***************************************************
* P.N.03 FAQ/Walkthru v3.1 *
* by Professer Revolution *
* This document is copyright(c)2003 by the author *
* The game is (c)2003 by Capcom *
***************************************************
WARNING!
This document is intended for private and personal use only, and is
made soley for www.gamefaqs.com and it's readers. I used to let other
sites use my FAQs, but they don't keep them updated or show ads around
them or something else. It's too big of a hassle, so:
1. This document may ONLY be shown on GameFAQs, if it's on any other
site it is unauthorized. Sorry guys, there's some nice webmasters
out there, but a majority of you are backstabbing, greasy slimeball
idiots who don't keep up with the latest version, or change the
text to promote your own site, show the FAQs with ads around them,
and so on. So from now on, this and any future guides I write are
GameFAQs ONLY. Naturally, this doesn't include Gamespot since they
have an agreement with GameFAQS. So yay for Gamespot!
2. You can not reprint this document with intent to sell it or use it
as incentive to sell a product...Sadly, it's been done before. So
this little warning has to be here, people are scum.
3. UNDER NO CIRCUMSTANCES can this document be printed in a gaming
magazine, e-zine, whatever, or ANY for-profit publication without
the author's consent. Consent only given upon receipt of large
amounts of money and prizes.
===============
VERSION HISTORY
===============
<9/4/03>
v3.1--Minor update
-E-Mail changed
-New FAQ info added about Blackbird and Papillon suits in FAQs
-Next Revision updated
<6/28/03>
v3.0--Missions 7-11 added to Walkthru
-Ultra suit info added to Index
-ENEMIES section added to Index
-Blackbird suit info added to Index/Bonus Sections
-Papillon suit info added to Index/Bonus Sections
-Next Revision updated
<6/20/03>
v2.0--Missions 4-6 added to Walkthru
-Intera suit info added to Index
-Next Revision updated
<6/18/03>
v1.5--Added some FAQs to the FAQ section
-Minor info added to the Basic Gameplay/Walkthru sections
-Next revision updated
<6/16/03>
v1.0--First draft, all basic sections done
-First 3 Mission are done in WalkThru
-Prima Fusion to Prima Guardian done in AEGIS SUIT LIST
-Swan to Pegasus done in AEGIS ENERGY DRIVES
========================================================================
CONTENTS
========================================================================
1. INTRODUCTION
2. CONTROLS
3. BASIC GAMEPLAY
3A. MOVEMENT
3B. ATTACKING
3C. POINTS
4. WALKTHRU
5. INDEX
5A. AEGIS SUIT LIST
5B. AEGIS ENERGY DRIVES
5C. ENEMIES
5Ca. AAW
5Cb. AAS
5Cc. AAF
6. EXTRAS/SECRETS
7. FAQ
7A. GENERAL
7B. GAMEPLAY
8. NEXT REVISION
9. ABOUT THE AUTHOR
========================================================================
1. INTRODUCTION
========================================================================
Welcome to my FAQ/Walkthru for the game "P.N.03" for the Nintendo
Gamecube. This guide was made using the Japanese version of the game,
but there shouldn't be any different between it and the US version when
it finally comes out. Aside from the language of course...
What is P.N.03? Simply put it's an oldschool style shooter with some
new generation flashy touches. It's a thumb cramping action title set
to a beat with a hero who dances as she destroys. You play as Vanessa,
or Product Number 03, and run through Missions split up into rooms.
Each room contains any number of enemies and hazards, and you get points
for destroying the enemies and completing missions. You can use your
points to buy upgrades and new equipment and other stuff. I get more
in-depth in the BASIC GAMEPLAY section.
The goal of this guide is to help you through the "first run" of the
game. See, the game is short so to add some replay value to it, Capcom
put rewards in for beating it a few times. Mainly, new suits to use.
So this guide, for the time being, is all about the first run through
of the game using the default "Aegis" main suit and all it's mini-suits
and their moves. Sometime down the road I might add a section on the
two other suits, but we'll see.
This is the Introduction, obviously. The Controls section will tell
you how to, you guessed it, control the game, the BASIC GAMEPLAY section
will give you the rundown on how the game is played, and the Walkthru
section will, amazingly enough, guide you through the game. There's also
the Index and Extras sections for stuff like the move lists and how to
unlock secrets and all that. If a question is burning in your mind right
now, before you send it to me be sure and check the FAQ section where
I've answered some of the common questions about the game. The Next
Revision section tells you what I plan to put in the guide for the next
release, and the About the Author part just has my E-Mail Guidelines.
Please read and follow them when E-Mailing me, thank you.
Enjoy!
========================================================================
2. CONTROLS
========================================================================
(default)
COMMAND ACTION
Left Stick Move forward/back, turn left/right
Dpad Perform Energy Drive moves
C-Stick Change camera angle
A Button Palm Shot (basic attack)
B Button Jump, use with L.Stick to jump forward/back
Y Button Crouch, use with L/R/L.Stick to roll
X Button Change Lock On target
L Trigger Sidestep Left
R Trigger Sidestep Right
Z Trigger 180' turn
========================================================================
3. BASIC GAMEPLAY
========================================================================
This section discusses the gameplay of P.N.03, read it to get a better
idea of what the title is all about, or if some aspect of the scoring
system is giving you trouble. If you already know all this stuff, then
skip ahead to the Walkthru
============
3A. MOVEMENT
============
Movement in PN03 is a bit different than in most 3D action titles.
Your character is alot stiffer, the movements aren't as fluid as, say,
a 3D Platformer. But that's because this ISN'T a platformer, this is a
shooter at heart but with 3D platforming elements. You'll basically
always be either running ahead with the Left Stick or sidestepping
with the L/R Triggers, when you're not blasting away at enemies that
is.
The Left Stick moves you forward, which is a good direction to go,
when held up and lets you spin back when held down. You don't walk or
run backward, but only take a single step back each time the stick is
moved down. Pressing left or right on the stick makes Vanessa turn in
that direction but not move from her place.
You'll be doing ALOT of sidestepping to avoid enemy guns, so it's
best to get used to it early. Hitting the L/R Trigger makes Vanessa
sidestep in that direction, hit the same trigger twice quickly and
Vanessa will step then flip in that direction. Sidestepping is
esstential in this game, learn to do it! You can't sidestep while
shooting, and it takes a half second or so from when you stop
shooting to when you can sidestep, when in doubt it's better to
sidestep too early rather than too late.
The B Button makes you jump, just hit B and you'll jump straight
up. Use the Left Stick to jump forward or back, there are no "side
jumps."
The Y Button makes you crouch. You can only move by rolling when
you're crouched and you can't shoot either. Use the L/R Triggers
to roll to the side, or the Left Stick to roll forward and back.
Rolling is great for going under a row of lasers in a narrow hall.
The Z Trigger makes you face the opposite direction instantly,
or in other words: do a 180. If you think an enemy is behind you,
or you come to a dead end, just hit Z and you'll turn around. You
can also make quick 90' turns by hitting the Left Stick left/right
while you press Z to turn in that direction.
=============
3B. ATTACKING
=============
Now that we know how to move, we must learn how to attack! There are
two kinds of attacks in this game. The normal Palm Shots that you can
fire anytime in rapid succession, and the Energy Drive attacks or moves
that you must use the Dpad to pull off and they take away from the
Energy Meter at the top-left of the screen.
Each suit has different strength Palm Shots, so a suit with a stronger
Palm Shot rating will have more powerful shots than one with a low
rating. You'll be using Palm Shots like crazy in this game, it's the way
you'll kill a great deal of your enemies. Just hit A and Vanessa will
shoot a bullet of energy from her hand, hit A rapidly for a bunch of
shots.
The Energy Drive moves are more powerful, but limited in their use by
the Energy Meter. To perform an energy drive move, you have to press the
Dpad in the correct directions then hit A. If you do it right Vanessa
will unleash the Energy Drive move. Check the Index for the list of
moves available. Note that each suit only has two Energy Drive moves
that can be performed while wearing it. One comes unlocked with the suit,
the other you have to buy in the shop by selecting the "Energy Drive"
option in the Power Up part of the shop.
Ok, so we know how to attack, but WHAT do we attack? Simple, the
enemy! How do you know something's an enemy, well first off if it's
moving and it's not you IT'S AN ENEMY. Secondly, and more importantly,
you'll Lock On to any nearby enemies automatically. Once you're Locked
On your view stays focused on that enemy and any movements you make will
be in relation to that enemy. Meaning, if you sidestep left you'll
sidestep to the left of that enemy while it stays (mostly) centered in
your view. If there's multiple enemies around you, and there will be,
and you're not Locked On to the one you want to take out first, simply
hit the X Button to cycle through the available targets. As you blast
away at an enemy, you'll see it's lifebar next to the Lock On reticle.
It starts out full and green, then depletes to yellow, then finally down
to red, and then empty. When an enemy's life gauge is emptied it dies,
naturally. Or in this case, blows up. Sometimes, for big boss fights,
a larger life bar appears on the bottom of the screen. This tells you
the boss's overall health, while the usual, tiny ones tell you the
health of specific parts.
==========
3C. POINTS
==========
So there has to be a point to all this moving and attacking,right?
Sure there is! First, it's fun! And more importantly: it gets you
points. Points are a wonderful thing in this game, they're the key to
unlocking the full power of your suits, and buying new suits and then
powering them up, and then buying more sui...you get the idea. You can
also buy continues with points, which is VERY important.
You get points by shooting and killing enemies, but you get MORE
points by shooting and killing a string of enemies within the same room.
This is called a Combo. Combos are the main way you'll earn points in
the game, so you should know about them! When you kill an enemy a Combo
Timer appears in the upper right corner of the screen, you have to kill
another enemy(or more if you can) before this timer reaches 00.00. If
you do, the timer will get some seconds added to it and will go up a
notch depending on how many enemies you kill. Also, you get more time
for more powerful enemies, around 10-15 seconds, and less time for
weaker enemies, about 5 seconds. Your total points for the combo are
displayed under the Combo Timer, and at the end of a combo your
Combo Points and multiplied by the Combo Meter. The Combo Meter is
the number of enemies killed during the combo. Confused? Well, it's
easier to see how it works in the game than explain it, but here's
an example that will hopefully help:
Okay, you enter a room and right away blast a Pilz enemy, this makes
the big, red Combo Timer appear with 10 seconds on it. You continue
into the room and two more Pilz pop up, you use an Energy Drive
move on them to kill them both at once with the Combo Timer still on
the screen. The Combo Meter moves up to 3 and the Combo Timer is bumped
back up to 10 seconds, you also have a Combo score of 450 underneath
the timer. Now, a couple weaker, Weibbirkeing enemies appear and you quickly
dispatch of them. The Combo Meter bumps up to 5, your Combo Points go
up to 650, and your Combo Timer only goes back up to 5 seconds. You
quickly move ahead but you reach the exit and there's no more enemies.
The Combo Timer runs out and the Combo ends. Your Combo Total is then
shown on screen. Your Total is the Combo Points times the Combo Meter.
So, in this case:
5 x 650 = 3250
So 3250 would flash on the screen underneath where the Combo Timer was.
You also get points after completing each room in a mission. You get
more points for killing all the enemies in the room, getting a high
combo, and getting through the room quickly. Note that Combos don't
carry over from room to room, so if you kill all the enemies in a room
and there's time left on the Combo Timer wait until it runs out to exit
the room. If you exit a room before the Timer runs out you won't get
your Combo Points. Hopefully this will be fixed in the US/Europe
release of the game.
Between Missions, and usually halfway through them as well, you can
spend points in the Shop to Power Up your existing suits or Buy Items
to purchase new suits and continues. Don't neglect buying continues,
they're very useful! I always keep my continue total above, and closer
to 10 if I can afford it. You never know when a certain room will just
cost you a few lives to get through for some reason.
========================================================================
4. WALKTHRU
========================================================================
This Walkthru was written in Normal Mode. What I do is run through
a couple Missions on Easy Mode and take notes, then go through them
again on a seperate Save File in Normal Mode and write up the Walkthru.
Please note that my suit suggestions are just that, suggestions. Feel
free to use whatever suit you want in any level, but I write(for the
most part) geared to the suit that I suggest using. Also, if you have
a much easier way of getting through a room or any situtation please
drop me a line(see About the Author section).
==========
MISSION 01
==========
ROOMS: 21
SUIT: AEGIS-PRIMA FUSION
------
ROOM 1
------
Run forward and grab the power up then take out the gun that you Lock
On to from here, you can wait to take it out in the next section but
it's easier to get it here. Now head leftish to the open area with the
small walls in front of it. When you get here your client will call.
After you talk to the client you'll get your initiation into battle,
and it's pretty tough. Remember to use X to switch your targets and
use your Energy Drive freely here since there's so many refills lying
around. When the first couple Iris appear, Swan them and you'll take
them out and damage the far away guns on the building you saw in the
brief cutscene at the beginning of the mission. Move forward a bit,
sidestepping the shots from the guns when you see them and another
wave of roving Iris will appear, Swan them as well and then focus
on the guns. Use your Palm Shots to take out the 3 or so guns on top
of the building, sidestepping when necessary. When there's no guns or
enemies left, run around and grab the health and energy refills then
head to the building. When you get there another cannon enemy appears,
use your palm shots and sidestep it's blasts using the columns of the
building as cover, or just use a Swan on it. Grab the refills then go
to the door and enter the building
------
ROOM 2
------
Just go ahead to the door. No enemies
------
ROOM 3
------
After the brief talk with the client, start shooting the AAS-02 Pilz
then sidestep when it starts firing and charging at you. Finish it off
then grab the refill, go across the two narrow bridges and two more
Pilz appear. Just use Swan to kill both of them quickly and get a nice
3 Combo. Go through the door.
------
ROOM 4
------
Swan the first two Pilz that appear, then run to where they were and
face to the right, sidestep into the view of the 3rd Pilz here and palm
Shoot it to death. Then turn around and shoot the refill cannister up
near the ceiling on the opposite side of the room. You have a choice of
which way to go now, but take the door by the Health Refiil (green in
color).
------
ROOM 5
------
Run to where the room turns to the right, and face right and sidestep
into view of the next hall, then palm shot the first Pilz while
sidestepping it's charge. When it's down run ahead and two Eichel
enemies and another Pilz will appear, you can palm shot them one at a
time, Eichel first, to save Energy or just Swan them all. When they're
all dead, run to the end of the hall then turn right and jump up into
the higher, narrow hall. Run to the door at the end.
------
ROOM 6
------
Use X to switch your Lock On to the AAW-09 Eichel coming at you, shoot
it first then concentrate on the Pilz at the far end of the room. When
it's dead move up to where the Pilz is hidden in the little alcove to
the right, take it out now with some quick thumb work on the A Button,
or if you really need Health you can run and grab the refill by where
the first Pilz was and come back. Either way, take out the 2nd Pilz then
head to the far end of the room and use the C Stick to position the
camera so you can see up near the ceiling. Take out the Eichel near
the right corner of the room. Now you can safely jump up onto the large
boxes in this room and collect all the refills. To do so, go back near
the door you came in at and jump on the lower boxes you can reach, then
jump up onto the higher ones. Once you grab all the refills in the room,
turn around and go through the door you came in at.
Go back through Room 5 as well and you'll be back at where the path
split in Room 4, this time go through the White door to Room 7.
------
ROOM 7
------
Run to the opening in the wall to the left, if you need the Energy
Refill just past the opening grab it now, otherwise head into the open
area where the two Pilz are. Swan them, then move ahead until the next
couple Pilz and a couple Eichel appear, Swan them and finish off
any surivors with Palm Shots, then move ahead again and Swan the last
couple of Pilz that appear. You should be able to Combo all 10 enemies
in here for some big points. Once all the enemies are dead the barrier
on the door will go away, run around and grab the refills then go
through the door.
------
ROOM 8
------
Move up to where the moving lasers are, wait for the top one to
disappear then run and jump over the bottom one and go to the door
at the end of this short room.
------
ROOM 9
------
Whole lotta action in this room. Right as you enter start performing
Swans, after the second be sure to sidestep out of the way of the huge
cannons from the AAS-15G Seerose enemies. Do about 4 Swans total to kill
the Seeroses and first 3 or so Pilz, then quickly move up and finish
off the last couple Pilz with palm shots, or another Swan if you still
have any Energy left. Once everything is dead and you've got your nice
8 Combo, run around and grab all the refills then head to the exit door.
-------
ROOM 10
-------
Grab the Continue then step into the Shop Orb. I usually end up with
a little over 50000 points here. I suggest powering up your Prima Fusion
suit now rather than getting a new suit. Buy a Barrier and either Palm
Shot or Energy powerup, if you still have over 10000 then nab a Continue
as well. When you're done, exit the shop then exit the room via the door
to the left.
-------
ROOM 11
-------
Palm Shot the first Pilz around the curve in this narrow room, then
quickly move ahead and do the same to the second. Sidestep them if they
survive long enough to charge at you, then go into the door on the right
at the center of the room.
-------
ROOM 12
-------
There's only the one Pilz-M in this agora-like room, you can take it out
from up here where you enter, or drop down to the floor and shoot it
there. Save your Energy and just shoot it. Sidestep the missles it will
probably get off before you kill it, then go to the door on the left
side of the room.
-------
ROOM 13
-------
Stay by the entrance and palm shoot the AAS-02M Pilz-M up on the
ledge to the left on the far end of the room, sidestep it's missles
when they come at you. There's another Pilz-M directly to the left of
the entrance but if you should be shielded from it's missles for now.
Once the first Pilz is down, turn to the left and Lock On to the 2nd
one. You can just Swan it to save some time and get a quick combo. Grab
the Energy Refill below the Pilz then jump up to the door in the middle
of the room on the same ledge as the two Pilz-M.
-------
ROOM 14
-------
Go to the right, towards the darkened area and take out a couple
Eichel as you make it to the door. There's nothing on the left side
of the room so don't bother.
-------
ROOM 15
-------
Use Swan to significantly damage the Pilz-M and kill the regular
Pilz, then finish off the Pilz-M with palm shots, then shoot the
Eichel that pops up to the left of the Pilz-M. Jump up to the left and
shoot the cannister for a refill then go back down and through the door.
-------
ROOM 16
-------
Take out the Eichel, then go around the bend and Palm Shot the
Seerose while sidestepping it's long stream of fire. Once it's
down go through the door behind it.
-------
ROOM 17
-------
Palm Shot the first Pilz in this narrow room, then get the Health
Refill. Another Pilz appears right by you when you get the refill, Swan
it and you may kill the Pilz behind it as well, if not take the 3rd Pilz
out with Palm Shots while sidestepping it's shots then go through the
door in the middle of the room opposite where the health refill was.
-------
ROOM 18
-------
Another agora room, you'll Lock On to the Pilz-M below so Palm Shot it
until the two Eichels get close, then sidestep alot as you dodge their
shots and the missles from the missle tank. Finish off the Pilz-M then
quickly take out both Eichels. Drop down and grab the health refill
and Continue on the ground, under the "steps" you were just standing on.
Then head to the door on the right.
-------
ROOM 19
-------
Just Swan the Seerose, then turn to the right and back up to Lock
On to the Pilz-M above to the right. Use palm shots and sidestep it's
missles until it's dead then grab the refill in the room and go through
the door on the left in the center of the left wall.
-------
ROOM 20
-------
No enemies, just run down the long corrider and shoot the cannisters
at the end for Health and Energy Refills to get ready for boss fight.
-------
ROOM 21
-------
Well, it's not QUITE a boss fight, more like a prelude to a future
boss fight. Just rapid fire Palm Shots towards the head of the
Sonnenfeld and use double sidesteps to get out of the way of it's guns.
Once you've blown up the first section of the boss, it will start to
fire it's 4 huge cannons, but before it does your client calls and tells
you you can't beat it yet. This is the end of mission 1!
========================
BETWEEN MISSIONS 1 and 2
========================
Between Missions you can go to the shop and run Trial Missions which
are randomly created. You gain points in the Trial Missions to use in
the shop, so it's always good to run a couple(or more!) between
Missions to power up your suit and get some continues.
Before going onto Mission 2 you can either fully power up your Prima
Fusion, OR it's also a good idea to get started on the Prima Guardian.
If you buy the Guardian fill up it's Barrier slots first since that's
it's most important feature.
Run at least 2 or 3 Trial Missions to get the points you need to
power up your Fusion or Guardian, then move on to Mission 2.
==========
MISSION 02
==========
ROOMS: 11
SUIT: Prima Guardian, Prima Fusion
------
ROOM 1
------
You start in a round room with no enemies, just head to the exit
straight ahead. Use the Prima Guardian suit for the first part of this
mission if you have all 3 Barrier slots filled, otherwise just use your
fully charged Prima Fusion. The Guardian comes in handy for all the
annoying lasers in the first part of this Mission, and there's no real
clusters of enemies that the Swan move can take advantage of.
------
ROOM 2
------
Oh boy! Lasers! They're not too hard though. For the first set wait
for the top laser to go away then jump over them, then run under the
next swirly laser, jump over the stationary one, then wait for the top
one to disappear on the next full set of lasers and jump over them. If
you're bad at avoiding these then you should definitely be wearing the
Guardian suit. Go out the door on the other side
------
ROOM 3
------
The first Seerose is just behind the center pole, get near it and
Griffin/Swan it depending on what suit you're using, if that doesn't
kill it outright then sidestep and Palm Shot it then quickly run ahead
to the next Seerose near the exit and Griffin/Swan it and finish
it off. Then go around the room and get the refills, then exit.
------
ROOM 4
------
Run to the curve and wait for the Pilz to get done firing, when it
does sidestep out and Palm Shot it to death, sidestepping it's charge,
then move ahead until the next one shows up. Palm Shot that one as
well and then exit via the door behind it.
------
ROOM 5
------
The Griffin works great in this room, but if you're in the Fusion
suit the Swan is nice as well. Shoot the Seerose a little, then run
and jump between the vertical barriers right by the 3 enemies. Pull off
a Griffin then run ahead to the exit and get close to the next 3 enemies
and do another, then finish off the Seerose in the middle with some
Palm Shots. If you're using the Fusion suit then use Swan instead of
Griffin and don't get as close to the enemies.
------
ROOM 6
------
Jump over the bottom laser when it's coming at you, then hold Y and
roll under the top laser. Grab the Continue and enter the shop orb. If
you've been using the Guardian, switch to the Fusion then use your
points to power up the Guardian if you want, or just hold onto'em. As
you approach the exit of this room a series of lasers will appear, wait
for them to disappear and reappear in turn, when the one closest to you
goes away quickly run ahead and jump over the rest.
------
ROOM 7
------
Palm Shot the first Pilz-M you Lock On to, then run and jump up
twice to the next platform, Palm Shot and sidestep until the next
Pilz-M is dead then jump up again and do the same for the 3rd. You
may need to back up to hit the 3rd one. Once it's down head close to
the exit and the 4th will appear behind and below you. 180' Turn and
get to the edge of the platform and move the camera so you can see
below you. Palm Shot and dodge until this last Pilz-M is dead then
run around the room and grab the refills. When you're down, head to the
now open exit.
------
ROOM 8
------
Jump over the first laser, then run under the next one while it's
moving up. Jump over the next then jump over the bottom laser while it's
coming at you and roll forward under the top. Go out the door.
------
ROOM 9
------
Our goal in this room is to combo the killing off all 13 enemies. It's
tricky but very possible. As you enter, head to the vertical barrier and
the first 3 enemies appear, a Seerose and 2 Pilz. After the first
barrage from the Pilz on each side jump over the barrier and fire a
Gullwing at the Seerose in the middle, this will kill it and hopefully
one of the Pilz on the side. Take out any surviors with some palm shots
then jump up ahead to the next level.
Stay in the middle of the room and as you get close to the next ledge
another set of Seerose + 2 Pilz appears. Do the same thing here and
shoot a Gullwing at the Seerose then take out any surviving Pilz with
Palm Shots. Try to hit the Pilz on the right last then grab the Energy
Refill by it and jump up to the next level on this right side.
2 Pilz appear at the sides of this level and a bunch of Pilz and
a Seerose and some Pilz-M spawn right by the exit. Kill the Pilz closest
to you, then the Pilz at the opposite edge of the room, then quickly run
to the opening to the exit. Sidestep into view of all the Pilz and fire
Gullwing after Gullwing into the crowd to take out most of them, when
your energy bar is depleted finish off the rest by sidestepping and Palm
Shooting them. If you get hit it's hard to continue the Combo, but most
of the time you should be able to pull it off, just be sure to switch
your Lock On to the cannon tank in the last batch of enemies to kill it
first. Even if you can't though by firing all those Gullwing shots into
the frey you should kill almost everything everytime. Move onto the next
room.
-------
ROOM 10
-------
No enemies, just cannisters to get your ready for the boss fight.
Get all 3 and you should be fully charged. Run to the far end of the
room and enter the door.
-------
ROOM 11
-------
This "boss" is just a big machine with a beam cannon on each side of
it and an energy barrier in front of it. The beams can kill you quick,
so be careful.
As you enter the main area of the room, move a bit to the right
so you're focused on the right beam cannon but can still see the one
on the left. As soon as it lets you Lock On start firing with Palm Shot
after Palm Shot, just wail away on the A Button and the right beam
cannon should go down just before it fires. Once it's down sidestep to
the right a few times to avoid the beam from the left cannon and start
shooting the glowing orb in the center of the machine. Shoot it until
the barrier comes back up.
Now, you can either focus on the orb in the center or take out the
cannon on the left first, then get the orb. The left cannon will start
shooting while the barrier is still up from now on so keep watching it
and sidestep 3 or 4 times just before it fires to avoid it's beam. Then
either Griffin it or the center orb. If you take out the left cannon
first, just wait for the barrier to come back down and finish off the
center orb to kill the machine for good.
Storywise, killing this generator somehow lets you damage the boss
you fought in the first mission once it powers up now. The Sonnenblum
thing. Guess what we're fighting next mission?
================
BETWEEN MISSIONS
================
Go through a few Trial Missions and buy the Prima Blazer. Get it
fully powered if you plan on using it for the next Mission. It helps
but you can get by with the Prima Fusion. If you want to get the most
out of the game though, just run a few Trials and power up the Blazer.
It's not like the game is that long.
==========
MISSION 03
==========
ROOMS: 19
SUIT: Prima Blazer, Prima Fusion
------
ROOM 1
------
Your typical starting room, just go through the door. If you've taken
the time to fully power the Blazer then the first part of this Mission
takes advantage of it, but you can get by just fine with the Fusion
suit as well. Be warned that if you use the Prima Blazer you can only
take about 3 or 4 hits before you die, so you should be good adept at
dodging (or have alot of Continues handy) to use it.
------
ROOM 2
------
Get close to and to the right of the barrier and Palm Shot the Pilz
to death, then run up to the next one while killing the AAW-03 Birne
flying at you. Palm Shot or Harrier the next Pilz and go to the next
room.
------
ROOM 3
------
Move up to the curve and wait for the Pilz to finish firing, then
step out and blast it with Palm Shots, sidestep into cover when it
charges and does it's sweeping shot thing, then finish it off. Move up
until the next Pilz appears and Palm Shot it until it charges, sidestep
to the left and keep shooting it and it should go down before it can
sweep shoot you. Now move to the turn to the right and wait for the
3rd Pilz to finish firing, then move into view and Palm Shot it until
it charges, sidestep right and finish it off. Go through the door.
------
ROOM 4
------
Wait for the two Eichels to come from the right then Palm Shot
them. Then go left and Palm Shot the Pilz by the curve, using the walls
as cover when it fires. Get the health in the cannister then turn around
and head to the left of the entrance. You need to kill all the Pilzs in
this room to unlock the exit.
It's possible to combo this room but tough, I usually get the first
three, then the next few Pilz in another short combo but that's it.
Anyway, head past the entrance and go left, then take the first right
and Palm Shot the Pilz around the corner and grab the health refill,
then quickly 180' turn and go right out of this small hallway and go to
the small alcove across from you and Palm Shot the Pilz in here. Quickly
look to your right and take out the two Eichels coming at you then
go in and get the health next to where the Pilz was, if you need it.
Go out of this hallway to your, now, left and then take the next
short right and kill another Pilz with Palm Shots. Again, use the wall
for cover when it shoots, then grab the health refill if need and go
back out and continue down the main hall. Now to your right.
Run down this long hallway, if you need more health jump over the set
of lasers straight ahead, otherwise turn to the left and jump over the
horizontal set when either the furthest or closest laser is out, then
use the same tactics to take out the last Pilz in this room. Exit out
the now-unlocked door.
------
ROOM 5
------
This is a great place to use the Falcon move, jump past the barrier
into the center of the room and perform the Falcon. You'll take out
at least one of the AAS-106 Walnusse and severely hurt, if not kill,
the other one. Finish it off with Palm Shots then head for the exit.
------
ROOM 6
------
Take out the first Pilz with Palm Shots, then head to the exit on the
opposite end. Stay in the middle and perform a Harrier when the next two
Pilz appear, they should scoot close together so the Harrier will take
them both out. Then go out the door.
------
ROOM 7
------
Kill the first Walnusse to your left, then run straight across the
room to the lowest platform and jump up on it. Jump up to the left and
blast away at the next Walnusse that appears, when it backs off run
after it then Palm Shot it when it stops, sidestep it's shots to the
right so you don't fall off. When it's down keep running around the
curve until you're facing the next two Walnusse. Shoot the furthest
away one first, sidestepping when needed then take out the closer one
that's moving back and forth. Jump up to the left to the next platform
then go left onto the narrow curve, shoot at the Walnusse that appears
below, sidestepping it's shots when it stops then turn aroud and go back
the other way. Stay on the narrow platform but head towards the exit,
then jump up to the right and turn back around and go to the exit door.
------
ROOM 8
------
Shoot the cannisters then go into the shop and change your suit to
the Prima Fusion for the next half of the mission. Exit to the right.
------
ROOM 9
------
Palm Shot the two Eichel then jump over the first set of lasers
when at least the top one is gone. Then shoot the next Eichel and
roll under the horizontal lasers. Wait for the roving one to come up
and when it's just past you quickly duck down and roll under the lasers.
Palm Shot the next Eichel and jump over the 3rd set of lasers when
they're half gone. You should clear the set just after it as well. Go
to the exit.
-------
ROOM 10
-------
Immediately jump backwards, up onto the small ledge and change your
Lock On to the closer Walnusse roaming along the slanted wall. Palm
Shot it while sidestepping shots from both it and the Walnusse up on
the higher ledge. When it's down another Walnusse appears in the center
of the ledge by the exit. Use Swan to take them both out quickly then
grab the refills and jump up to the exit.
-------
ROOM 11
-------
Palm Shot the first Pilz until it starts to fire, then take cover and
pop back out when it's done. Finish it off then move forward and just
kill the next one with a Gullwing to get the small combo. Then exit.
-------
ROOM 12
-------
Palm Shot the first Pilz-M, sidestepping it's missles at the last
second, then move up and do the same for the next Pilz-M. Save your
Energy for later. Exit through the door.
-------
ROOM 13
-------
Go under the first laser, then under the second as it's going up and
coming at you. Then wait for both Pilz to show in the narrow hall and
Swan them, finish off the survivor by sidestepping and then using Palm
Shots. Quickly move to the turn and look left, save yourself some
hassle and just Swan this lone Pilz to kill it fast, then go down the
hall he was in and look to the right. A Walnusse is right up near you
so sidestep out and shoot until you hear the "charging up" sound then
sidestep back to the wall for cover. After it unleashes a barrage it
should back up, now's your chance to go after it and finish it off with
some Palm Shots. Once it's dead move up to the lasers near the exit.
Jump over the first one, then the next three when the moving one is
under the stationary two. Then go out the door.
-------
ROOM 14
-------
Move ahead until the two huge cannons appear, use two Swans to take
them out quickly then move towards the higher platform they were on.
As you approach two Walnusse appear. Back up close to the entrance
of the room and use more Swans to take them both out quickly as well.
Now run up the ramps to the platform and grab the Energy refill and
quickly 180' and start using swans to take out the next two huge cannons
on the higher platform opposite you(over the entrance). Sidestep between
Swans to avoid the cannons, then once they're down finish off the
Walnusse on the right for a nice combo score. Now run and jump across to
the highest ledge where you just killed everything, using the ramps on
the side of the room, and get all the refills. Then go to the exit on
the other side using the side side ramps again.
-------
ROOM 15
-------
Run down the narrow hall and use a Gullwing to weaken the first Pilz
then Palm Shots to kill it, continue on and do the same thing for the
second Pilz. It should drop an Energy refill. Go through the door.
-------
ROOM 16
-------
Palm Shot the first two Eichels, then quickly move ahead and shoot
the next three, then move ahead more and use a Swan on the set of 4
Eichels and finish off any survivors with Palm Shots. This'll net
you a quick 9 Combo. Go through the door.
-------
ROOM 17
-------
Here's another big room where the goal is to combo the killing off
all the enemies for a big score. Start off getting kinda close to the
barrier and using Swan twice to take out the first two Walnusse, grab
the Energy powerup to the right then quickly jump up to the next level.
Use Swan again to take out the single Pilz on this level, then move
to the left and grab the refill then jump up to the next level. Use
Gullwing to take out the two Walnusse close to each other, then Palm
Shot the one on the opposite side of the room. Now get close to the
exit and just use Gullwing over and over to take out the 3 or so Pilz-M
that appear. Take care to sidestep the missles if they get any off at
you. Once all the enemies are dead, go back around and pick up all the
refills then exit out the top door.
-------
ROOM 18
-------
Run down the narrow hall and shoot the two cannisters by the exit to
refill, then go through the door and get ready to take out Sonnenblume.
-------
ROOM 19
-------
Immediately start blasting it with Palm Shots, then sidestep a few
times to avoid it's guns. Once you've blown off the first layer and it
turns to the side, hit it with Swans until it starts shooting it's
5 huge cannons. WHen it does, run around to the opposite side of the
room, away from where it's shooting and get up on the ledge there. Hit
it with Palm SHots until it faces you again. Again, sidestep it's
normal guns then unleash some Swans when it's charging up. If it's not
dead after this second barrage, just run away from it's beam cannons
and go the other ledge and finish it off with Palm Shots there. Once
it's dead Mission 3 is over, hooray! You also unlock the Intera suits
in the shops.
================
BETWEEN MISSIONS
================
I highly suggest choosing either the Intera Fusion or Intera Guardian
and fully powering one of them up before attempting Missions 4-6. My
choice is the Intera Guardian since it has full Automatic firing and
you can give your thumb a break :) Plus it's Energy Drive moves seem
more useful, but it's up to you. If you don't fully power one of the
new suits up, at least build them up a little.
=========
MISSION 4
=========
ROOMS: 6
SUIT: Prima Fusion or Intera Fusion or Intera Guardian*
*My choice
------
ROOM 1
------
We're back on the planet surface for this short mission. The enemies
get a bit tougher to hit and have more armour
Move forward and the first new Weibbirke enemy will appear, it moves
zig zag so you'll have to do a little aiming but keep wailing away
on it to take it down. When it gets close and you hear the "warming up"
sound, do a jump back and finish it off from afar. Then move ahead and
another will come at you. Move up and start shooting it and a couple
more will appear, now's the time to unleash an energy drive(Swan, Swan
Pro, or Thunderbird depending on your suit. Do Swan a couple times if
you're stuck with that) then finish off any survivors with Palm Shots.
Move ahead a little again and a couple more Weibbirkes will appear, use
another energy drive move if you've got enough Energy, if not then just
wail away on the A button and jump back when they get close. You can
get up to an 8 Combo here. Once they're all dead, quickly run ahead to
the door with the two refills(it's the only way to go) and one last
Weibbirke will show up. If you're quick enough you can add him onto the
combo with some rapid Palm Shots, if not just kill him off, grab the
refills, and enter the door.
------
ROOM 2
------
If you're using the Intera Fusion, do a Tengu right at the start,
otherwise just move ahead. When the Gardenie appears blast away with
Palm Shots or unleash a low level Energy Drive, then finish it off. If
you get it down to a little health and don't kill it, the Gardenie
seperates. Just keep shooting the base and it'll go down. Sidestep it's
rapid fire using double sidsteps then blast away until it's down.
Now move past the exploding body of the Gardenie and 4 Weibbirkes will
appear 1 or 2 at a time. Palm Shot the first until the others appear,
then finish off the first and let loose a Swan Pro or a couple
Thunderbirds/regular Swans to keep the combo going. You can also just
torture your thumb and take them all down with Palm Shots, ouch. If you
have any energy left, use another energy drive on the next Gardenie to
complete the 6 combo. It drops an Energy Refill if you kill it with an
energy drive. Grab the refill, and the ones by the door and go through
to the next room.
------
ROOM 3
------
Another Gardenie right at the beginning here. Save your Energy and
use Palm Shots to kill it, taking cover behind the left wall when it
shoots. Once it's down, quickly run into the wide open area and a big
swarm of those Iris enemies from the first room of Mission 1 come at
you. Use a couple group killing Energy Drives like Swan Pro then run
forward in the middle of the areaa and grab the energy refill, killing
any Iris with Palm Shots on the way. When you get the energy refill use
another Swan Pro/whatever to kill a few more Iris. You should net a 13
Combo for this, nice. Before getting close to the exit, go around and
collect all the refills at the edge of the room, there's a 3 Continue
item here, too.
------
ROOM 4
------
You're probably too low on energy to use a powerful energy drive on
the first Gardenie here, so just dodge and use Palm Shots until it's
down. Then a second will appear to the right. Do the same thing and you
should JUST keep the combo going. If it gets down to 5 seconds and
you're not gonna kill the Gardenie in time, switch your Lock On to one
of the guns in the distance and quickly kill it, then switch back and
finish off the Gardenie.
When the 2nd Gardenie is down, run ahead and grab the refills, then
finish off the gun, or two, and a 3rd Gardenie appears near the exit.
Just use an energy drive on it(Swan Pro, Griffin Pro, whatever) to kill
it quickly and it'll drop an Energy Refill. Pick it up and exit.
------
ROOM 5
------
Use Tengu if you're using the Intera Fusion, then move up and kill
the first Weibbirke on the right, then quickly shoot the 2nd on the left.
Run up and grab the refill then move to the edge of the ground and
a 3rd appears to your left. Jump back a couple times and Palm Shoot
it.
Drop down and go through the tunnel, ignore the 3 Weibbirkes as you
jump up the ramps on the other side. Get to the top where the two guns
are then unleash a Swan Pro/group killing energy drive then finish off
the guns and any remaining Weibbirkes with Palm Shots. If you go back
to the ramps, on the left is a cannister with a Health Refill. Shoot it
then drop down and collect the refill(if you need it), then jump back up
and head to the exit.
------
ROOM 6
------
Grab the two refills then enter the arena. The doors close behind
you, and you have to kill every enemy in here. This part is written
mainly for the Intera Fusion, if you're using something different
just use your group killing energy drives alot and dodge like crazy
but the overall strategy is the same. There's only 1 Energy Refill
and about 3 or so Health Refills in here, don't grab them when you
don't need them. The energy refill is to the right of where you
start.
Immediately move to the right and use a Swan Pro/group e.d. on
the set of three enemies there(Gardenie, two Pilz). Finish them off
with palm shots while sidestepping occasionally to avoid other shots
and then move to where they were and face to the left. Use Tengu and
focus on the Gardenie to the left and take it down quickly, then when
the e.d. runs out, dodge and Palm Shoot the Pilz until they're down.
Grab the Energy Refill then take out a lone Pilz that's probably
appeared closeby.
Run to the middle of the area by the back wall and grab the health
refills, then Palm Shoot the Gardenie close by, dodging ALOT, until
it's down. Be sure to keep checking if any Pilz are on your tail
as they like to get behind you and sneak up. Once this Gardenie is
down there should only be a couple Pilz left. Finish them off and
the mission is over.
================
BETWEEM MISSIONS
================
Fully power up whatever Intera suit you're using, or buy whichever
of the Guardian/Fusion you don't have. I usually don't get the Blazer
but you want to take the time and fill all 3 Interas up, go right ahead.
I use the Fusion again for the next mission, and try to have the
Guardian completely powered up for Mission 6.
=========
MISSION 5
=========
ROOMS: 10
SUIT: Intera Fusion
------
ROOM 1
------
Back to the usual starting room. Just go to door.
------
ROOM 2
------
Move ahead and Palm Shot the first Ranke, then continue around the
slight curve and quickly shoot three more. If you're quick enough you
can run up the curving slope and keep the Combo going as you kill the
next set of three. Kill them either way then continue and kill a lone
Ranke, then another by the exit door.
------
ROOM 3
------
Kill the first Weibbirke, then run and jump up to the next platform
and quickly Palm Shoot the next. Run ahead and jump up again then 2
Weibbirkes will appear on the next platform, 1 in front and 1 behind.
Run past the one in front of you, then quickly turn and unleash a Swan
Pro to kill both, then run to the high platform and jump up on it.
Palm shoot the set of 4 Rankes while sidestepping when necessary,
then quickly move ahead and take out the next set of 3 Rankes as soon
as you Lock On to one of them. Turn right at the end of the hallway and
go through the door.
------
ROOM 4
------
Use Tengu, then quickly kill the first Weibbirke, then move up and
drop into the small pit and take out the second. Then keep moving ahead
and take out two more that appear with a Swan Pro if you have the
energy, if not just jump back as you Palm Shoot them, though you'll lose
the combo this way. When those two are dead, move up and another
Weibbirke appears, Palm Shot it then run to the exit.
------
ROOM 5
------
Use your last bit of Energy for a Tengu, then quickly kill the
Walnusse and run ahead to the two small guns on the barrier and shoot
them. It's possible, but hard, to keep the Combo going by killing the
next Walnusse. Jump past the barrier then run ahead to where the
Walnusse is and shoot it, then run ahead and shoot two more guns on the
next barrier. Jump over it and move to the exit.
------
ROOM 6
------
Shoot the 4 Rankes that appear, then move up to where you can see
the Missle Turrets but with enough distance to see a missle coming at
you. Shoot them down, sidestepping JUST as a missle is about to hit
you, then jump over the barrier and Palm Shoot the three Rankes that
come from the left, double sidestepping as necessary to avoid their
shots. Go in the door straight ahead, not to the left.
------
ROOM 7
------
Shoot the two cannisters on your way to the Shop Orb, then go in
and power up the Intera Guardian with the points you've earned. Buy
a Continue +3 if you can spare it as well. No such thing as too many
continues :)
WHen you're done in the shop, go back to ROOM 6 and go in the door
on your (now) right.
-------
ROOM 8
-------
Move to the far end of the room and Palm Shot the Gardenie that
appears near the end. Just keep sidestepping his gun and firing away.
If you have any energy feel free to use an energy drive here. Once it's
dead, two Rankes appear. Take care of them then move into the small
area where the Gardenie was.
Jump up the ledges on the back wall and then turn 180' and use the
side ledges to get up to the 2nd floor of the room. There's another
Gardenie waiting up here, use Palm Shots in between it's blasts to
kill it. Use the walls for cover when it starts firing. When it's
down, move ahead(avoid the holes in the middle of the floor) and
kill the two Rankes that appear. Then go the door at the end of
the room
------
ROOM 9
------
You're in a room with alot of large boxes. Shoot the Ranke close
by, then dodge any missles coming at you from the numerous turrets.
Shoot the first two that are directly opposite the door, then go
to the right and shoot another that's just above you. Go to the
open area to the left of the turret you just blew up and three
Rankes appear. Palm shoot them all then jump on the lowest set of
boxes at the opposite end of this small open area.
Jump up onto the dark tops of the boxes and go right along the
top of the boxes until you get to the even higher boxes. Down to
the right, on the floor, is a cannister. Shoot it and drop down and
grab the Continue. Then turn around and move back the way you came
and you'll see another low set of boxes, jump on them and back up
onto the dark tops. Right in front of you, on the floor will be a
couple more Rankes. Shoot them from up here then drop down to where
they were.
Jump onto the low boxes directly in front of you and get back on the
dark tops. Look to your right and shoot the missle turret near the door,
then shoot the Walnusse on the floor by the door. This will release
the barrier on the door, so drop down and shoot the cannisters with
the refills, grab them, and exit.
-------
ROOM 10
-------
Use Swan Pro on the three missle turrets across from you, finish them
off if needed while sidestepping their missles then run to where they
were and jump up. Turn to the right and jump up on the platform there,
then turn and look back to the center of the room.
Jump to the center circle and stand between the two shields. Take out
the two guns across from you, then get near the left shield and look
left to see one of the pair of turrets there. Take this one out, then
turn 180' and get near the opposite shield and take out the one turret
you can see from here. Now move close to one of the lone turrets so it
can't hit you, then turn and look over to the opposite turret. Shoot
the opposite one down, then run to it's wall and look back and take
out the only turret left from afar. When you stand by the walls the
turrets are on they can't hit you.
Now jump up onto one of the platforms that the turrets were on
then jump to the higher outer wall, turn back around and face the
center of the room. Jump onto the next center circle and immediately
start shooting the turret across from you, and the cannon above it,
in the little hole in the wall. You should stand with an open space in
front of you, if you're near one of the rails with a turret on it you
can't hit anything across from you. So stand at the open slot, shoot the
turret and cannon above(dodge the missle), then get near the post to one
side of the open slot and face it. Sidestep out between blasts of the
closeby turret and shoot it, then sidestep back to cover when it
fires. Repeat this until it's down then do the same thing on the
other side. Then run past the rails were the turret was, around to
the next open slot and shoot the turret in the hole in the wall there.
Keep doing this at all the open spots until all the turrets are down
then move the camera so you can see the core of the machine above you
in the center of the room. Just unleash a Swan Pro at it to kill it
in one shot and the mission is over. (If you're out of energy just
keep Palm Shooting it until it dies, but that takes awhile!)
================
BETWEEN MISSIONS
================
Get the Intera Guardian fully powered up and ready to go, and
start saving some points for the Ultra suits that will be unlocked
after beating Mission 6!
=========
MISSION 6
=========
ROOMS: 12
SUIT: Intera Guardian
------
ROOM 1
------
Go in the door...This mission is MADE for the Intera Guardian, and
your thumb probably could use a rest right about now. SO whenever I
say shoot in this mission, just hold down A and you'll shoot like
crazy. Just don't get distracted watching Vanessa's...err, hips.
------
ROOM 2
------
Shoot the first 4 Eichels, then move ahead and Thunderbird the
Pilz to keep the combo going. Move up and shoot 3 more Eichels
then Thunderbird the Pilz by the exit for nice combo. Go out the
rather large exit door.
------
ROOM 3
------
Thunderbird the first Seerose then move up and do the same to
the second. Shoot the two Pilz-P that appear in the small section
of the room, then run and jump over the small gap(we'll get the refill
we left behind AFTER the combo is done). Thunderbird the first two
Pilz-P in this big section, then finish off the next two that
appear when you close to the exit with Auto Palm Shots. What a nice
big combo :) Now you can go back and grab that Energy Refill we
left behind. It's now on your left in the first section of the room.
Get it then come back to the exit and go out.
------
ROOM 4
------
Move ahead and shoot the two cannisters for some health and a continue
then exit the room via the large door on the other side of the bridge.
------
ROOM 5
------
Thunderbird the two Walnusse in the lower area, then drop down and
grab the energy refill, then shoot the Pilz-P up ontop of the stairs at
the opposite end of the room. Go up the stairs and grab the refills on
either side of the room. Then drop back down and go to the opening in
the wall on your (now) left.
Wait for the top laser to be heading away from you and the bottom
two to be coming at you, then jump over the bottom two and roll
under the top one, then go out the door at the end of the hallway.
------
ROOM 6
------
Shoot the Pilz-P in front of you, then keep shooting when you
Lock On to the missle turret on the post behind it. Shoot the two
missle turrets there, then look slightly to the right and you'll
lock on to a turret far away from you. Shoot it(you'll be making a
few sidesteps this whole time of course) to keep the combo going
then move to the post and turn right. Shoot the Pilz-P and one more
missle turret to the left of it, then go around the post and shoot the
cannister for a full health refill. Now go back to where the Pilz-P was
and head for the exit door at the end of the room.
------
ROOM 7
------
Palm Shot the Walnusse, then go in the door across from you. Read
ROOM 8 then read the next paragraph for Room 7
**AFTER ROOM 8**
Go through the opening on the right and Thunderbird the two Pilz-P
that appear. Shoot the cannister and get the energy refill then move
close to the next opening and Thunderbird the next two Pilz-P that
appear. Go into this next area of the room and go in the door on the
LEFT.
------
ROOM 8
------
Run out the shop orb and shoot the cannisters for refills, then buy a
Continue +3 if you need it.(you should be at least about 10 continues
at all times). Then go back to ROOM 7
------
ROOM 9
------
Just stand there and shoot all 3 Rankes and the cannister, then
go in and get the Energy Refill. Go back out to Room 7 and run across
the other door(the one that was on the right when you first came into
this part of the room).
-------
ROOM 10
-------
Shoot the first two Rankes that appear, then the next two as you
move up. Then Thunderbird the two Pilz-P in the narrow passageway, then
quickly turn around and shoot the lone Ranke that appears behind you.
Go into the narrow passageway and two more Pilz-P appear in the wide
area just past it. Thunderbird them then move into the wide area,
when you get close to the exit two Walnusse appear. Thunderbird them and
finish off the survivor with Palm Shots then go to the exit. If you need
it, go back and get the energy refill in the first section of this large
room, but you'll be getting a refill before the boss fight anyway, so I
just leave it.
-------
ROOM 11
-------
Run to the post and go right, shoot the three cannisters by the door
to get everything refilled, then go in the door.
-------
ROOM 12
-------
This fight against Orchidee seems tough at first, but it's really a
breeze. First thing, move to the outer edge of the room beyond the white
tracks. Then stand in place and just hold down A and keep shooting the
train until you hear it shooting at you. When it does, stop firing and
run along the outer edges of the room for a few seconds until all the
little white discs have gone by. I usually just count to five as I'm
running. Then just turn back to the center of the room and start
shooting Orchidee again. Repeat this until it's dead.
You'll have to follow Orchidee with your shots, so just turn left or
right to keep it Locked On, then let go of A when you hear it's shots
going out. Always stay off the tracks, and don't get too close to them
even on the outside of the room. One hit from the train will kill you.
The Automatic shots help so much in this fight, you can just stand
there and whittle away at Orchidee's energy. If you're feeling daring,
you can pull off a Griffin Pro when you see the train is getting close
to you, but I usually just stick to the automatic palm shots.
If you stay at the outer edge of the room and only stop your shooting
to run away from Orchidee's shots, you'll beat it in no time and that's
the end of Mission 6!
================
BETWEEN MISSIONS
================
Another set of Suits is avaiable in the shop now. The Ultra line.
You can use the Intera Guardian for Mission 7, but after that you want
to have a fully powered up Ultra Guardian. Run some Trial Missions
in the Intera Guardian to get enough points to purchase and start
powering up the Ultra Guardian, then continue to Mission 7.
=========
MISSION 7
=========
Suit: Intera Guardian/Ultra Guardian
Rooms: 13
------
ROOM 1
------
Just run to the door.
------
ROOM 2
------
Jump over the first vertical set of lasers when the top one goes
away, then run through the next 2 moving lasers when they've
disappeared, and then jump over the last set of vertical lasers
and go to the door.
------
ROOM 3
------
Run up to the doorway in the curve, then start shooting at the
Pilz until the Kirsche comes over it and protects it. Duck back to
the doorway for cover, then target the Kirsche and Auto shoot it
until it dies, then quickly take out the Pilz to get more combo
time. Then start shooting the second Pilz, ducking back for cover
as needed. 2 more Pilz appear at the next doorway, pick one and
keep shooting it until it's dead, ducking fire when needed, then
focus on the other one and hammer away until it's down. Run around
the curve and quickly shoot the last Pilz by the door then exit.
------
ROOM 4
------
Go left and do as much damage to the Pilz as you can before the
Kirchse appears over it, then Lock On to the Kirsche and take it
out then finish off the Pilz. Turn around and head back the other
way, past the entrance which is on your right now, and follow the
main path of the room to the left, then make the first right and
quickly shoot the Pilz around the corner to keep the combo going.
Stay near the wall and as soon as the Pilz is down, turn around
and get back on the main path and go right. At the next opening
to the left, shoot the Pilz until the Kirsche appears above it
then switch to the Kirsche and take it out and then finish off
the Pilz, ducking it's fire as needed.
Turn back to the main path and go into the next opening to the right,
shoot the Pilz here then get back on the main path and follow it to the
left, usually the combo runs out before you can get to the last Pilz...
Run down the path until the next split, if you go straight you have
to jump over a vertical set of lasers and there's a Continue in
a cannister, then turn around and go back. Take the path with
the horizontal set of lasers, jump over them, and shoot the Pilz
around the bend to the right. Now you can go back and get all the
refills you passed up along the way if you need them. Then make
your way back to the exit and go on.
------
ROOM 5
------
Run to the wide circle where the two Seerose are, use Thunderbird/
TB Pro to take out one then finish off the other with Auto shots.
Move close to the next barrier and two Pilz appear in the narrow hall,
use Autoshots on one of them until the Kirsche appears over it then
switch to the Kirsche, kill it, then finish off the Pilz. Do this for
the second one, killing the Kirsche first. Move up a little and two
more Pilz appear, just Auto shoot them from afar using the wall as
cover from their shots. When they're both down, go to the exit.
------
ROOM 6
------
Shoot the Pilz-M in the middle of the room until the Kirsche appears,
Lock On to the Kirsche and take it out, dodge the Pilz-M missles as
needed, then finish off the Pilz-M. Run ahead and another Pilz-M
appears, shoot it until the Kirsche is protecting it, then switch to
the Kirsche and kill it, then finish off the Pilz-M. Again, sidestep
the M's missles when they get close. Go to the exit.
------
ROOM 7
------
Take out the Pilz to your immediate right, then shoot the one far
away on the left side. When both are down, and you've dodged their
missles, run to the lowest platform across the room from you. Jump
up, then jump up again to the left and run around the curve, when
you get halfway stop and take out the Pilz-M ahead of you, then
look to the left slightly and take out the one that's far away but
you can still see. Then move to the end of this curved platform
to where you can jump up to the next one, but don't jump up yet.
Stay where you can see the next two Pilz-M up on the highest
platform and shoot them from here. Then jump up to the left and
look to the back of the room and take out the Pilz-M here as well.
Now grab any refills they left behind, then drop down to the
ground floor and go out the door opposite of the one you came in.
It's the one with the raised platform to it's right, not real
close to the left of it.
------
ROOM 8
------
Run down the narrow hall and shoot the cannister at the turn for an
Energy Refill, then turn to the right and shoot the next one for some
health. Power up the Ultra Guardian in the Shop Orb if you need to,
then go left from the orb to the exit door, shoot the last cannister
here for another Health Refill.
------
ROOM 9
------
Auto shoot the four Eichel that come at you, then move ahead and
Thunderbird Pro the two Pilz-P before the Kirsche can guard them.
Shoot the Kirsche then move ahead and Thunderbird Pro the next two
Pilz-P, you might get lucky and get one of the last two as well.
Regardless, shoot the Kirsche then quickly start on the last two
Pilz-P then switch to the Kirsche when they appear and guard them,
then finish off the Pilz-P. Grab the refills around the room then
exit.
-------
ROOM 10
-------
Jump over the first laser, run under the seconf when it's moving
up, then run under the next 3 when they're moving up and towards
you, then jump over the next one when it's stationary, then jump over
the last set of 2 when they're together. Shoot the cannister for a
refill then exit.
-------
ROOM 11
-------
Get near the pillar, grab the refills if needed, then take out the
Kirsche guarding the Pilz-P to the left. Move out from the pillar
and use a Thunderbird Pro on the two Pilz-P and Seerose, finish off
the Seerose with Autoshots, dodging it's cannon if it charges it up.
Run ahead between the pillars and grab the refill, then use another
Thunderbird Pro on the next set of Seerose+two Pilz-P that appear.
Then finish off the Kirsche if it's still there, grab the refills
and exit.
-------
ROOM 12
-------
Run down the long hall, shoot the 3 cannisters at the end to get
refills then go in the door for a boss fight.
-------
ROOM 13
-------
Use a Thunderbird Pro right away on the three huge cannons, then
run to the side to avoid their blasts, then finish them off while
they're recharging. Run ahead to where they were and you'll see
the core of the room, it's still shielded.
Run past the core and jump up on the higher ledge on the back wall
then take one of the ramps on the side. Jump across the gap to the
next ledge and run to the middle of the room. Take out the two
Pilz-M directly above the Core, then run back along the ledge to
where you can jump across to where they were and nab the refills
and Continue. Then just drop down and target the Core and kill it.
End of Mission 7!
================
BETWEEN MISSIONS
================
Run some more Trial Missions to get your Ultra Guardian fully
powered up if it isn't already. You CAN use the Intera in Mission 8 but
it makes things alot more difficult. Take the time to run some Trial
Missions so you'll enough points to get the Ultra Guardian fully
powered halfway through or after the Mission.
=========
MISSION 8
=========
Suit: Intera/Ultra Guardian
Rooms: 5
------
ROOM 1
------
Just like the first Mission, run ahead and to the left where the
sections of walls are. WHen the spotlights hit you turn and start
shooting at the guns. There's 3 near each spotlight, shoot a little then
double sidestep, then shoot, sidestep, shoot, etc until all three on
one side are down, then do the same for the other side.
Grab the refill and run ahead, a Seerose appears so Autoshoot it while
dodging it's fire then run ahead to the big building slightly to the
right. Get the Continue to the left of the building if you need it, but
you'll have to shoot a few guns on top of the building. Go under the
building and another Seerose appears, just sidestep around it's fire
and Autoshoot it, then go in the door.
------
ROOM 2
------
Just run ahead to the door, this is the normal "starting" room.
------
ROOM 3
------
Run around the curve staying close to the left wall, when you reach
the doorway, stay covered as the Pilz shoot, then sidestep out and
Autoshoot them until the Kirsche come and cover them. Shoot the two
Kirsche first, then focus on the Pilz. Run ahead until 2 Birne and
2 more Pilz appear at the next doorway. Shoot the Birne first by
getting on the right side of the hall, then shoot the Pilz as they
charge at you. They usually charge one after the other, so focus on
the one charging and shoot it until it's dead, duck if needed when
it sprays fire, then shoot the next one as it charges. Move around
the curve and shoot the last Pilz while using the right wall as
cover, then exit.
------
ROOM 4
------
Run to the other end of the room and shoot the three cannisters to
get refills, then exit and get ready for the fight with Lowenzahne.
------
ROOM 5
------
Shoot Lowenzahne as it approaches from the right, when it stops in
front of you immediately use a Pegasus Pro to take out it's top two
guns, then autofire at the other two on it's legs (don't shoot the
middle of Lowenzahne yet) until it puts up the energy barrier and
starts spinning. When it starts spinning, run towards the outer wall
to dodge, then turn and shoot at Lowenzahne as it goes around the
room. Keep shooting it until it comes back around the right side,
sidestep it's gun fire and keep shooting the last gun on it's
leg. Sometimes Lowenzahne will spin at you from across the room,
when it starts spinning on the other side, keep shooting it but
run to the side when it starts coming at you.
When all it's guns are gone and it's down to 1/2 energy, Lowenzahne
transforms to it's second form. Shoot it as it comes at you from the
right, then keep shooting when it stops. It's first attack is a couple
quick beams, keep shooting and double sidestep when it starts charging
this attack up. Keep shooting as it fires these and you'll take out
the guns that shoot the beams. Now it starts using the big stuff.
A large beams comes out of each side, starting wide then moving closer
to the middle, and it also fires huge energy blasts between the beams.
As soon as it starts doing this attack, use another Pegasus Pro to
hurt it, then jump over one of the side beams and finish it off with
Autoshots. It may start charging at you when it's close to death, but
stand your ground and keep firing and it'll go down.
================
BETWEEN MISSIONS
================
Not much to do now that your Ultra Guardian is fully powered up. If
you want to start messing around with another Ultra Suit then go ahead
but keep using the Guardian for real missions.
=========
MISSION 9
=========
Suit: Ultra Guardian
Rooms: 15
------
ROOM 1
------
Run to the door...
------
ROOM 2
------
Move up and Autoshoot the first two Pilz-P while dodging their pulse
bombs. Run to the next set of Pilz-P and take out the Kirsche first,
then use a Thunderbird Pro to hurt them, finish them off with Auto
shots and move ahead to the last set of Pilz-P with the two Birne
near the exit. Use another Thunderbird Pro to hurt them and take
out the Birne, then finish off the survivors with Autoshots. Grab
the refill and exit
------
ROOM 3
------
Autoshoot the first two Pilz-M in this room, sidestepping their
missles, then move up and Thunderbird Pro the next two in the small
pathway, then Thunderbird Pro the next two near the exit and go out.
------
ROOM 4
------
Shoot the cannisters and collect all the refills, run away from all
the Weibbirke towards the exit, then around and run back to the narrow
part of the bridge. Turn around again and quickly use a Thunderbird Pro
to kill 2 of the Weibbirke and hurt the other two. Finish off the last
two and two more appear near the exit. Autoshoot them as they come at
you, then jump back when they start to attack and continue to shoot
them until they're dead. Exit.
------
ROOM 5
------
Autoshoot the big cannon on the left first, move so the center pillar
will cover you from the blast from the right one. Dodge the Pilz-M's
missles from below, then move to the right and autoshoot the right
cannon as it's recharging. When it's gone quickly take out the Pilz-M
below then drop down and run to the steps on the other side of the
room. Shoot the Pilz-P on the lower step, sidestepping it's pulse
bombs as needed, then jump up onto the first step. Hit the C stick up
to see the Pilz-M and Pilz-P that have appeared on the top step. Use
a Thunderbird Pro to hurt them, then sidestep any missles/pulses
coming at you and finish them off with autoshots. Grab all the refills.
If you need more health, jump back down and go into the little door
on the (now) left side of the room, there's a big health refill down
at the end of the hall. Get it then come back to the top of the steps
and go through the door up here.
------
ROOM 6
------
Use the side walls as cover and Autoshoot the first Pilz, then move
up and shoot the Birne that appears and then the next Pilz. Move up
again and shoot the next Birne and one more Pilz by the exit.
------
ROOM 7
------
This room has multiple exits. This time we need to get to the
furthest one. Go right and follow the narrow path as it curves to
the left. Shoot the first Weibbirke and you'll notice the path
splits and there's a door to the right. If you go in this door(Room 15)
now there's nothing but a couple of refills, so get them if you need.
Otherwise take the left path and it will snake around a few times to a
more open area with another door. Kill two more Weibbirke by the door,
stay in the narrow section and make them come to you so they can't
zigzag, then go in.
------
ROOM 8
------
Get sorta close to the first Pilz-M and Autoshoot it to death, then
move up and take out the Kirsche over the second one then dodge and
kill the Pilz-M. Grab the refill and go around the corner, use a
Pegasus Pro to take out the Gardenie then run into the wide open
part of the room. Go right and stay near the berm in the middle of
the room and take out the Pilz-M by the right wall with autoshots,
then move ahead and shoot at the next Pilz-M in the center of the
back wall. Shoot the Kirsche that guards it, then finish off the
Pilz-M and make the u-turn around the berm, staying close to it.
Autoshoot the last Pilz-M here then run back to the other end of
the room. Go in the door in the center of the wall, the wall near
the narrow pathway you entered this room in.
------
ROOM 9
------
This is just like Room 7, but enter a different way. Go right and
get the health refill, then go back past the entrance and make a
u-turn into the narrow snaky path. Shoot the cannisters to get all
the refills in the little open area(where the exit was in room 7),
then turn around and go back through the snakey path. When you come
out, run straight ahead and then go right. Follow this path all the
way to the end where the Shop Orb is and get another refill. Buy
some Continues in the Shop Orb if you need(I had around 40+ by now)
then go all the way back to the door you came in.
Remember the layout of this type of room, it pops up ALOT in Trial
Missions after this. Go back through Room 8 and this time go in the
door on the left side at the other end of the room.
-------
ROOM 10
-------
Move up a little and shoot the first missle turret, sidestep it's
missles, then run ahead and shoot the cannister then start firing at
the next missle turret. WHen it's down run on and shoot the next turret
and then take out the 3rd missle turret. Exit.
-------
ROOM 11
-------
Turn left and run to the end of the room. Shoot the two cannisters
and get the refills then get ready to fight Orchidee 2.
-------
ROOM 12
-------
Fight Orchidee the same way you did back in Mission 6. Stay on the
outer part of the room and just stand and autofire as it makes it's
way around the room. When it fires it's white disc things, turn and
run for a couple seconds, then turn back towards the center of the
room and continue firing. It takes a little bit longer to kill
Orchidee this time around, but it still goes down just the same.
Once it's dead, go to the glowing spot in the center of the room
and hit A.
-------
ROOM 13
-------
Now you fight Orchidee 2. Use Pegasus Pro as soon as you start
fighting, then use it again after it jumps to the other side of the
room. Keep shooting it and it'll jump again. When it releases it's
white discs, 3 at a time, just run back and forth across the round
area you're in(you can't go outside the energy field. Keep shooting
until it charges up it's beam attack. Once the beams start firing
move to one of the vertical barriers near Orchidee 2 and peek out
and fire at it from there. Sidestep back behind the barrier when
the beams get close. Wait for it to stop firing the beams then
step out and shoot it until it jumps to the other side.
Now, grab the health and energy refills while it's doing an attack
other than the huge beam one. Use 2 more Pegasus Pros on it kill it
or get it really close to death, then just use the barriers as cover
and finish it off with autoshots.
When Orchidee 2 is dead, go to the door on the outer wall and grab
the full refills, then exit.
-------
ROOM 14
-------
Run and jump up close to the tank to trigger a cutscene and some
conversation with the Client.
Once the conversation is over you'll have five minutes to get out
out of this Mission. Turn around and go out the door back to Room 13
In Room 13 go back up the glowing elevator thing in the center to
Room 12.
In Room 12, run to the door in front of you, it's the only one, to
Room 11.
In Room 11 run down the hall and turn right, go in the door to room
10.
In Room 10 shoot all 3 missle turrets again, dodging their missles,
and go out the door to Room 9.
In Room 9, use ThunderBird Pro on the two Pilz-Ms to the right, then
finish them off. Jump over the middle berm and take out the Pilz-M on
the other side then go in the narrow hallway on the left. Follow the
hall as it turns left then take out the Kirsche and Pilz-M and move
ahead. Shoot the Gardenie until it's at about 3/4 health then finish
it off with a Pegasus Pro and go through the door to Room 8.
In Room 8, take out the first Weibbirke then go through the snakey
path, take out another Weibbirke at the end of it. The door you need
to go through is to the left but it's still blocked off. From the
snakey path, run straight ahead and to the right, like you're going to
go out the door you entered this room from the first time you were here.
When you get to the door though, turn back around and head back to the
locked door, this will make the last two Weibbirkes appear. Go back into
the snakey path and take out the last two Weibbirkes then go to the now
open door and go through.
-------
ROOM 15
-------
Just the exit orb here, with a couple refills if you didn't grab them
earlier. Go into the orb and hit A to end Mission 9!
================
BETWEEN MISSIONS
================
Once again, not much to do here. Buy some Continues and any other
suits if you've got the points.
==========
MISSION 10
==========
Suit: Ultra Guardian
Rooms: 15
------
ROOM 1
------
Big suprise! Run to the door! AMAZING!
------
ROOM 2
------
Move ahead and blast the first two Pilz-M with Autoshots, use the
doorway for cover from the missles. Try to get both of them down to
low health by switching your Lock On, then kill them both quickly and
run down the hallway and stay near the right wall at the turn. Auto
shoot the next two Pilz-M by sidestepping out into view, then
back to cover when they fire missles. Once they're down go to the
exit.
------
ROOM 3
------
Move up to the edge of the downslope and use a Thunderbird Pro to
take out the three Ranke and severly damage the Walnusse. Finish off
the Walnusse with autofire then jump up onto the small platform with
the refill on it, grab it then look down with the C Stick and quickly
do another Thunderbird Pro to take out 5 or so more Ranke, drop down
and autofire at any survivors.
Jump onto the bridge-like structure in the middle of the room and
autofire at the lone Walnusse on the other side while dodging it's
return fire. When it's down go back and collect all the refills and
Continue in the room, watch our for the lasers under the bridge,
then go to the exit.
------
ROOM 4
------
Autofire at the Seerose while using the small parts of the wall
that jut out as cover from it's fire then follow the curve to the
right and autofire at the Weibbirke, jumping back when it starts
shooting it's beams. Run down the hall and start shooting at the
next Weibbirke from afar, blast it as it comes at you then go to
the exit.
------
ROOM 5
------
Autofire at the closest Walnusse, then jump up to where it was and
get the energy refill. Jump the small gap to the other side and use
Thunderbird Pro on the Walnusse there. Then turn to the two Pilz-M
below and use it again. Now drop down and turn around to face under
the platforms you were just on. Take them out one at a time with
autofire then turn back and continue into the room. Two Walnusse
appear just ahead. Use another Thunderbird Pro to kill one and hurt
the other, then finish off the survivor, then go grab the refills
under the platforms behind you. If you still have enough energy,
you can just continue on and try to combo every enemy in the room
for some big points(but seeing how points don't really matter
anymore, I just play it safe) Take out the two Pilz-M with autofire
or one last Thunderbird Pro, then get the refills if you haven't.
Go to the now unlocked exit.
------
ROOM 6
------
Move down the hall and Autofire the first two Ranke, then move down
some more and autofire the next two. Go around the bend and autofire
at the two Pilz-P, sidestepping back to cover when they throw their
bombs. If you still have some energy just use another Thunderbird
Pro, if not just keep plugging away with autofire until they're both
down. Usually they leave an energy refill when they're both dead so
you'll get a little for the next room.
------
ROOM 7
------
Run to the pedestal with the energy refill and get it, then drop
down and fire off a THunderbird Pro, finish off the Walnusse near
you then do another Firebird Pro to take out the wave of Pilz-M
on the other side of the bridge, about 4 or so. Finish off the
survivors with autofire then collect all the refills under the
bridge(when the lasers aren't there!) and head to the exit.
------
ROOM 8
------
Autofire at the first Walnusse as it backs away from you, don't
kill it until it gets close to the second one further down the hall.
Run after the first Walnusse and fire at it till it goes down,
dodging fire from both the whole while, then keep shooting at the
second until it, too, blows up. Quickly run around the corner and
use A Thunderbird Pro on the two Pilz near the exit to finish the
combo. Exit.
------
ROOM 9
------
You can go down either path in this room, but I like shooting stuff
rather than avoiding lasers, so I suggest going to the right. Grab the
energy refill and turn to the left. Shoot the Gardenie until it's about
3/4 health then use a Pegasus Pro on it. Grab the continue it drops
then go to the left of the exit, jump over the three lasers as they
come at you and get the energy and health refills. Then turn around,
jump over them again, and go to the exit.
-------
ROOM 10
-------
Autofire at the first two Ranke when they appear, then move ahead
and auto shoot the next one, then move to the exit and auto shoot the
last two Ranke that appear. Exit.
-------
ROOM 11
-------
Shoot the first cannister for an energy refill, then buy some
Continues in the Shop Orb, then go the end of the room and grab the
health refill and exit.
-------
ROOM 12
-------
Try to damage the Walnusse as much as possible before it gets away,
then run after it and a Ranke appears. Shoot the Ranke then quickly
go and finish off the Walnusse. Move ahead and shoot another Ranke
that appears, grab the health refill, then exit.
-------
ROOM 13
-------
Once again, I suggest going right in this split path room. This time
a Gardenie appears before the left turn, so shoot it until it's 3/4 or
so health then Pegasus Pro it. Turn the corner and grab the refills
then back away from the next Gardenie and do the same thing. Since the
next room refills you most of the way, you don't really need the
refills to the left of the exit, but if you want them just jump over
the lasers and grab 'em then turn around and come back to the exit.
-------
ROOM 14
-------
Just run to the end of the room, shoot the cannisters and get the refills
then go in the door for a boss fight.
-------
ROOM 15
-------
Just like Mission 2's last room, but this time the Core shoots at you
as well. This is pretty easy. Just wait for the energy field to drop
the first time and use Pegasus Pro on one of the cannons and the Core,
then dodge their fire. Finish off the damaged cannon, then use another
Pegasus Pro on the other cannon and the Core when the energy field
disappates again, then finish off the cannon and finally the Core.
==========
MISSION 11
==========
Suit: Ultra Guardian
Rooms: 18
------
ROOM 1
------
One last time, go to the door...
------
ROOM 2
------
Autofire at the first Pilz that appears in the narrow passage of the
room, duck under it's spray of fire, then finish it off and continue
into the room. Do the same thing for the next Pilz, then one more time
on the Pilz-P at the end of the room, you'll need to dodge a little
more for the Pilz-P but it still goes down pretty quickly.
------
ROOM 3
------
Use Auto shots to take out the first four turrets, then throw a
Thunderbird Pro down the hall as you advance and continue autofiring
at the surviving turrets. Easy enough. Go to the exit at the end of
the hall and get the refill, then exit.
------
ROOM 4
------
This time use a Thunderbird Pro right at the beginning to take out
the 4 closest turrets. Then jump over the barrier and use another,
follow it down the hall and shoot any remaining turrets. Get the
refill near the door and exit.
------
ROOM 5
------
Shoot the Walnusse until the Kirsche appears over it, then focus
on that and kill it, then quickly shoot the Walnusse to finish it off
(it's easier if you get close) then run down the hall and another
Walnusse appears with a Birne. Keep shooting at the Walnusse until
the Birne gets close then switch to that and kill it, then go back
to the Walnusse and finish it off. Exit.
------
ROOM 6
------
Use a Thunderbird Pro right at the entrance to damage both of the
Seerose up ahead and hurt one of the cannons behind the posts. Move up
and finish off the Seerose, then wait for the cannons to stop firing
and finish off the damaged one, then turn and shoot the other cannon.
Use the post for cover if it shoots again, then quickly kill it to
finish the combo and unlock the exit. Go to it.
------
ROOM 7
------
Run along the curve, grab the Continue to the left just after the
first doorway, then go near the Shop Orb and shoot the cannisters
for some refills. Buy some Continues then go to the exit.
------
ROOM 8
------
Autofire at the Walnusse when you can see it until the Kirsche appears
above, then move up closer and take out the Kirsche then quickly finish
off the Walnusse and move to the right of the post. Face to the right
as the Pilz appears in the little alcove and autofire at until it's
dead, ducking it's fire. Then turn 90' to the left and move to the
alcove here. Shoot the Pilz until the Kirsche is guarding it, then
kill the Kirsche and finish off the Pilz.
Go left again and this time it's an opening into a narrow pathway.
Turn right and take out the Pilz here, then quickly turn 180' and go
the other way and run around the outside of the room, killing another
Pilz, and then another Pilz with a Kirsche in the usual manner. Once
they're all dead the exit will unlock up ahead to the right. Go past
it and shoot the cannister and get the energy refill, then go back
and into the door.
------
ROOM 9
------
Blast the Weibbirke from afar, then run ahead and another one will
appear, and two more will eventually come from around the bend.
Keep autofiring at the first Weibbirke, jumping back when needed, then
just do the same for the next two that come around the bend. Try not
to get too far back so you'll have time to go around the turn and take
out the last Weibbirke that appears right in front of the exit and
keep the combo going.
-------
ROOM 10
-------
Fire a Thunderbird Pro at the two cannons and it'll take them both
down to about half health. Wait for them to finish firing and then
drop down into the little pit in the middle of the room and finish
them off with Autofire. Move ahead and use another Thunderbird Pro
on the Gardenie and 2 Pilz-P that appear near the exit. Finish off
the Pilz-P with autofire as you dodge everybodies shots by double
sidestepping like crazy, then get the Gardenie below half health
and use one more ThunderBird Pro on it to finish it off. Run to the
exit and grab the full health and energy refills then exit.
-------
ROOM 11
-------
Auto shoot the Walnusse until the Birne gets close and the Kirsche
starts guarding it. Shoot the Birne near you, then the Kirsche, then
quickly finish off the Walnusse. This works best from one side of the
room so your shots don't get blocked by the barrier in the middle.
Once the Walnusse is down, run ahead and shoot another Birne then
use Thunderbird Pro on the Seerose that appears. Again do this from
the side of the barrier in the middle. Finish off the Seerose with
Auto shots if it survives then move ahead. Another Seerose and two
more Birne appear. Shoot the Seerose a little then unleash another
Thunderbird Pro to finish off all 3. Go to the exit.
-------
ROOM 12
-------
Stay near the entrance and auto shoot the first Weibbirke from
afar. Wait for the cannons on the sides of the room to stop firing
then move up so the next Weibbirke appears and use your last bit
of energy to Thunderbird one of the cannons, which will hit the
new Weibbirke and the other cannon as well. Finish off one of the
cannons, then the Weibbirke, then dodge the other cannons fire and
finish it off when it stops. Move to the exit.
-------
ROOM 13
-------
Roll under the first two lasers, then jump over the vertical set.
Run under the next moving laser, then jump over the next vertical set.
Jump over the next set of two moving lasers, then another vertical
set, and finally shoot the cannisters, get the refills, and exit.
-------
ROOM 14
-------
Stay near the entrance and fire at the left cannon up ahead until
it's below half health and about to fire. Use the little energy you
just picked up to fire a Thunderbird Pro at it, then dodge to the
right to avoid the other cannon's beam. When it stops firing, finish
off the right cannon. Move into the room and make a beeline for the
energy refill up on the left side near the top. Run up and grab it
then run back to the bottom of the room and start firing a couple
Thunderbird Pros to take out all the Pilz-M that have appeared.
One should take out the first 4 or so. Then move ahead and fire
another one to hurt the next two cannons and kill the two Pilz-M
by the exit. Finish off the cannons then go to the exit.
-------
ROOM 15
-------
Shoot the two cannisters, then run down the long bridge and get
the full refills, then go in the door to fight Lowenzahne again.
-------
ROOM 16
-------
Use the same method as before to defeat the Lowenzahne. Use Pegasus
Pro when it stops in front of you to take out it's first two guns,
then autofire to kill the other two. Run to it's side when it starts
spinning then turn and keep shooting. When all 4 guns are down and
it's down to half health, it transforms again.
Just like before, use Pegasus Pro on it right away when it stops
in front of you to hurt it and one of it's cannons. Then just wail
away at it with autofire until it uses the beam and energy ball
attack. Again, just move to the side of the energy balls and jump
over the beam when it gets close. Do this until it's near death
and it will transform once again.
Immediately drop down into one of the little holes in the ground and
just keep wailing away with autofire. None of Lowenzahne's attack will
hit you so just keep shooting until it it goes down.
Once it's dead for good, run around to the exit and grab the power
ups and get ready to face the main boss Alraune.
-------
ROOM 17
-------
Jump up onto the platform and the cutscene will play afterwards
the boss fight begins. This is a tough fight that requires some pattern
recognition and quick reflexes, you'll probably use plenty of continues
until you get the strategy down. Good luck!
Blast away with your autofire and sidestep it's blue beams. Keep
firing and after a short while the fight will stop and Alraun will
change to it's main form.
First thing to do is jump back a couple times so you're on the
lower platform just behind the high one. Now the first attack Alraune
does is fire quick shots from the cannons by it's head. One sidestep
is good enough to dodge them so keep firing and dodge when it shoots.
It also starts doing a couple other attacks: firing pink discs like
Orchidee had and launching a bunch of pulse bombs. When it fires the
pink discs keep shooting till they get close then sidestep like crazy
to get away from them, then go back to shooting and dodging his basic
gun fire. When he fires the pulse bombs run straight ahead at it to
avoid them, still dodging his shots of course, then run back when
they go away.
Stay on this lowered platform and keep shooting and you'll get him
down to 3/4 or so health. Now it starts doing a couple more attacks.
First it will lift an arm and toss a line of huge pink/black energy
balls at you, to dodge this stay on that lower platform and sidestep
to an opening, you can get knicked by one it seems and not take any
damage, only if it hits you sqaure will it hurt. Alraune also starts
calling in Eichel to shoot at you, just run away from them to avoid
their fire, don't waste time shooting them.
The biggest attack Alraune uses is when it steps forward over to
the platform you're on and shoots a ton of beams at you. When it
does this, stay in the middle and sidestep and jump over the beams
and fire when you can.
When you get Alraune down to less than half energy, use a couple of
Pegasus Pro energy drives to kill Alraune or get it near death, then
plug away with Autofire until it dies.
***
I'll add some other strategies for beating Alraune with other suits in
the next revision. Specifically, the Ultra Blazer suit and also the
Blackbird. I'll also add a strategy for defeating Alarune on HARD and
ULTRA HARD modes soon after.
***
Once Alraune is dead, go across the energy bridge to the next room.
-------
ROOM 18
-------
Move close to the pod thing and the ending starts. Be sure to wait
through all the credits so you can save your Clear data.
Congratulations! You just beat P.N.03! Now you get to try and beat the
game on Hard Mode with the BlackBird suit to unlock the Papillon suit.
========================================================================
5. INDEX
========================================================================
This is just a section where I list the basic data for the game.
Nothing too exciting, but worth checking out.
===================
5A. AEGIS SUIT LIST
===================
Each suit is ranked in 4 different categories:
BARRIER Higher Barrier = more health
PALM SHOT How powerful your basic attack is
AUTOMATIC 1/2 bar = slow autofire, full bar = fast autofire (Hold A)
ENERGY Higher Energy = more enery meter to perform moves
---------------
1. PRIMA FUSION
---------------
Available: Default suit
Energy Drive: Swan, Gullwing
Barrier: 2
Palm Shot: 2
Automatic: N/A
Energy: 3
You start with the Prima Fusion with the Swan ability. This suit is
very useful in the first few missions, and is a good all around "goto"
suit. It's only drawback is that it doesn't have any Automatic power,
but that doesn't matter much in the early game.
-----------------
2. PRIMA GUARDIAN
-----------------
Available: Shops in every Mission
Cost: 45000 points
Energy Drive: Griffin, Pegasus
Barrier: 3
Palm Shot: 1
Automatic: Half
Energy: 3
You can buy the Prima Guardian Suit right away in a shop during or
between the first 3 missions, it comes with the Griffin drive. Your
basic shots are weaker but your barrier is stronger, and you have some
automatic power as well.
---------------
3. PRIMA BLAZER
---------------
Available: Shops in every Mission
Cost: 45000 points
Energy Drive: Harrier, Falcon
Barrier: 1
Palm Shot: 3
Automatic: N/A
Energy: 2
A very offense-oriented suit that you find in the shops. It has great
basic shot and energy drive power but a low barrier, no automatic power,
and little energy.
----------------
4. INTERA FUSION
----------------
Available: Shops after 3rd Mission
Cost: 80000 points
Energy Drive: Tengu, Swan Pro
Barrier: 3
Palm Shot: 3
Automatic: N/A
Energy: 4
The middle of the road suit of the Intera line. Again, I like the
all around suits better than the heavy offense or heavy defense suits
so I use it alot in Missions 4-6 and in Mission 7 if I haven't built
up the Ultimate Fusion. The Swan Pro is stronger and has a couple more
projectiles than the regular Swan energy drive.
----------------
5. INTERA BLAZER
----------------
Available: Shops after 3rd Mission
Cost: 80000 points
Energy Drive: Swan, Pegasus Pro
Barrier: 2
Palm Shot: 4
Automatic: N/A
Energy: 4
The offense oriented suit of the Interas once again provides little
barrier health but plenty of power. Build up the Palm Shot and Energy
powers and unlock Pegasus Pro and you'll be dealing some deadly
damage!
------------------
6. INTERA GUARDIAN
------------------
Available: Shops after 3rd Mission
Cost: 80000 points
Energy Drive: Thunderbird, Griffin Pro
Barrier: 3
Palm Shot: 2
Automatic: Full
Energy: 3
The defensive suit of the Intera line, the Thunderbird is a decent
energy drive and the Griffin Pro is outstanding. Fill up the Automatic
slots to give your thumb a rest!
---------------
7. ULTRA FUSION
---------------
Available: Shops after 6th Mission
Cost: 120000 points
Energy Drive: Swan Pro, Tengu, Gullwing Pro
Barrier: 3
Palm Shot: 4
Automatic: Full
Energy: 4
I really don't use the Ultra Fusion that much. It's okay, nice energy
drives with full auto, but the other two Ultra suits do everything
better.
---------------
8. ULTRA BLAZER
---------------
Available: Shops after 6th Mission
Cost: 120000
Energy Drive: Harrier Pro, Falcon Pro, Tengu Pro
Barrier: 3
Palm Shot: 5
Automatic: N/A
Energy: 5
The most offense-oriented of the Ultra line, with the littlest amount
of health/defense. Strong Palm Shots, powerful energy drives, but no
auto :( Using this instead of the Ultra Guardian for the final boss can
make the fight a little easier...kinda.
-----------------
9. ULTRA GUARDIAN
-----------------
Available: Shops after 6th Mission
Cost: 120000 points
Energy Drive: Griffin Pro, Thunderbird Pro, Pegasus Pro
Barrier: 5
Palm Shot: 3
Automatic: Full
Energy: 3
My favorite of the Ultra line. Good defense, fully automatic, and
decent Palm Shot strength.
-------------
10. BLACKBIRD
-------------
Available: Beat the game in Easy or Normal Mode
Cost: N/A
Energy Drive: Swan Pro, Pegasus Pro, Tengu Pro
Barrier: 5
Palm Shot: 5
Automatic: Full
Energy: 6
The best suit in the game! Full everything and the three Level 3
Energy Drive moves. If you get after beating Easy Mode, then use it
to make Normal Mode much easier. Hard Mode is still pretty tough
with it though...
------------
11. PAPILLON
------------
Available: Beat the game on Normal Mode after beating it on Easy,
or Hard Mode
Cost: N/A
Energy Drive: Selectable!
Barrier: 0
Palm Shot: 5
Automatic: Full
Energy: 6
The skimpiest suit, plus you can select what three Energy Drive moves
you want in it in a shop, but the huge downside is that you can't get
hit or you die instantly. Yikes!
================================
5B. AEGIS SUIT ENERGY DRIVE LIST
================================
This is a list of all the Energy Drive moves that are available for
the Aegis suit. All commands are performed with the DPad on the GCN
controller. The commands are performed in a series, so:
<- -> (A)
Means hit left, then right, on the dpad then the A Button and you
will perform the move. You can only perform a move if the suit you're
wearing allows it. I.E. you can't perform the Swan move with the Prima
Guardian suit.
-------------
-------------
COMMAND KEY
<- left
-> right
up up
dn down
(A) A Button
-------------
-------------
These are listed in the order that they appear in the ENERGY DRIVE
section of the pause menu in the game.
-------
1. SWAN
-------
Suit: Prima Fusion
Command: -> <- (A)
Level: 1
This move has a fast startup and unleashes 6 small projectiles at
as many as 4 different enemies. The more projectiles that hit a single
enemy the more damage they do. This is a great move for keeping a long
combo going as it can take out two strong(to a point) enemies are a
bunch of weaker ones.
-----------
2. GULLWING
-----------
Suit: Prima Fusion
Command: <- -> (A)
Level: 1
Great in close quarters. Vanessa shoots one large energy ball at a
single enemy, once it hits(doing lots'o damage) it seperates and
bounces off the enemy in different directions. The smaller balls do
decent damage to any enemy they hit. Aim it at the middle enemy in a
group and watch them all fall!
----------
3. HARRIER
----------
Suit: Prima Blazer
Command: dn <- (A)
Level: 1
Long start up, then Vanessa fires white-ish orbs that bounce 3 times
around the room. If there's no Lock On they bounch randomly, if there
is they hit the Locked On target first then bounce around near it.
---------
4. FALCON
---------
Suit: Prima Blazer
Command: -> dn (A)
Level: 1
Vanessa spins in place and 4 large beams of energy reach out across
the room and spin with her, doing decent damage to any enemy they hit.
Great for getting in the middle of a pack of enemies and killing them
all for a big combo score, but not too great in narrow quarters.
----------
5. GRIFFIN
----------
Suit: Prima Guardian
Command: up dn (A)
Level: 1
Vanessa crouches down, then whips back and unleashes a huge dome of
pink energy that kills or severely hurts any foes near here. Not as
much range as the Falcon but mor consistantly deadly.
----------
6. PEGASUS
----------
Suit: Prima Guardian
Command: dn up (A)
Level: 1
Two large, powerful beams of light shoot from Vanessa's hands as she
poses. Great for taking down 1 or 2 powerful enemies at a distance.
--------------
7. THUNDERBIRD
--------------
Suit: Intera Guardian
Command: dn -> (A)
Level: 1
Vanessa builds up and then releases a giant spark of energy
from her hands that hits the nearest enemy and disperses a little
for some splash damage. Decent against a couple of stronger enemies
when you don't want to use a higher level energy drive.
--------
8. TENGU
--------
Suit: Intera Fusion
Command: <- dn (A)
Level: 2
Takes a long time to charge up, but it's worth it! This energy drive
doesn't directly hurt enemies, but it does make your Palm Shots twice
as powerful for a limited time. This is great to use in a large room
with many weaker enemies, or hell, any large room really.
-----------
9. SWAN PRO
-----------
Suit: Intera Blazer
Command: <- -> <- (A)
Level: 3
Just like the Swan move, Vanessa releases projectiles at any enemies
she can see. Swan Pro releases 2 more projectiles, all of them are
stronger, and it can target up to 6 enemies total instead of 4 (pretty
sure).
----------------
10. GULLWING PRO
----------------
Suit: Ultra Fusion
Command: <- -> <- (A)
Level: 2
A stronger version of the Gullwing, Vanessa charges up and releases
a large pink energy ball. The large ball does TONS of damage to the
enemy it hits, then breaks up and 6 or so smaller balls fly off in
different directions damaging any enemy they hit. Great group killing
Energy Drive.
---------------
11. HARRIER PRO
---------------
Suit: Ultra Blazer
Command: dn <- up (A)
Level: 2
Vanessa shoots 3 large white energy shots towards the targeted
enemy, they hit and cause alot of damage, then bounce off and bounce
around the room a few times hurting any enemy they touch. Decent
energy drive to use in smaller rooms with alot of weaker enemies.
--------------
12. FALCON PRO
--------------
Suit: Ultra Blazer
Command: -> dn -> (A)
Level: 2
Stronger version of the Falcon where Vanessa spins in place and
large energy beams shoot out from her midsection. Great in large
circular rooms where enemies can surround you.
---------------
13. GRIFFIN PRO
---------------
Suit: Intera Guardian
Command: dn up dn (A)
Level: 3
A super strong version of the Griffin. Once again Vanessa unleashes a
large dome of energy around here, killing almost any enemy in it's path.
The Pro dome has a longer reach and does alot more damage. Jump in close
and unleash this baby on some tough enemies to take them down quick!
---------------
14. PEGASUS PRO
---------------
Suit: Intera Blazer
Command: up dn up (A)
Level: 3
An insanely strong energy drive move. Vanessa shoots two concentrated
beams from her hands that plow through any enemy in their path. The Pro
beams last a bit longer and do ALOT more damage than the regular ones,
and they track slightly better as well. Still, you have to use this on
a relatively stationary target or the beams will miss.
-------------------
15. THUNDERBIRD PRO
-------------------
Suit: Ultra Guardian
Command: dn -> up (A)
Level: 2
A much stronger version of the Thunderbird, still takes a while to
charge up though. Vanessa releases a large pink and black energy ball
at the targeted enemy, it does great damage to the first enemy then
hits a couple others doing almost as much damage.
-------------
16. TENGU PRO
-------------
Suit: Ultra Blazer
Command: <- dn <- (A)
Level: 3
A suped up version of the Tengu, this time the intitial energy wave
does more damage and reaches further and the barrier in front of
Vanessa lasts longer. Palm Shots are still twice as strong
===========
5C. ENEMIES
===========
The enemy names are from Capcom's official P.N03 site:
http://www.capcom.co.jp/pn03/
Which was sent to me by a friendly reader. The decriptions are my own,
since I'm too lazy to look up all the stuff I don't understand(Japanese
or German) :) Throughout the guide I refer to the enemies by their
short German name, not the whole AA-02 KIRSCHE, just Kirsche, for
example.
--------------------------------
5Ca. AAW: AXT AUTOMATISCHE WACHE
--------------------------------
AAW-02 KIRSCHE
Appear near Pilz-type enemies mostly, they form a barrier over the
Pilz so you can't hit it, you have to take out the Kirsche first.
They go down in a couple hits and only give about 3 seconds combo
time.
AAW-03 BIRNE
Appear and fly at you. No real guns to speak off but they have lasers
that come out of their sides that can damage you. Only 5 seconds of
Combo time.
AAW-04 EICHEL
Fly up to you and charge up, then slowly shoot a basic gun in a spread
around you, then warp back to their starting point. Pretty weak, but
annoying and only give about 5 seconds of Combo time to boot.
---------------------------------
5Cb. AAS: AXT AUTOMATISCHE SOLDAT
---------------------------------
AAS-02 PILZ
The basic "tank" enemy in the game, you'll see them alot. They can
move side to side but stay stationary most of the time. When they do
move they charge and fire at you, then shoot their double gun in an
arcing motion across the room. You can duck or sidestep around the guns.
Gives 10 seconds of Combo time
AAS-02M PILZ-M
The Missle launching variant of the regular Pilz tank. Doesn't
charge you, but instead launches a pair of homing missles at you from
it's back. The best way to avoid the missles is to let them get close
then sidestep at the last second. About 10 seconds of Combo time
AAS-02P PILZ-P
The pulse energy version of the Pilz. Shoots it's regular double gun
at you, but also launches a barrage of pulse energy bombs at you from
it's back. Just sidestep out of the way of the pulse bombs, they're
never really a threat unless you're in a confined space.
AAS-O4 RANKE
Looks like a spider and usually comes in bunches of 3 or 4. It has a
small, slow gun it fires but it's main attack is to jump and latch onto
you then blow itself up, causing ALOT of damage. Luckily they're weak
so they don't take too many shots to kill, but they only give up
about 5 seconds of combo time.
AAS-06 IRIS
Looks like a weird biplane or something. Weak and only found in the
outdoor portions of the game. Scoot along the ground quickly, at and
around you, and fire a single, fast gun. Group energy drives kill them
in bunches, or just regular ol' Palm Shots take them down quickly as
well. 5 seconds of combo time.
AAS-10G WALNUSSE
A well armoured foe that has a couple attacks at it's disposal. It
moves from side to side, then warms up and shoots a long, single stream
of bullets at you, and it can also eject a set of laser mines that
will zap you if you touch their lasers, and they also blow up after a
short time. 15 seconds of combo time.
AAS-12G WEIBBIRKE
Flys at you in a zigzag pattern making it hard to hit, sporadically
shooting at you. When it gets close it either shoots out 5 beams behind
it and whips them at you, or just shoots out one larger, stronger beam
in front of it and tracks you with it. 10 seconds combo time
AAS-13G SEEROSE
A very armoured enemy with a couple attacks. It has the normal gun
attack which tracks you, but it will also shift into "cannon mode"
and fire a few large pulse energy shots at you. These pulse shots do
TONS of damage. Just keep wailing away at it with Palm Shots or use
powerful, smaller energy drives to hurt it.
AAS-15G GARDENIE
The biggest "tank" in the game, and it has a few attacks to hurt
you bigtime. It's most basic attack is the regular gun it fires in
LONG streams that tracks you very well. The second attack has the
Gardenie fire out some white orbs around you that shoot up into
beams to try and surround you. The tank then fires a HUGE energy
blast down the line of beams. And third, the legs will seperate
from the top half and the top half will fire 5 energy beams on
the ground and move them towards you.
To kill the Gardenie use smaller, more powerful energy drives
whil you sidestep the regular gun. When it shoots out the stream
of orbs just run to one side of them and continue wailing on it
as it shoots the large energy blast. If it survives long enough
to seperate, you can Lock On to either half but always go for the
bottom half since it retains the damage done to it before the
split. Kill the bottom half and both halves die. Just sidestep out
of the way of the energy beams the top half shoots.
----------------------------------
5Cc. AAF: AXT AUTOMATISCHE FESTUNG
----------------------------------
AAF-03 SONNEMBLUME
The first boss you face. When you fight it at the end of the first
Mission, just sidestep it's guns and Swan it a couple times.
When you REALLY have to fight it at the end of Mission 3, do the
same thing to shoot off it's faceplate. Then, when it starts warming
up it's 4 energy beams. Run to the side of the room it's not firing
on and continue shooting it. Move up to the opposite platform, and
keep shooting until it turns around and face you, then sidestep it's
normal guns and keep shooting until it warms up the beam cannons
again. Then just run back to the other platform and shoot it some more.
Just keep doing this until it blows up.
AAF-04 ORCHIDEE
A train-like boss, very easy to beat. Just stay on the outside of it's
tracks at the edge of the room and follow it with your shots. When it
fires it's white, tracking bullets just run around the edges of the
room for a few seconds to make them all miss, then resume shooting at
it. Repeat this pattern until it's dead.
AAF-06 LOWENZAHNE
A spidery looking rolling tank, kind hard but not TOO bad. Rolls
around it's room and stops near you, then fires at you with 4 or 5
basic guns, then charges at you while spinning and rolls around the
room again. Once the basic guns are shot off, it opens itself up more
and takes up the whole circular walkway of the room. Now you just have
to pound away with Palm Shots and energy drives until it goes down,
while retreating when it gets too close.
ALRAUNE
The final boss, and it's a toughy. First it shoots a couple enery
beams at you, then it transforms into a walking tank thing and does a
wide variety of damaging moves. You have to learn how to avoid all the
moves AND get in shots of your own to take it down. The best suits to
fight it are the Ultra Guardian, Ultra Blazer, and Blackbird(natrually)
========================================================================
6. EXTRAS
========================================================================
-------------------------
UNLOCK THE BLACKBIRD SUIT
-------------------------
Beat the game on Easy or Normal Mode to unlock the Blackbird Suit. You
have to load the same data that you went through the game in Easy/Normal
Mode. It will have CLEAR on it with your next Mission as 1. The title
screen will also change to show Vanessa in the Blackbird suit.
**This has been changed in the US/Euro version of the game!**
It seems you might only get the Blackbird suit by beating the game on
Hard Mode in the US/Euro game, but I won't know for sure until the US
version is released on 9/10. Expect an update around 9/17 with the
specifics.
-------------------------
UNLOCK THE PAPILLON SUIT
-------------------------
Beat the game on Normal or Hard Mode to unlock the Papillon Suit.You
have load the same data that you went through the game in Normal/Hard
Mode. It will have CLEAR on it instead of your next Mission number.
Your title screen will also change to show Vanessa in the Papillon
Suit.
**This has been changed in the US/Euro version of the game!**
It seems you might only get the Papillon suit by beating the game on
Ultra Hard Mode in the US/Euro game, but I won't know for sure until the
US version is released on 9/10. Expect an update around 9/17 with the
specifics.
--------------
TRIAL MISSIONS
--------------
Between each regular Mission you have the chance to go through as
many Trial Missions as you want. Trial Missions are randomly generated
and consist of 15 or 20 rooms, they use room setups you find in the
normal missions. So, after you beat Mission 4 you'll find rooms from
the first 4 Missions in any Trial Missions you go through from then on,
and the enemies will be as tough as the mission you last completed.
The points you earn in Trial Missions are just like those gained in
normal missions, so you can use them to buy and power up suits and buy
Continues and Continue +3s. If you die in a Trial Mission you save the
points you earned going through it, but don't lose a Continue.
**This has been changed in the US/Euro Version of the game**
From the E-Mails I've been receiving, it seems that the whole trial
mission setup was changed for the US/Euro version of the game. I'll
have more info once the US version comes out on 9/10.
----------------
MISSION RANKINGS
----------------
At the end of each Mission and Trial Mission you receive a rank
depending on how you did.
Destroyer
Professional
Regular
Amateur
Rookie
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7. FAQ
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FAQ means Frequently Asked Questions, so naturally this is the section
where I answer some of the most common questions about the game. This
section is divided into general questions about the game and gameplay
specific questions.
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7A. GENERAL
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1. What's the release date for P.N.03 in ____?
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(From GameFAQs Game Data for P.N.03)
Japan 3/27/2003
Europe 8/29/2003
North America 9/10/2003
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2. Is this game worth importing?
--------------------------------
For the right price. This a fun but rather short action title with
a little bit of story. If you're really desperate for games to play
on your GCN right now, or have a GCN modded/switched to play games from
a different territoy and can't wait the by all means import away. I got
my copy on eBay for $40 or so shipped, it goes for $60 or so new plus
shipping.
I'm happy with my purchase, but your mileage will definitely vary.
For most people, I'd suggest waiting until the US/Europe release dates
and then renting the game before buying it. Or if you're lucky enough
to know a store that rents imports, rent it now and see. It's a well
made and fun game, but not something that will please everybody.
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3. Is the language barrier a problem?
-------------------------------------
While there is a slight story component to the game, it's minimal
and you never have to rely on the text to tell you what to do or
where to go next. So, no, if you can't read Japanese the language
barrier isn't that much of a hassle.
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4. Will P.N.03 be coming out on any other platform (PS2/XBox)?
--------------------------------------------------------------
There's a Gamespot article quoting some executive at Capcom
saying most of the "big 5" Capcom titles that are coming to the
GCN will appear on other consoles at some point, but it's safe
to say that this, and the other "Capcom 5" will be Gamecube
exclusive for a while anyway.
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7B. GAMEPLAY
============
-----------------------------
1. How do I unlock Hard Mode?
-----------------------------
You unlock Hard Mode by beating the game in either Easy or Normal
Mode.
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2. What's the difference between Easy, Normal, and Hard Mode?
-------------------------------------------------------------
In Easy Mode there seems to be a few less enemies, and they take much
less damage than in Normal. Their shots don't cause as much damage
either. In Normal the enemies take more shots to kill and cause more
damage to you. In Hard the enemies take ALOT of shots to kill and they
cause heavy amounts of damage when they hit you.
----------------------------------
3. Why can't I shoot while moving?
----------------------------------
It's just a gameplay mechanic. If you want to get nerdy and technical
about it, maybe Vanessa can't generate the energy required to shoot at
enemies while she's running, I dunno. It's easier to just say "because
that's the way the developer wanted it" here. :)
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8. NEXT REVISION
========================================================================
It's been a little while, but with the Euro version of the game just
released and the US version approaching I'm getting quite a few more
E-Mails about the game. My first task is to sure up the final boss
info with strategies for a few different suits. That will be done
shortly.
After that I'll start on the changes made between the US/Euro version
of the game and the JP version. From the E-Mails I'm getting, there
seems to be numerous changes. The US version of the game gets released
on 9/10 so expect an update a week or so after that, once I've had time
to plow through the game and note the differences.
If you have any tips or help, be sure to drop me a line. See below.
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9. ABOUT THE AUTHOR
========================================================================
This is just one of a few FAQs I've written, all of which are
available at GameFAQS. A few my FAQs are on various other websites
(usually with proper creditO_o) as well. I hope this or any of the
other FAQs I've written help you in some way, or allow you to enjoy
a game more than before, or maybe just get a good read out of it.
If you have any questions about this game, or any other I've
written a FAQ for, feel free to drop me an E-Mail. BUT keep in
mind a few things:
1. Please don't ask when the next revision will be out, or if I
can send it to you. I don't really have a set schedule for these
things,and you can pick up the FAQ(s) at GameFAQs.
2. Please don't ask about something already covered in the FAQ.
Usually once a FAQ comes out I'm swamped with E-Mails and skip
ones that are covered in the FAQ.
3. Don't mail asking for codes, I don't have a Gameshark or keep
track of cheat codes or anything.
Other than that, I try to answer every single E-Mail I get and
am usually pretty good at getting back to people quickly, but
sometimes I lose letters in my computer or forget to keep them as
new. If I don't answer in a week or so it's safe to say I won't
be getting back to you, sorry.
My E-Mail address:
[email protected]
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END
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