Long)......... 9/10
MOBILITY............ 6/10


----------------------
RIGHT WEAPON: Beam Gun
----------------------

CC Activation Range: 74 metres

RW............... Fires a single beam shot
TbRW............. Fires a bigger beam shot
CR.RW............ Fires 2 Beam Shots while crouching
JP.RW............ Fires 2 Beam Shots on air
FW.dRW........... Fires 2 Beam Shots; will knockdown
SW.dRW........... Fires 2 Beam Shots sideways
FWDG.dRW......... Fires 2 Beam Shots


-------
OVERALL
-------

Pros: Speedy, speedy Raidens
Cons: Take a while to unlock; weapons similar to original

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
YZR-XIII Sin "SPECINEFF 13 The Sin"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Meet the Grim Reaper, the VR from hell! Specineff too, is left unchanged since Oratorio
Tangram... at least that's what his appearance tells us. Using his scyte as a rifle, he's
quite powerful in CC and medium-range attacks, but what this guy lacks is speed, and his
weapons don't home very well. If you like a cursed and evil VR, look no further...


-------------
MACHINE SPECS
-------------

INFIGHT............. 7/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 5/10
SHOT (Long)......... 3/10
MOBILITY............ 4/10


------------------------
LEFT WEAPON: Ghoul Flame
------------------------

When fired, Specinef holds up his scyte and "summons" a ghastly flame that heads towards your
opponent. If it hits, it will stun your opponent for a while, at the same time doing slight
damage. The Turbo version fires an even bigger version, and if this connects, your opponent
will be completely frozen for 4/5 seconds, at which point you can slash him or take him out
from long-range. These are just ideas, let your creative juices flow...

CC Activation Range: 69 metres

LW............... Releases a small flame from his left hand; very slight damage
TbLW............. Summons a huge, enourmous mother-of-all flames from his hand; will freeze
                 enemy in time if it hits
CR.LW............ Crouches and releases a flame at the opponent; may go over obstacles
JP.LW............ Releases a single flame ball on air
FW.dLW........... Releases a flameball while dashing
SW.dLW........... See above
FWDG.dLW......... See above


-------------------------
RIGHT WEAPON: Scyte Rifle
-------------------------

Specineff's scyte doubles as a rifle, which fires a small dart-looking shot at the opponent.
The Turbo version also fires a small dart which does a lot of damage for its size, and drills
through the opponent while doing additional damage. If your opponent takes all your attacks while
hoping to counter you, surprise him with this!

CC Activation Range: 74 metres

RW............... Fires a small, dart-like shot
TbRW............. Fires a dart-like shot; this time, it drills on the enemy and does additional damage
CR.RW............ Fires a single dart shot that travels in an arch
JP.RW............ Fires a dart shot from the air
FW.dRW........... Fires a dart shot while dashing
SW.dRW........... See above
FWDG.dRW......... See above


-----------------------------
CENTRE WEAPON: Wing Boomerang
-----------------------------

See those wings on Speci's back? Yes, those are detachable. Specineff throws his wings at
his opponent, and they come back like a boomerang. The Turbo version has a longer startup time,
but is more powerful. When the wing is returning to his back, anyone in the way shall be hit by it,
so beware...

CC Activation Range: 90 metres

CW............... Speci throws the Winge Boomerang at the opponent
TbCW............. Throws the Wing Boomerang; takes slightly longer, but does more damage,
                 and will knockdown
CR.CW............ Throws the Wing Boomerang while crouching
JP.CW............ Throws the Wing Boomerang on air
FW.dCW........... Throws the Wing Boomerang while dashing; will curve in direction of enemy
SW.dCW........... See above
FWDG.dCW......... See above


-----------------------------
SPECIAL MOVE: Final Countdown
-----------------------------

This move was from Oratorio Tangram, and it's stil here with Speci. Execute by crouching, and
pressing both Turbo buttons, and the CW (CR.BtbCW), or crouching, Change Target and CW for Type
A/Type B controller users. his move, when executed makes you invincible - nothing does damage,
and you can't die (you can fall down, though.) There's a catch to this: Once executed, you have
13 seconds to kill you enem(ies) and win the round before self-destructing. There... Use at your
own risk.


-------
OVERALL
-------

Pros: Creepy, good CC ability
Cons: Shots won't go far, don't home well, slow speed



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
MBV-04-10/80 adV "TEMJIN 10/80 adV"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

The closest thing to a MBV-04-G, or the original Temjin from Operation Moongate.
Handles similarly too, and if you can't adjust to the new 707/747 Temjins, here's a bit
of nostalgia. Oratorio Tangram had one of these too, but whether or not it was popular is
another story. He isn't as powerful as the newer Temjins and his armor is quite weak, so
I wouldn't really reccommend you to use this VR.


-------------
MACHINE SPECS
-------------

INFIGHT............. 7/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 3/10
SHOT (Long)......... 2/10
MOBILITY............ 6/10


-----------------
LEFT WEAPON: Bomb
-----------------

A little spiky-thingy that explodes upon impact, providing cover from most light projectiles.
The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy VR
directly. The standing version throws a bomb just a little further than you, and the Turbo version
throws the bomb directly at the enemy, provided he isn't too far away. The effect lasts for a very
short while, and will deplete the whole LW gauge, so you may want to think twice before using it.

CC Activation Range: 74 metres

LW............... Throws bomb in general direction of enemy
TbLW............. Throws bomb directly at the enemy; goes over obstacles
CR.LW............ Throws bomb; rolls on the ground for a short while before exploding
JP.LW............ Throws bomb in general direction of enemy while on air
FW.dLW........... Throws bomb for a distance
SW.dLW........... Puts more curve on the bomb than Beckham puts on his freekicks; explodes
                 if it hits enemy/obstacles
FWDG.dLW......... See above


----------------------------------
RIGHT WEAPON: Automatic Beam Rifle
----------------------------------

More like Myzr's Vulcan than a Beam Rifle, this rifle can be tuned for rapid fire (hold trigger),
or a more powerful shot, a long laser that produces a knockdown. Irritate your enemy with this one!

CC Activation Range: 70 metres

RW............... Fires a small beam disc; hold trigger for rapid fire
TbRW............. Fires a long laser; will knockdown
CR.RW............ Crouches and fires the Auto BR; amount fired depends on ammo gauge and length
                 of time trigger is held
JP.RW............ Fires 4 shots from the air
FW.dRW........... Fires 2 shots; will knockdown
SW.dRW........... Fires 4 shots
FWDG.dRW......... Fires 3 shots


--------------------------
CENTRE WEAPON: Beam Sword
--------------------------

 The Beam Sword slashes a curved-shaped projectile, that cuts through and neutralises most light
projectiles. The standing version slashes a slow beam, while the Turbo version slashes a fast,
somewhat in a hurry beam. Both versions do crap damage, and you can forget about them unless
you desparately need another hit to win.

CC Activation Range: 99 metres

CW............... Slashes a sword-shaped beam
TbCW............. Slashes a more powerful version; eats up most projectiles
CR.CW............ Slashes a sword-shaped beam while crouchung
JP.CW............ Slashes the Beam Sword while on the air
FW.dCW........... See above; while dashing
SW.dCW........... See above
FWDG.dCW......... See above


---------------------------
SPECIAL ATTACK: Gliding Ram
---------------------------

Remember this from the original Temjin? Well, it's back. Temjin's special attack is executed
by jumping in the air, air dashing, and holding the CW (FW.AdCW). If done properly, Temjin will
charge in the direction of his opponent with his Beam Sword extended. If it hits, your opponent
will recieve a bit less damage than a CC Sword Slash, which is not exactly a bit. His Beam Sword's
length has been reduced considerably compared to the original Temjin, but it will extend an energy
blade to reach your opponent.


-------
OVERALL
-------

Pros: The MBV-04-G in MARZ...
Cons: ... Old technology just can't keep up with newer models



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+
MZV-707-S "TEMJIN 707S"
+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Oh, no! This is what you start with in Dramatic Mode? Oh, well... It's better than trying
to fight an enemy VR with your bare hands (can you imagine that?). The 707 is a normal,
nothing-special-about-me Temjin. Get accustomed to this one, as you're gonna unlock more
and more Temjins as you progress. This version has everything that makes a Temjin a Temjin;
all the weapons and effects included.

It's already there by default... No need to unlock it.


-------------
MACHINE SPECS
-------------

INFIGHT............. 7/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 5/10
SHOT (Long)......... 4/10
MOBILITY............ 6/10


-----------------
LEFT WEAPON: Bomb
-----------------

A little spiky-thingy that explodes upon impact, providing cover from most light projectiles.
The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy
VR directly. The standing version throws a bomb just a little further than you, and the Turbo
version throws the bomb directly at the enemy, provided he isn't too far away. The effect lasts
for a very short while, so you may want to think twice before using it.

CC Activation Range: 80 metres

LW............... Throws bomb in general direction of enemy
TbLW............. Throws bomb directly at the enemy; goes over obstacles
CR.LW............ Throws bomb; rolls on the ground for a short while before exploding
JP.LW............ Throws bomb in general direction of enemy while on air
FW.dLW........... Throws bomb for a distance
SW.dLW........... Puts more curve on the bomb than Beckham puts on his freekicks; explodes
                 if it hits enemy/obstacles
FWDG.dLW......... See above


------------------------
RIGHT WEAPON: Beam Rifle
------------------------

Standard equipment that comes with (almost) all Temjins, and a Temjin trademark...
The Beam Rifle. Good charge time, good damage... There doesn't seem to be any weaknesses
to this weapon! Anyway, the standing version fires a single shot at the opponent which
travels for about 500-600 metres before exploding. The Turbo version shoots a long laser
that travels until it hits something, or goes out of bounds.

CC Activation Range: 74 metres

RW............... Fires a single Beam Rifle shot
TbRW............. Fires a long laser; huge damage, will knockdown
CR.RW............ Fires 2 shots while crouching; bad distance
JP.RW............ Fires 4 shots on air
FW.dRW........... Fires 2 huge shots; will knockdown, great damage
SW.dRW........... Fires 4 small shots
FWDG.dRW......... Fires 3 small shots


-------------------------
CENTRE WEAPON: Beam Sword
-------------------------

The Beam Sword slashes a curved-shaped projectile, that cuts through and neutralises most
light projectiles. The standing version slashes a slow beam, while the Turbo version slashes
a fast, somewhat in a hurry beam. Both versions do crap damage, and you can forget about them
unless you desparately need another hit to win.

CC Activation Range: 99 metres

CW............... Slashes a sword-shaped beam
TbCW............. Slashes a more powerful version; eats up most projectiles
CR.CW............ Slashes a sword-shaped beam while crouchung
JP.CW............ Slashes the Beam Sword while on the air
FW.dCW........... See above; while dashing
SW.dCW........... See above
FWDG.dCW......... See above


------------------------------
SPECIAL MOVE: Surf's Up, Dude!
------------------------------

When executed, Temjin jumps into the air, dashes forward, and his Beam Sword changes into
a surfboard. Temjin then proceeds to ride his sword like some surfer dude and rams the enemy
into the next province with it. Great damage; but unbelievably hard to connect, unless your
opponent is sleeping at the controls.

Executed by air dashing forward, and while still holding FW, press Beam Sword (Centre Weapon).
All weapons must be at 100% to do this, and once executed, there is no way to stop it. This
move will deplete all of your weapon gauges, so be warned...


+=+=+=+=+=+=+=+=+=+=+=+=
VARIANT 2: TEMJIN 707S/V
+=+=+=+=+=+=+=+=+=+=+=+=
------------
GENERAL INFO
------------


This variant has 1 extra point added to its meduim-range shot, and his FW Dash Beam Rifle,
(FW.dRW) when fully charged, fires 3 big beams instead of the regular 2. This applies to all
"/V" models. Everything else remains the same, and he has a single, bigger antenna instead of
2 on his head.


-------------
MACHINE SPECS
-------------

INFIGHT............. 7/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 4/10
MOBILITY............ 6/10


-------
OVERALL
-------

Pros: Good all-rounder
Cons: No match for 747J




-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+
MBV-707-J "TEMJIN 707J"
+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Why they included so many Temjin variations is beyond me. Too little variation,
that's what! Why, there's only 1 Fei-Yen, 1 Angelan, and 1 Myzr, apart from the
Sisters Of The Rose (they aren't that good, anyway.) Still, here's another Temjin
for your collection. Okay in short-to-medium range combat, but don't expect your
shots to reach far.


-------------
MACHINE SPECS
-------------

INFIGHT............. 6/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 3/10
MOBILITY............ 5/10


-----------------
LEFT WEAPON: Bomb
-----------------

A little spiky-thingy that explodes upon impact, providing cover from most light
projectiles. The explosion does little or no damage, as the damage only occurs if
the bomb hits the enemy VR directly. The standing version throws a bomb just a little
further than you, and the Turbo version throws the bomb directly at the enemy, provided
he isn't too far away. The effect lasts for a very short while, so you may want to think
twice before using it.

CC Activation Range: 80 metres

LW............... Throws bomb in general direction of enemy
TbLW............. Throws bomb directly at the enemy; goes over obstacles
CR.LW............ Throws bomb; rolls on the ground for a short while before exploding
JP.LW............ Throws bomb in general direction of enemy while on air
FW.dLW........... Throws bomb for a distance
SW.dLW........... Puts more curve on the bomb than Beckham puts on his freekicks; explodes
                 if it hits enemy/obstacles
FWDG.dLW......... See above


------------------------
RIGHT WEAPON: Beam Rifle
------------------------

Standard equipment that comes with (almost) all Temjins, and a Temjin trademark...
The Beam Rifle. Good charge time, good damage... There doesn't seem to be any weaknesses
to this weapon! Anyway, the standing version fires a single shot at the opponent which
travels for about 500-600 metres before exploding. The Turbo version shoots a long laser
that travels until it hits something, or goes out of bounds.

CC Activation Range: 74 metres

RW............... Fires a single Beam Rifle shot
TbRW............. Fires a long laser; huge damage, will knockdown
CR.RW............ Fires 2 shots while crouching; bad distance
JP.RW............ Fires 4 shots on air
FW.dRW........... Fires 2 huge shots; will knockdown, great damage
SW.dRW........... Fires 4 small shots
FWDG.dRW......... Fires 3 small shots


-------------------------
CENTRE WEAPON: Beam Sword
-------------------------

The Beam Sword slashes a curved-shaped projectile, that cuts through and neutralises
most light projectiles. The standing version slashes a slow beam, while the Turbo version
slashes a fast, somewhat in a hurry beam. Both versions do crap damage, and you can forget
about them unless you desparately need another hit to win.

CC Activation Range: 99 metres

CW............... Slashes a sword-shaped beam
TbCW............. Slashes a more powerful version; eats up most projectiles
CR.CW............ Slashes a sword-shaped beam while crouchung
JP.CW............ Slashes the Beam Sword while on the air
FW.dCW........... See above; while dashing
SW.dCW........... See above
FWDG.dCW......... See above


------------------------------
SPECIAL MOVE: Surf's Up, Dude!
------------------------------

When executed, Temjin jumps into the air, dashes forward, and his Beam Sword changes
into a surfboard. Temjin then proceeds to ride his sword like some surfer dude and rams
the enemy into the next province with it. Great damage; but unbelievably hard to connect,
unless your opponent is sleeping at the controls. (If your opponent misses a dash CC, then
go ahead and do this.)

Executed by air dashing forward, and while still holding FW, press Beam Sword (Centre Weapon).
All weapons must be at 100% to do this, and once executed, there is no way to stop it. This
move will deplete all of your weapon gauges, so be warned...


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
VARIANT 2: TEMJIN 707J SF "Special Force"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
------------
GENERAL INFO
------------


The Special Force variant has 1 extra point added to its mobility, and boasts a quaint
color combination - red & black? Bleh!

-------------
MACHINE SPECS
-------------

INFIGHT............. 6/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 3/10
MOBILITY............ 6/10


Pros: Another Temjin to add to your collection
Cons: Another Temjin to add to your collection



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=
MZV-747-HII "TEMJIN 747 HII"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

Yeech! What on Earth is this? A Temjin with a shoulder-mounted cannon? Strange...
In this variant, Temjin has donned some "extra armor", plus a wierd array of weapons.
Think a VOX + Temjin... You have to see it to believe it. This version has incredible
range, and can snipe out an enemy from a kilometre or so. His Beam Sword has been replaced
by that missile launcher, and he isn't very good in close combat, but rocks in long-range
fights. Try to forget about his appearance, and you'll do fine.

No, really. Allright, I'll admit it - the HII's ugly as hell. Satisfied...?


-------------
MACHINE SPECS
-------------

INFIGHT............. 5/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 5/10
SHOT (Long)......... 6/10
MOBILITY............ 5/10


-------------------
LEFT WEAPON: Napalm
-------------------

Surprisingly, this Temjin modesl has no bomb; instead, he has a Napalm to replace it, like
the Apharmd J Type C. Looks like an Apharmd instead of a Temjin.

CC Activation Range: 80 metres

LW............... Releases Napalm; explodes from underground and goes through anything
TbLW............. Throws Napalm directly at the enemy; goes over obstacles
CR.LW............ Throws Napalm while crouching
JP.LW............ Releases Napalm from air
FW.dLW........... Throws Napalm for a distance; explodes like a bomb
SW.dLW........... Throws Napalm; underground explosions will curve in direction of enemy
FWDG.dLW......... Throws Napalm at enemy; explodes like a bomb


--------------------------------------
RIGHT WEAPON: Twin-Barreled Beam Rifle
--------------------------------------

A strange variant of the Beam Rifle, the twin-barreled version fires 2 beams with one shot.
Ammo depletes a bit more quickly, but does the same, if not less damage. The standing version
fires 2 shots, while the Turbo version fires a long laser. Very long range.

CC Activation Range: 70 metres

RW............... Fires 2 Beam Rifle shots combined together
TbRW............. Fires 2 long lasers; will knockdown, huge damage
CR.RW............ Fires 3 double Beam Rifle shots
JP.RW............ Fires 3 double Beam Rifle shots while jumping
FW.dRW........... Fires 2 double Beam Rifle Shots; will knockdown
SW.dRW........... Fires 3 double Beam Rifle shots
FWDG.dRW......... See above


--------------------------------------
CENTRE WEAPON: Shoulder-Mounted Cannon
--------------------------------------

Goodbye, Beam Sword. Hello, bazooka! If you like missiles, then you may like this. Fires a
single missile that homes in the direction of the enemy. The turbo version fires a more powerful
shot, with no visual changes.

CC Activation Range: 90 metres

CW............... Fires a single missile
TbCW............. Fires a slower and more devestating missile
CR.CW............ Fires a missile upwards and down; goes over obstacles
JP.CW............ Fires 2 missiles towards the ground
FW.dCW........... Fires 2 missiles; may knockdown
SW.dCW........... Fires 2 missiles
FWDG.dCW......... See above


-----------------------------
SPECIAL MOVE: Sword Hyperspin
-----------------------------

This special is unique to the HII series only. Remember Dorkas' Mega Spinning Hammer? Yeah,
this is similar to it. The Hyperspin, when excecuted, will make Temjin spin at a tremendous
speed with his sword extended, and anyone in the way will get multi-slashed! Excecute by turning
left/right, and pressing the CW. All weapons have to be at 100% in order to do this, and this
move will deplete all weapon gauges. You can move around during this move, so that you can
direct it towards your opponent...

NOTE: This move can be blocked against.


+=+=+=+=+=+=+=+=+=+=+=+=+=
VARIANT 2: TEMJIN 747 HIIa
+=+=+=+=+=+=+=+=+=+=+=+=+=
------------
GENERAL INFO
------------

Like most other variants, this model has 1 extra point added to its Mobility stat.
No other differences, except for the small antenna above his head.

Unlock by completing the Moon Missions with a completed saved game file.


-------------
MACHINE SPECS
-------------

INFIGHT............. 5/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 5/10
SHOT (Long)......... 6/10
MOBILITY............ 5/10


-------
OVERALL
-------

Pros: Very long range, unique
Cons: Strays too far from the original Temjin concept, no beauty



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+
MZV-747-J "TEMJIN 747J"
+=+=+=+=+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

This is the workhorse of the lot. Probably the most all-rounded VR in the game,
you'll like this one. Good range, powerful weapons, and good speed... What else
could you possibly ask for? (Don't even get me started about the White Knight.)
Of course, that's what the stats tell us, at least. It's a very efficient and
cost-effective VR, all in all, and chances are that you'll be using this for most
of your missions.

Unlock after completing the Moon Missions in Dramatic mode.


-------------
MACHINE SPECS
-------------

INFIGHT............. 7/10
SHOT (Short)........ 7/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 5/10
MOBILITY............ 7/10


-----------------
LEFT WEAPON: Bomb
-----------------

 A little spiky-thingy that explodes upon impact, providing cover from most light
projectiles. The explosion does little or no damage, as the damage only occurs if
the bomb hits the enemy VR directly. The standing version throws a bomb just a little
further than you, and the Turbo version throws the bomb directly at the enemy, provided
he isn't too far away. Lasts for a very short while.

CC Activation Range: 80 metres

LW............... Throws bomb in general direction of enemy
TbLW............. Throws bomb directly at the enemy; goes over obstacles
CR.LW............ Throws bomb; rolls on the ground for a short while before exploding
JP.LW............ Throws bomb in general direction of enemy while on air
FW.dLW........... Throws bomb for a distance
SW.dLW........... Puts more curve on the bomb than Luis Figo puts on his corner kicks; explodes
                 if it hits enemy/obstacles
FWDG.dLW......... See above


------------------------
RIGHT WEAPON: Beam Rifle
------------------------

As usual, which Temjin isn't complete without his Beam Rifle? The standing version
fires a single shot at the opponent which travels for about 500-600 metres before
dissipating. The Turbo version fires a long laser that travels until it hits something,
or goes out of bounds.

CC Activation Range: 70 metres

RW............... Fires a single Beam Rifle shot
TbRW............. Fires a long laser; huge damage, will knockdown
CR.RW............ Fires 2 shots while crouching; bad distance
JP.RW............ Fires 4 shots on air
FW.dRW........... Fires 2 huge shots; will knockdown, great damage
SW.dRW........... Fires 4 small shots
FWDG.dRW......... Fires 3 small shots


-------------------------
CENTRE WEAPON: Beam Sword
-------------------------

The Beam Sword slashes a curved-shaped projectile, that cuts through and neutralises
most light projectiles. The standing version slashes a slow beam, and the Turbo version
slashes 2-in-1, shaped like a cross. I've dubbed it the "Cross-Slash". While slashing the
cross, the beam will stay in front of you until the move is competed, acting as a shield
against most light projectiles, and some medium ones too. When released, the Cross-slash
does an incredible amount of damage for a Beam Sword, and if the move connects, will rebound
off the target VR towards another VR near him, and both VRs take a lot of damage! Very,
very useful. And all this while, I thought that the Beam Sword was one of the weakest weapons!

CC Activation Range: 100 metres

CW............... Slashes a sword-shaped beam
TbCW............. Slashes a cross-shaped beam; will provide cover for you against most
                 projectiles while it forms; very good damage; will rebound onto nearest
                 enemy it it hits the first one
CR.CW............ Slashes a sword-shaped beam while crouchung
JP.CW............ Slashes the Beam Sword while on the air
FW.dCW........... See above; while dashing
SW.dCW........... See above
FWDG.dCW......... See above


------------------------------
SPECIAL MOVE: Surf's Up, Dude!
------------------------------

When executed, Temjin jumps into the air, dashes forward, and his Beam Sword changes
into a surfboard. Temjin then proceeds to ride his sword like some surfer dude and rams
the enemy into the next province with it. Great damage; but unbelievably hard to connect,
unless your opponent is sleeping at the controls.

Executed by air dashing forward, and while still holding FW, press Beam Sword (FW.AdCW).
All weapons must be at 100% to do this, and once executed, there is no way to stop it.
This move will deplete all of your weapon gauges, so be warned...


+=+=+=+=+=+=+=+=+=+=+=+=
VARIANT 2: TEMJIN 747J/V
+=+=+=+=+=+=+=+=+=+=+=+=
------------
GENERAL INFO
------------


Slightly faster than a normal 747J, this model has one extra Mobility point. Like all other
"/V" models, the FW Dash Beam Rifle fires 3 shots, instead of 2. With a Mobility rating of 8,
this makes the 747J/V the fastest VR in the game, only surpassed by the ridiculous 747 Type a8.

Unlock by completing the Moon Missions with a completed save game file.


-------------
MACHINE SPECS
-------------

INFIGHT............. 7/10
SHOT (Short)........ 7/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 5/10
MOBILITY............ 8/10


-------
OVERALL
-------

Pros: Now this is an all-rounder
Cons: You have to unlock it



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
VR-747 Type a8 "TEMJIN 747 Type a8" WHITE KNIGHT
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

You may not know it by the serial number, so here's another name for it... The
White Knight! If you've played Dramatic Mode, and gone quite far, you should have
met this guy. Who is the White Knight? Well, the White Knight is the pilot of the
Temjin Type a8, which is a custom-designed Temjin for "Ghosts Force" personnel. A
ridiculously souped-up 747, the Type a8 has nearly twice the speed of any VR, his
freeze time after a dash attack is reduced to near zero, and he has heavier armour than
Raiden. Also, his Bomb charges 3x faster, and his ammo usage for the Beam Rifle and Beam
Sword are cut more than 1/4, compared to normal. With weapons a bit more powerful than
a normal 747, this VR is a very formidable enemy indeed. You won't want to mess around
with this guy, trust me.

UNLOCK: Unlock the 747 Type a8 by completing Dramatic Mode under ULTIMATE difficulty,
       and he should be in your list.


-------------
MACHINE SPECS
-------------

INFIGHT............. 7/10
SHOT (Short)........ 9/10
SHOT (Middle)....... 9/10
SHOT (Long)......... 8/10
MOBILITY............ 9/10

There you have it. Unbelievably high specs spell doom for your opponent.


-----------------
LEFT WEAPON: Bomb
-----------------

Nothing's changed about Temjin's bomb here, except that it charges 3x faster than normal.
Yes, you heard right! After throwing a bomb, you can throw another one after a second or two.
It's that fast, so use it to its full potential by throwing bombs whenever you can!

CC Activation Range: 80 metres

LW............... Throws bomb in general direction of enemy
TbLW............. Throws bomb directly at the enemy; goes over obstacles
CR.LW............ Throws bomb; rolls on the ground for a short while before exploding
JP.LW............ Throws bomb in general direction of enemy while on air
FW.dLW........... Throws bomb for a long, long distance; like Tiger Woods using his driver
                 on full force
SW.dLW........... Puts more curve on the bomb than Tiger Woods does when he drives through
                 a dogleg; explodes upon impact if it hits enemy/obstacles
FWDG.dLW......... See above


------------------------
RIGHT WEAPON: Beam Rifle
------------------------

Does a bit more damage than a normal Beam Rifle, and with its ammo usage cut in 1/4,
you may think that you can't run out of ammo, right? Wrong. To make up for the ammo,
the Beam Rifle and Beam Sword charges up twice as slow. Ha-ha! A standing Beam Rifle
will fire a single shot at your opponent, before dissipating after 400 metres or so.
The Turbo version goes the whole length of the arena, regardless of how long the distance is.

CC Activation Range: 75 metres

RW............... Fires a Beam Rifle shot; more powerful than usual
TbRW............. Fires a long, powerful laser; guarenteed knockdown; infinite range
CR.RW............ Fires 5 Beam Rifle shots while crouching; very short distance
JP.RW............ Fires 5 Beam Rifle shots while jumping; very long distance, huge
                 damage
FW.dRW........... Fires 2 huge Beam Rifle shots
SW.dRW........... Fires 4 Beam Rifle shots
FWDG.dRW......... Fires 3 Beam Rifle shots


-------------------------
CENTRE WEAPON: Beam Sword
-------------------------

Unlike the 747J, there isn't any more Cross-slash Beam Sword here. The standing
Beam Sword does slightly more damage than usual, and cuts through light projectiles.
The Turbo version slashes a Beam Sword that looks like normal, but will produce a
knockdown and does the damage of a Cross-slash Beam Sword, without any rebound. I
kinda liked the rebound function, but this isn't shoddy itself. Note that the Bean
Sword's ammo also charges twice as slow, like his Beam Rifle...

CC Activation Range: 100 metres

CW............... Slashes a sword-shaped beam
TbCW............. Slashes a much more powerful version; as powerful as the cross-slash,
                 may knockdown, and will eat up most projectiles
CR.CW............ Slashes a sword-shaped beam while crouching
JP.CW............ Slashes the Beam Sword while on the air
FW.dCW........... See above; while dashing
SW.dCW........... See above
FWDG.dCW......... See above


------------------------------
SPECIAL MOVE: Surf's Up, Dude!
------------------------------

The same as any other Temjin's Surf Ram, his Sword turns into a surfboard and
rams the enemy into the next state. Great damage, but awfully hard to connect,
as people see it a mile away. It does more damage than a normal Surf Ram.

Executed by air dashing forward, and while still holding FW, press Beam Sword (FW.AdCW)
All weapons must be at 100% to do this, and once executed, there is no way to stop it.
This move will deplete all of your weapon gauges, and as your Beam Rifle takes bloomin'
ages to charge... You'll be left without ammo.


-------
OVERALL
-------

Pros: Everything
Cons: Nothing



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=
VOX B-240 "BOB1"
+=+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

If you liked Dordray in Oratorio Tangram, you may find this appealing. Like Dordray,
he has a claw, a drill, and those phalanx-thingies on his shoulders. Heavy armor, slow
speed, but wide array of weapons. Trading speed for firepower... You be the judge of
that. Spread your weapons throughout the arena, confuse your enemy, and find a chance
to beat the heck out of him!


-------------
MACHINE SPECS
-------------

INFIGHT............. 4/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 7/10
SHOT (Long)......... 3/10
MOBILITY............ 3/10


------------------------
LEFT WEAPON: Power Drill
------------------------

Drill a hole in your opponent with this one! If the drill hits, it will stay hooked
on your enemy for a second or two, and drilling for more damage. The Turbo version has
a slower startup time, but lasts longer (the drilling).

CC Activation Range: 69 metres

LW............... Fires the Powerdrill
TbLW............. Fires the Powerdrill; will hook up to your opponent while drilling for
                 more damage
CR.LW............ Fires the Powerdril while crouching
JP.LW............ Fires the Powerdrill while jumping
FW.dLW........... Powerdrill Rush
SW.dLW........... Fires the Powerdrill while dashing sideways
FWDG.dLW......... See above


-------------------------
RIGHT WEAPON: Energy Ball
-------------------------

Fires a small energy ball at the opponent. The normal version fires a single shot,
while the Turbo version fires Bob's claw at the enemy. If the claw hits, your enemy's
speed will be cut down by a considerable amount, and the effect lasts as long as the
claw is atatched to the enemy.

CC Activation Range: 75 metres

RW............... Fires a single Energy Ball
TbRW............. Ejects the claw; see above for details
CR.RW............ Fires 3 Energy Balls while crouching; limited range
JP.RW............ Fires 3 Energy Balls while jumping
FW.dRW........... Fires 2 Energy Balls; will knockdown
SW.dRW........... Fires 3 Energy Balls
FWDG.dRW......... Fures 2 Energy Balls


--------------------------
CENTRE WEAPON: Spin Cutter
--------------------------

When fired, Bob fires a spinning beam using his hands, like Apharmd's Tongfer Slash.
The normal version fires a weak, but fast cutter while the Turbo version fires a much
more powerful  slash; but more startup time. Will neutralise most projectiles.

CC Activation Range: 69 metres

CW............... Slashes a spinning beam
TbCW............. Slashes a more powerful version; details above
CR.CW............ Slashes the beam while crouching
JP.CW............ Slashes the beam on air
FW.dCW........... Slashes the beam while dashing
SW.dCW........... See above
FWDG.dCW......... See above


-----------------------------
SPECIAL MOVE: Powerdrill Rush
-----------------------------

When the Powerdrill Rush is executed, Bob rushes forward, drill spinning in hand,
boring a hole through your opponent. To execute this, dash forward on the ground,
and press the LW. All weapons have to be at 100% in order to excecute this. You can
turn very slightly during this move, and this move will deplete all your weapon gauges.


+=+=+=+=+=+=+=+=+=+=+=+=+
VARIANT 2: VOX-B-242 BOB2
+=+=+=+=+=+=+=+=+=+=+=+=+
------------
GENERAL INFO
------------


Bob 2 has 1 extra point added to his Mobility, and a FW.dRW fires 3 instead of 2. It's
a world of Temjins and VOXs we live in, ainnit? Too little variety. Buckle up Sega!


-------------
MACHINE SPECS
-------------

INFIGHT............. 4/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 7/10
SHOT (Long)......... 3/10
MOBILITY............ 4/10


-------
OVERALL
-------

Pros: Heavy armor, good array of weapons
Cons: Slow; may face difficulties against faster enemies



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+
VOX D-707 "DAN"
+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Dan is a long-range VOX unit designed on the SAV-07-D Belgdor and Grys-Vok units
of Operation Moongate and Oratorio Tangram, respectively. He has tons of missiles,
which can take out an enemy from long range, and have good homing ability. Difficult
to handle, but works wonders as a support VR.


-------------
MACHINE SPECS
-------------

INFIGHT............. 1/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 6/10
MOBILITY............ 4/10


-------------------
LEFT WEAPON: Napalm
-------------------

Dan fires 2 capsules from his launcher, and the explosion travels underneath the
ground. The Turbo version's capsules will bounce across the arena, and explode upon
impact/after a distance.

CC Activation Range: 60 metres

LW............... Releases 2 Napalm bombs
TbLW............. Releases 2 Napalm bombs; bounce for further range
CR.LW............ Releases 2 Napalm bombs while crouching
JP.LW............ Releases 2 Napalm bombs while jumpins
FW.dLW........... Releases 2 Napalm bombs while dashing; explosion may curve in direction of enemy
SW.dLW........... See above
FWDG.dLW......... See above


---------------------
RIGHT WEAPON: Grenade
---------------------

Dan fires a single grenade from his launcher. The Turbo version fires multiple
grenades and consume more ammo. Okay damage; but expire too quickly.

CC Activation Range: 70 metres

RW............... Fires a single grenade
TbRW............. Fires a bigger grenade; more damage, will knockdown
CR.RW............ Fires 2 grenade shots while crouching
JP.RW............ Fires 3 grenade shots while jumping
FW.dRW........... Fires 2 grenade shots shilw dashing forward; will knockdown
SW.dRW........... Fires 3 grenade shots while dashing
FW.DGdRW......... Fires 2 grenades while dashing


------------------------------
CENTRE WEAPON: Homing Missiles
------------------------------

The Homing Missiles... Dan's trademark weapon. Fires 4 missiles that home in on the
enemy, these missiles are quite effecient for long-range battles. The Turbo version
fires 4 bigger missiles, with a longer startup time.

CC Activation Range: 76 metres

CW............... Fires 4 Homing Missiles
TbCW............. Fires 4 slower, but more destructive Homing Missiles; will knockdown
CR.CW............ Fires 4 missiles into the sky; will go over obstacles
JP.CW............ Fires 4 missiles on air
FW.dCW........... Fires 2 HMs while dashing; will knockdown
SW.dCW........... See above
FWDG.dCW......... See above


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++=+=+=+=+=+=+=+
VARIANT 2: VOX D-101 "DAN" SF "Special Force"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++=+=+=+=+=+=+=+
------------
GENERAL INFO
------------


This model has 1 stat point added to its mobility, and a new paint job. His Turbo CW,
when fully charged, fires 6 missiles instead on the usual 4. Another queer color combination,
but not as bad as the 707S Special Force. This one looks more like the original Dan color.


-------------
MACHINE SPECS
-------------

INFIGHT............. 1/10
SHOT (Short)........ 5/10
SHOT (Middle)....... 6/10
SHOT (Long)......... 6/10
MOBILITY............ 5/10

-------
OVERALL
-------

Pros: Good homing weapons, long-range
Cons: Bad in CC



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+
VOX J-500 "JOE"
+=+=+=+=+=+=+=+


------------
GENERAL INFO
------------

Remember Dorkas from Operation Moongate? well, meet Dorkas' cousin, Joe. Joe has a
Phalanx. Joe has a Claw. Joe has a Hammer, to smash you to the floor! Made that myself...
Anyway, Joe handles like Dorkas, and has the same variety of weapons. With heavy armor
and made to absorb attacks, Joe can take a hit or two while you try to turn your enemy
into mashed potatoes with his Hammer.


-------------
MACHINE SPECS
-------------

INFIGHT............. 4/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 7/10
SHOT (Long)......... 3/10
MOBILITY............ 5/10


-------------------
LEFT WEAPON: Hammer
-------------------

Exactly like Dorkas' Hammer, this is basically a huge steel ball riddled with spikes.
It does good damage, but you have to wait for it to return to your arm before you can
launch it again. While returning to your arm, anything blocking its path will take damage.
Remember!

CC Activation Range: 55 metres

LW............... Launches the Hammer
TbLW............. More powerful version; slower
CR.LW............ Launches the Hammer while crouching; has slight vertical height
JP.LW............ Launches the Hammer on air
FW.dLW........... Launches the Hammer while dashing
SW.dLW........... See above
FWDG.dLW......... See above


-------------------------
RIGHT WEAPON: Energy Ball
-------------------------

 Fires a small energy ball at the opponent. The normal version fires a single shot,
while the Turbo version fires Bob's claw at the enemy. If the claw hits, your enemy's
speed will be cut down by a considerable amount, and the effect lasts as long as the
claw is atatched to the enemy.

CC Activation Range: 75 metres

RW............... Fires a single Energy Ball
TbRW............. Ejects the claw; see above for details
CR.RW............ Fires 3 Energy Balls while crouching; limited range
JP.RW............ Fires 3 Energy Balls while jumping
FW.dRW........... Fires 2 Energy Balls; will knockdown
SW.dRW........... Fires 3 Energy Balls
FWDG.dRW......... Fures 2 Energy Balls


----------------------
CENTRE WEAPON: Phalanx
----------------------

 When fired, Joe releases capsule-like bombs that explode in multiple directions.
The Turbo version has a longer startup time, but the capsules are bigger, and so are
the explosions. Fire these, and then the drill... Your enemy should have a tough time
evading them.

CC Activation Range: 60 metres

CW............... Fires the Phalanx
TbCW............. Fires the Phalanx; 2 capsules will bounce for further range
CR.CW............ Fires the Phalanx while crouching (unlike OM's Dorkas, whose Phalanx
                 would never come down, this will explode in mid-air)
JP.CW............ Fires the Phalanx from above; more radius
FW.dCW........... Fires the Phalanx while dashing forward
SW.dCW........... See above
FWDG.dCW......... See above


----------------------------
SPECIAL MOVE: Head Collision
----------------------------

When the Head Collision is executed, Joe rushes forward and rams the opponent with
his cranium. Now, that's using your head! To execute this, dash forward on the ground,
and press the CW (FW.dCW) All weapons have to be at 100% in order to excecute this. You
can turn very slightly during this move, and this move will deplete all your weapon gauges.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
VARIANT 2: VOX J-500 "JOE" SF "Special Force"
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
------------
GENERAL INFO
------------

This Special Force variant of Joe has one extra point added to its mobility, making it
as fast as a 707. One of the fastest VOX variants, I can't see any differences in weapons.


-------------
MACHINE SPECS
-------------

INFIGHT............. 4/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 7/10
SHOT (Long)......... 3/10
MOBILITY............ 6/10


-------
OVERALL
-------

Pros: Similar to Dorkas, handles well for something its size
Cons: Weapons expire quickly



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=+=
VOX J-504 "JANE"
+=+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

Jane looks a lot like Joe, with the exception of his Hammer. The Hammer has since been
replaced with the Chainsaw... Obviously, I don't need to explain what this does in CC!
Apart from that, everything else remains the same. Use the same strategy as Joe. Since
they've gone this far, why not make a Jane2, a Jane 3, and let's add a bonus; a Jane 4!
Sheesh.


-------------
MACHINE SPECS
-------------

INFIGHT............. 3/10
SHOT (Short)........ 6/10
SHOT (Middle)....... 7/10
SHOT (Long)......... 3/10
MOBILITY............ 5/10


------------------------
LEFT WEAPON: Energy Ball
------------------------

Surprisingly, they replaced the weapon normally found on the right trigger with the
one on the left. Strange. Anyway, this, like all other energy balls, fires little beam
balls, and the Turbo version fires the Claw.

CC Activation Range: 70 metres

LW............... Fires a single Energy Ball
TbLW............. Ejects the claw; see above for details
CR.LW............ Fires 3 Energy Balls while crouching; limited range
JP.LW............ Fires 3 Energy Balls while jumping
FW.dLW........... Fires 2 Energy Balls; will knockdown
SW.dLW........... Fires 3 Energy Balls
FWDG.dLW......... Fures 2 Energy Balls


----------------------
RIGHT WEAPON: Chainsaw
----------------------

Wierd, eh? Replacing the RW with the LW. The Chainsaw behaves like Bob's Powerdrill, in the
sense that you have to launch the thing and wait for it to return in order to fire it again.
The normal version just hits the enemy once; the Turbo version stays hooked to the enemy, and
does damage at the same time.

CC Activation Range: 70 metres

RW............... Fires the Chainsaw
TbRW............. Fires the Chainsaw; will hook up to your opponent while drilling for
                 more damage
CR.RW............ Fires the Chainsaw while crouching
JP.RW............ Fires the Chainsaw while jumping
FW.dRW........... Head Collision
SW.dRW........... Fires the Chainsaw while dashing sideways
FWDG.dRW......... See above


----------------------
CENTRE WEAPON: Phalanx
----------------------

Well, at least they kept this weapon.  When fired, Jane releases capsule-like bombs
that explode in multiple directions. The Turbo version has a longer startup time, but
the capsules are bigger, and so are the explosions. Fire these, and then the Chainsaw...
Your enemy should have a tough time evading them.

CC Activation Range:  65 metres

CW............... Fires the Phalanx
TbCW............. Fires the Phalanx; 2 capsules will bounce for further range
CR.CW............ Fires the Phalanx while crouching (unlike OM's Dorkas, whose Phalanx
                 would never come down, this will explode in mid-air)
JP.CW............ Fires the Phalanx from above; more radius
FW.dCW........... Fires the Phalanx while dashing forward
SW.dCW........... See above
FWDG.dCW......... See above


----------------------------
SPECIAL MOVE: Head Collision
----------------------------

When the Head Collision is executed, Jane rushes forward and rams the opponent with
her head. Now, that's using your head! To execute this, dash forward on the ground,
and press the CW (FW.dCW) All weapons have to be at 100% in order to excecute this.
You can turn very slightly during this move, and this move will deplete all your
weapon gauges.


-------
OVERALL
-------

Pros: Chainsaw... Reminds me of Doom
Cons: See Joe



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=
VOX L-48 "LEE"
+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

Lee is this small VR with tiny arms, holding a gun. Very cost-effcient, you'll encounter
many of these during your missions in Dramatic Mode. Bad armor and weak weapons make this
a VR that I'd reccommend staying away from. Just look at the specs, and you'll see what I mean!


-------------
MACHINE SPECS
-------------

INFIGHT............. 1/10
SHOT (Short)........ 2/10
SHOT (Middle)....... 3/10
SHOT (Long)......... 2/10
MOBILITY............ 6/10


----------------
LEFT WEAPON: N/A
----------------

Yes, he has no LW, believe it or not. Both his arms are being used for the CW, the
Automatic Rifle. I told you to stay away from him...


-----------------
RIGHT WEAPON: N/A
-----------------

Hoi, guess what. Like I said, both weapons are used to hold the CW, so he doesn't have any
RW either. Nobody'll ever use Lee again in this case. No left or right weapons on this VR.


------------------------------
CENTRE WEAPON: Automatic Rifle
------------------------------

It seems that they decided to give him a weapon after all... I wonder what'll happen
without this one? The Auto Rifle fires a single shot, and the Turbo version fires rapid
shots at the opponent. Nothing much, really... The AI Lee is more of a pest than an opponent.

CC Activation Range: N/A

CW............... Fires a single, small shot
TbCW............. Fires 6 shots in a line
CR.CW............ Fires his Auto Rifle while crouching
JP.CW............ Fires the Auto Rifle on air; 6 shots, please
FW.dCW........... Fires 2 shots from the Auto Rifle; may knockdown
SW.dCW........... Fires 2 shots while dashing
FWDG.dCW......... See above


-------
OVERALL
-------

Pros: There's something good about everyone, right?
Cons: Wrong



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



+=+=+=+=+=+=+=
VOX L-43 "LOO"
+=+=+=+=+=+=+=


------------
GENERAL INFO
------------

Loo looks like Lee, with the exception of two missile launchers located on his
shoulders - and like Lee, he too has crap specs. A bit better than Lee, I still
reccommend staying away from this one too, unless you want to give yourself a handicap
of some sort.

Unlock by destroying 40 Loo units in Dramatic Mode.


-------------
MACHINE SPECS
-------------

INFIGHT............. 1/10
SHOT (Short)........ 3/10
SHOT (Middle)....... 4/10
SHOT (Long)......... 3/10
MOBILITY............ 6/10


----------------
LEFT WEAPON: N/A
----------------

Like Lee, he has no LW. There's only a centre weapon which isn't really effective,
from my point of view.


-----------------
RIGHT WEAPON: N/A
-----------------

Again, like Lee, he has no RW. Unlock him and see for yourself.


----------------------------
CENTRE WEAPON: Missile Packs
----------------------------

Loo's CW fires 4 missiles at the enemy. The Turbo version fires 2 missiles, which
are somewhat slower but do much more damage than the normal version. Hey! I thought
of something. As a challenge, try finishing Dramatic Mode on Ultimate using either
Lee or Loo throughout the entire campaign... Insanity! Then again, there are 2 missions
that ban your long-range weapons, so forget it.

CC Activation Range: N/A

CW............... Fires 4 missiles from his shoulders
TbCW............. As above; much slower and more destructive
CR.CW............ Fires 4 missiles while crouching; will go over obstacles
JP.CW............ Fires 4 missiles from the air
FW.dCW........... Fires 4 missiles while dashing forward; will knockdown
SW.dCW........... Fires 4 missiles while dashing
FWDG.dCW......... See above


-------
OVERALL
-------

Pros: A bit better than Lee
Cons: Built by Toto, and just as bad



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=





+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
BACKGROUND MUSIC LIST                            _bgm_
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


Well, since there a lot of songs in MARZ, I've decided to put up a section specially
for them. I can't identify all of them yet; some are from Operation Moongate, some from
Oratorio Tangram and some from Force. Like previous series, the music of MARZ stays loyal
to the tradition, and many familiar songs have made a comeback. Here's what I've identified
as of now:


------------------------------
VIRTUAL ON: OPERATION MOONGATE
------------------------------

In The Blue Sky.......................... Temjin/Flooded City
Everything Merges With The Night......... Dorkas/Waterfront
The Wind Is Blowing (remix).............. Fei-Yen/Moon Base
Higher Ground (remix).................... Belgdor/Greenhills
Earth Light.............................. Apharmd/Space Dock
Fade To Black (remix).................... Raiden/Deathtrap
She's Lost Control....................... Viper II/Airport
Ruins.................................... Bal-Bas-Bow/Ruins
Alice In Wonderland...................... Jaguarandi/Secret Base
Crystal Doom............................. Z-Gradt/Nirvana


----------------------------
VIRTUAL ON: ORATORIO TANGRAM
----------------------------

Triplet Repeat................... Angelan
Into The Crimson................. Raiden
Soldier Blue..................... Temjin 707J/Floating Carrier
High On Hope..................... Temjin 707J/Public Port
In The Blue Sky.................. Temjin 10/80 adV
Zodiac Empathy................... Cypher
Bloody Sorrow.................... Apharmd Battler
Monstrous Beat................... Dordray
Coral Flanger.................... Fei-Yen Knight/Undersea Plant
Movin' Melodies.................. Fei-Yen Knight/Black Frank
Above And Beyond................. Grys-Vok
Sweet Tragedy Of Dreams.......... Bal Bados/Storage Depot
Thirteen Second Warning.......... Specineff
Free Radical..................... Ajim



-----------------
VIRTUAL ON: FORCE
-----------------

High On Hope..................... Temjin 707J
Conquista Ciela.................. Myzr Delta
Quiet Resolve.................... Specineff
Air Time......................... VOX series
Fantastic Light.................. Fei-Yen with VividHeart
Fit So Tight..................... Apharmd J Type A
From The Ruins................... Bal d Meora
Black Minaloushe................. Raiden
Crystal Ovary.................... Ajim/Guerlain


-------------
MISCELLENEOUS
-------------

[Jupiter: The Bringer of Jollity]
Composed by Gustav Holst (1874-1934), the great English composer.This one is a theme
from "The Planets Suite", a piece of classical music comprising the 7 Planets (Uranus
and Pluto weren't discovered until 1930,and the suite was written 20 years ago.) The
piece is played when you finish the game, and you see your rank, time taken to complete
the game, etc. The part in the game only appears in the middle of the classical piece.


NOTE: There are many more BGMs, and I'll add them as I go along.





+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
QUESTIONS AND ANSWERS (Q & A)                  _qanda_
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=


If you have some unanswered questions, look for them here...


Q: How the heck did you beat Dramatic Mode on Ultimate?
A: Through lots of experience, lots of patience, and (I hate to admit it) lots of retrys.


Q: Why don't you use the original names for the VR weapons?
A: I can't read the manual. Okay, that's a lame excuse, as there are web pages out
  there that have translated the names... I prefer the original names from VOOM/VOOT.
  Less complex that way, and I'm already used to using them. Besides, they behave in
  the same way so I don't see any problem.


Q: Where did you get the SLC A, SLC H, and SLC OTA, and what do they mean?
A: Allow this simple diagram to show you.
Q: Not more ASCII art!
A: Yes, more ASCII art.


                                                    ###    This is a 90' triangle, an acute angle.
                                                ####  #    These are the names of the sides.
                                            ####      #
                                        ####          #
                                    ####              #
             Hypotenuse ----     ###                  #
                             ###                      # --- Opposite
                         ####                         #
                     ####                             #
                 ####                                 #
             ####                                     #
         ####                                         #
      ###                                          90'#
    ###################################################
                               |
                               |
                            Adjacent


- The SLC H is the hypotenuse: Diagonal.
- The SLC A is the adjacent: Straight across.
- Finally, the SLC OTA is the Opposite To Adjacent: Down, then straight.


Q: Who are you?
A: I am Eizaz Azhar.


Q: How long have you been playing Virtual On?
A  I've been playing for more than 7 years now, when the arcade version first came out in Malaysia.


Q: Does Temjin's Bomb do any damage?
A: A direct hit does very little, and the explosion itself does virtually no damage - 0.1%, maybe!


Q: Why do some VRs in Dramatic mode take so much damage, and some don't?
A: If you're taking on 8 Apharmds at once, it's probably to give the CPUs a handicap...
  If you were to fight them with the default armor, it'll be very tough. If it's a
  one-on-one fight, then the handicap may be restored to make it a fair fight.


Q: How on Earth did you actually hit the enemy on on Ultimate difficulty? They keep evading my attacks!
A: If it was VOOT, it'll be the end of them... On MARZ, keep dodging, Watari here and there,
  and try to be unpredictable. Also try not to get hit yourself by dashing in the wrong
  direction - the AI on Ultimate will punish you with a powerful attack.


Q: Arghh! I can't take out 3 VRs at once! This is bloomin' insane!
A: Relax, mate! If you lose, it's just a game. Use the radar - it will tell you what
  the other VRs may be doing behind your back, and give you an  estimation how far
  they are. Try to concentrate your firepower on a single VR, and try to have all VRs
  in sight wherever possible, and don't try to dash CC them - they'll read your movements
  and jump to dash away.


Q: How do you get the red, improved Apharmd Hatter, after the Mars missions?
A: Go to Challenge Mode, select the side on rhe right, and select Hatter. No,
  he isn't improved; rather, the red color is RNA's color for Hatter.


Q: What on Earth does the ASCII art above say? I can't read the bloody thing!
A: In case you're wondering, the ASCII says "CYBER TROOPERS", followed by "Virtual-On MARZ".
  If you can't read it, try looking at it from a distance, or highlighting it. There's a
  reason why there are so many spacebars...


Q: Why do you sometimes use British slangs, and suddenly use American?
A: Hey, that's how I speak. Nothing wrong there, ainnit?


Q: Hey, this song sounds familiar! What are the songs in the game, anyway?
A: Check out the "BGM List" above. There are more, but these are what I recognise.


Q: When will the US version be released?
A: I'm not sure about the details, but me thinks that it'll be released somewhere in November.


Q: What is "The Tak Puas Hati Corner" and what does it mean?
A: Why don't you check it out below...


Q: Why is the series spelt as "Virtual-On", with a hyphen and you use "Virtual On"?
A: If you ask me, "Virtual-On" makes no sense.


Q: I'm out of questions.
A: Isn't that a statement?


Q: What is "Toto", that you mentioned for Loo?
A: Toto is a Japanese company, that specialises in manufacturing toilet bowls -
  "loo" is a slang for the toilet. Go figure.


Q: Will you reply to my mail?
A: See the "Contact Me" section.




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THE TAK PUAS HATI CORNER                       _geram_
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Welcome to the latest section of the FAQ - the Tak Puas Hati Corner. This corner of
the FAQ is where I vent out all my frustration, anger and my unsatisfaction about the
game. "Tak puas hati" is a Malay word - literally translated to "unsatisfied".

NOTE: These are my opinions - don't take them too seriously :)

. . . . . . . .

-= [Advanced Attacks/Tactics]

Okay, there's no V-Armor, no Left Turbo, no Double Jump, no Armor Break,
no QuickStep, no Airplane Mode for Myzr, etc, etc, etc. Bloody hell, what
happened to all of these?! And what have you done to the great Watari Dash?
It takes ages for your VR to actually watari a dash in another direction,
and to face your enemy is another thing.

. . . . . . . .

-= [Versus Mode]

There's no iLink by default, no 4-player function, and co-operation mode lags so much
that it makes a video CD scratched with sandpaper and played on a smashed CD player look
smooth. Gran Turismo 3 had better graphics, and having 12 cars on screen wasn't much of a
problem, inclusive of effects, brake glow, brake dust, tyre smoke - why can't you guys?!

. . . . . . . .

-= [No Variety; Lack Of Creativity]

You guys could think of all 39 VRs, and you made them all look the same, behave
the same and even sound the same, under the same series. You could have put in
other VRs - there's only 1 Fei-Yen, 1 Angelan, 1 Myzr Delta and 1 Bal series,
and we have like 9 VOX series, and another 9 Temjins inclusive of crap models like
Bob2, Jane, and the Special Force variants. The only exemption to this is Bal d Meora,
the creative VR, who has a wide variety of attacks using the hand bits - but it isn't
enough to salvage the rest from being bloody boring.

. . . . . . . .

-= [The Horrible Loading Time/Briefing Music]

This game takes like a minute to get my file loaded from the memory card, and
even the VRs take bloody ages to load. You know, when I finished the game, it
took me approximately 1 hour and 45 minutes. The other 2 1/2 hours were spent
on the bloody briefing. The briefing music during Dramatic Mode is starting to
hurt my ears and the fact that you can't skip the bloody thing makes it worse.
Oh, and during the VR select screen, if you accidentally press X, you need to go
through the dastardly briefing again. Put a sock in it, dammit!

. . . . . . . .

-= [What Song Is That?]

The least you guys could've done was to put in a sound test option in the game.
Not all of us have the Marsinal CD, and we'd like to know what the hell is playing
during a fight. Don't force me to rip the bloody things out of the DVD...!

. . . . . . . .

-= [I've Never Played The Series Before And After A Month, I'm An Expert]

The game has been oversimplified, spoiled by the very simple learning curve.
In the other series, people took years to master the damn thing; in MARZ, you
can do this in a month or two, and play like an expert. It isn't fair - there's
a severe lack of imbalance in the game.

. . . . . . . .

-= [Crap AI]

I don't get it. Why does your partner have such a stupid AI? Like the White Knight.
If he was only half as aggressive as he was when he was your oppnent, we'd actually
be getting things done around here. Oh, and why isn't there any difficulty setting
in Versus mode!?

. . . . . . . .


There. I have more to add, just wait till I think of them... It's the little things,
it really is. Grr.




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VIRTUAL ON: ON THE WEB                           _www_
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No, this isn't a new Virtual On series. There are a number of Virtual On sites out
on the internet so if you want to do some research, or just for fun, then you can visit
any of these sites:


- www.vogz.cjb.net......... My site, VOGZ! Visit us anytime to talk about VO, brush up on
                           your skills, or simply want to chat... From Operation Moongate
                           to MARZ, we cover them all, and a whole lot more! Visit the
                           forums to chat.

- www.virtualon.net........ A site where VO enthusiasts from around the globe meet,
                           this is a must-see.

- www.vo-marz.com.......... Sega's official Virtual On: MARZ site. A bunch of strange stuff there,
                           downloads, promotional videos, wallpaper... Give it a try.

- www.vo-marz.com/site_e/index.html......... If you don't understand Japanese, there's always the
                                            English Version available, albeit in "Bloken Engrish"
                                            (Broken English.)


- www.toto.co.jp........... Are you really curious? Check this out. A wide range of toilets, ranging from
                           US$40 to US$2000. No English version available.




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CREDITS...!                             _terima_kasih_
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Without these guys, this FAQ wouldn't be here today... A tribute to all of you.



- SEGA! You've got me hooked to the series for 7 years, and believe me, it takes
 something bloody special to do something like that! Blingin'!

- Hitmaker... I'm not impressed with your reincarnation of the series, but thanks for
 porting it over to the PS2 anyway. There is much room for improvement, especially in
 close combat, techniques and variety. Buckle up, or risk losing your loyal fans...

- My computer. 4 FAQs done and still running...

- CJay! Again, thanks for posting all my FAQs. Here's my first one for the PS2!

- My good friend Terrance that accompanied me on countless trips to the arcade for the
 last 7 years, for lending me money and even selling his coin collection to support our
 arcade trips (ho!) when Operation Moongate was immensely popular!

- VOGZ, or better known as Virtual On Gamers Zone. You've helped me know the ins and outs
 of Virtual On since early 2001 - I thank you for that, members and all. Hidup VOGZ!

- xyqyx. You've helped me in a way or two in the making of this FAQ, and found out some things
 that I had missed out on, and for being my training partner since 2000, as nobody else I know
 apart from you and Terrance plays the damn VO series! (Yes, it's spelt "xyqyx" without any capitals.)

- Finally, myself, Eizaz! Pheew! As of now, I've been working on this FAQ for nearly 4 months...
 I certainly hope you've liked it, and that it's helped you in a way or two!




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CONTACTING ME                             _apa_khabar_
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Well, if you want to contact me, you can send me an e-mail to the following address:

[email protected]

I'll reply to any message, provided you send any to begin with, because I'm
nice :) Note that flame mails will be deleted. On second thought, I'll reply
to them with a flame of my own, then block all other messages from the sender,
so I have the last laugh - Mwahaha!


Alternately, come to my site @

www.vogz.cjb.net

And post what you like in the forums section, where I'll reply to them.
You can join us if you like...




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TO BE CONTINUED...                               _tbc_
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As the title says, there are many, many more things I need to learn/unlock about
this game, and try to understand the story too. Updates will be regular; until I
unlock everyone, and can tell you how to unlock each and every VR, and manage to
explain the storyline will this FAQ be totally complete. The FAQ itself is nearing
its completion, so bear with me people!




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LEGAL INFO                                    _legal2_
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And just in case...
___________________________________________________________________

This FAQ is written by Eizaz and is copyright ©Eizaz Azhar, 2003.
No form of reproduction of this FAQ is allowed and it may not be
distributed in any way without the author's content (me). For the
time being, only http://www.gamefaqs.com has my authorization to
post this FAQ on its page. Violating this rule can and will induce
serious legal action, so you might not want to do anything rash.
You may print/download as copy of this document for your personal use,
but selling it or using it to make profit in any is strictly prohibited.
___________________________________________________________________



- [fin] -