Crimson Sea 2: Walkthrough/FAQ
Version 0.3
Written by Skyrax (
[email protected])
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Table of Contents: Copy and paste (bracket) items and use “Find” to skip there
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1. Updates/Why write a Walkthrough/FAQ? (whyupdate)
2. Controls (playcntrl)
3. Battle Techniques (battletech)
a. Gravity Blades (battlegrav)
b. Overdrives (battleover)
c. Time Extend (battletime)
4. Guns, Blades and NeoPsionics (gunbldneo)
a. Leveling Up Guns (lvlgun)
b. Leveling Up Blades (lvlblade)
c. Leveling Up NeoPsionics (lvlneo)
5. Characters (playerchar)
a. Sho (playersho)
b. Feanay (playerfea)
6. The Walkthrough (gmewlkthru)
a. Grarve
i. Allargando
1. An Unknown Menace (Key Mission) (a-i-1)
2. The Missing Data Disk (a-i-2)
3. Unconfirmed Sightings (a-i-3)
4. Time Trial 1 (a-i-4)
ii. Legato Town
1. Archeomusiologist Ud (Key Mission) (a-ii-1)
2. Attack on Legato Town (a-ii-2)
3. Village Rescue (a-ii-3)
4. The Stolen IAG Badge (a-ii-4)
5. The Wife’s Ring (a-ii-5)
iii. Libitum Plant
1. The Original Menace (Key Mission) (a-iii-1)
2. The Prototype (a-iii-2)
3. NP Energy (a-iii-3)
4. Poisoned Una (a-iii-4)
5. Speed (a-iii-5)
iv. Prestsite
1. The ITS (Key Mission) (a-iv-1)
2. The Crafty Menace (a-iv-2)
3. Prestsite in Darkness (a-iv-3)
4. The Menace Hordes (a-iv-4)
5. Time Trial 2 (a-iv-5)
b. Agitato
i. Desiree Valley
1. Shadow over Desiree (b-i-1)
2. Unknown Energy Mass (b-i-2)
3. Battle of the Minefield (b-i-3)
4. Valley Stalker (b-i-4)
5. The Combo (b-i-5)
ii. Seguido Base
1. Diez, Woman Warrior (b-ii-1)
2. Explosive Gas Area (b-ii-2)
3. The Fall of the Elite (b-ii-3)
4. Fiery Seguido Base (b-ii-4)
5. Against the Wall 1 (b-ii-5)
iii. Largo Factory
1. A New Threat (b-iii-1)
2. The Largo Crisis (b-iii-2)
3. Destructive Energy (b-iii-3)
4. An Unbeatable Menace (b-iii-4)
5. Against the Wall 2 (b-iii-5)
iv. Movindo
1. The Menace Invasion (b-iii-1)
2. Lab at Movindo (b-iii-2)
3. The Mad Scientist (b-iii-3)
4. System Malfunction (b-iii-4)
5. Prisoner (b-iii-5)
c. Semplice
i. SunJack
ii. Gentile
iii. Dolente Mines
iv. Commodo Ruins
d. Crimson Planet
i. Crimson Sea
7. Frequently Asked Questions (freqqa)
8. Credits/Thanks (credthx)
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1. Updates (whyupdate)
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v0.2: Completed Grarve, tweaked overall layout.
v0.1: Initial draft
Why write a Walkthrough/FAQ?
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Basically, because there isn’t a lot of information on this great game.
This hopes to list all the problems that a player could potentially encounter.
Besides, one doesn’t really need a reason to write a FAQ.
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2. Controls (playcntrl)
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Directional Pad/Left Analog Stick - Move character
Right Analog Stick – Rotate camera
Square Button – Interact, fire equipped gun
Triangle – Cancel, Blade attack
Circle – Activate selected NeoPsionic attack
X – Confirm, Jump
L1 – Shift movement(directional lock)
L2 – Switch between guns
L3 – Toggle map on/off
R1 – Lock on to enemy, Spin movement
R2 – Activate Time Extend
R3 – Change camera angle
Select – Camp Screen
Start – Retry/Quit Menu
Notes on Controls:
-Both the Left Analog Stick and the D-pad are interchangeable. Their use
depends on your preference.
-The Right Analog Stick only rotates the camera to the left or right of your
character. It can not zoom in, or look up or down.
-The Square button’s Interact function is duplicated by the X button in IAG.
-The Triangle button’s Cancel function is duplicated by the Circle button
in the IAG.
-You cannot jump during Time Extends or the Sonic Aura NeoPsionic.
-L1’s Shift movement locks the character’s current direction. While in this
state you can strafe and move in all directions while facing the locked
direction.
Jumping while holding any button will result in a fast long jump in that
direction.
This is akin to a somersaulting dash that has bad height but great range.
Recommended for situation in which you have to deal with multiple targets
that move around constantly (thus messing up your lock-ons).
-R1’s Lock on locks the character’s aim onto an enemy. In this state, all
attacks will be directed at the enemy, provided the enemy is within range.
Certain NeoPsionics(pretty much Aerial Ray) can be locked on.
-Spin movement is engaged when the R1 button is pressed but no enemy is
within, lock on range. The movement is similar to Shift movement, but
diagonal and left or right movement is no longer possible. The character
will instead rotate in the direction pressed. This is to allow the character
to search the surrounding area, or to engage multiple directions without
moving from a spot. Shift movement-style jumps are still available in this
mode of movement, however, as is forward and backward movement.
-L3’s Map Change function toggles the top-left map on or off. This button
only works if you switch the map function to Manual. Otherwise it has no
function.
-R3 changes the height of the camera from parallel to the ground, to
slightly above the character, to slightly below the character.
-Select takes you to the Camp Screen, from where you can access all
options and stats.
-Start takes you to the Retry/Quit Screen. The exception to this is in
the IAG, where only Quit will be displayed. Quitting at any time will
take you back to the Crimson Sea 2 Main Menu. You will lose all unsaved
work in doing so.
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3. Battle Techniques (battletech)
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a. Gravity Blades (battlegrav)
-----------------
A Gravity Blade attack is an alternate attack that has special properties.
When a Gravity Blade connects, the stunned enemy is surrounded by a purple
sphere, and they are unable to attack until they hit the floor. All enemies
except bosses are susceptible to Gravity Blade effect, except some can not
be launched.
To initiate a Gravity Blade, press the D-pad or pull the Analog Stick in the
opposite direction that the character is facing, then press the Triangle
button. There is a Gravity Blade attack for every standing Blade attack.
With the exception of Sho’s 4th Gravity Blade, all Gravity Blade attacks combo
with the previous hit.
b. Overdrives (battleover)
-------------
Overdrives are attacks that involve rapid-fire of a gun after a Gravity Blade
attack. Overdrives can ONLY be performed after a Gravity Blade, and can score
Overdrive Chain Bonuses (which slow down the combo counter to allow more time
to continue the combo). Overdrives, despite how they look, can lock on
multiple enemies provided the enemy is within range and in the right direction.
There is an Overdrive for every Gravity Blade. You do not deplete your basic
bullet gauge using Overdrives. You do, however, eat up Vipa Rounds.
To perform an Overdrive, press the Square button within 0.3 seconds after a
Gravity Blade. This means an Overdrive can be ever so slightly delayed, but
not by any noticeable amount. Simply perform a Gravity Blade and then press
Square.
Remember that you have to level your blade up to at least Level 2 to unlock the
ability to use overdrives.
c. Time Extend (battletime)
--------------
Time Extending slows down time for every enemy in the level while activated;
essentially giving your character a MAJOR speed boost. Time Extends can be
triggered automatically by scoring 30 hits in a combo, or pressing R2 when you
have at least 1/3 of your NP bar filled. If triggered as result of a combo,
the Time Extend lasts for 3 seconds. If triggered manually, it lasts for 5
seconds. There are several new attacks that are available during Time Extend.
Notes on Time Extend
- Time Extends can be triggered at anytime your character is not in a
NeoPsionic attack state, or in a current Time Extend State. You can not
trigger Time Extend in the IAG.
-Time Extends can be cumulative. If you score a 30-hit combo, then score
another 30-hit combo in that time, you can transition from one Time Extend
to another. This can be done indefinitely, assuming you have enough enemies
to sustain your momentum.
-When a Time Extend is triggered in a combo, the combo counter stops briefly
as the number that triggered the Time Extend flashes across the screen. This
allows you to quickly get with range of an enemy and continue your combo if
you’re out of range.
-If you are hit during a Time Extend, you will instantly return to normal time.
-Time Extends do NOT affect any other clock in the game. Countdown meters will
run at normal speed.
-Time Extends do not affect non-playable ally characters.
-You can not interact with any object or person during a Time Extend.
-Time Extends can be cancelled by engaging a NeoPsionic attack.
- Time Extends will not be triggered if you score 30 hits during a NeoPsionic
attack. You can not trigger Time Extend for a few seconds after a NeoPsionic
attack is concluded.
Time Extend Attacks
-------------------
-Assault Blade: Within lock on range of an enemy, press any Triangle attack
combo (normal blade or Gravity Blade). Your character will teleport directly
to the enemy and begin attacking. This teleport can cover great distances
and even round obstacles to get to the target.
-Crossfire: While standing still, press and hold the Square button. Your
character will dual wield both guns and fire a long stream of the rapid
weapon, then a quick burst of the alternate weapon. The long range weapon
does not track enemies approaching from the side, but the short range weapon
does.
-Teleport: press the jump button. You character will move VERY quickly in
the direction pressed. This is basically a dash, but you are nigh invincible
doing it. You can move through explosions while teleporting. If you teleport
rapidly, you can change direction without your character physically turning
(it looks like they’re superstrafing).
-Spin Blade: Press the Square button during a Teleport. Combining Gun and Blade
attacks, the character will spin round, shooting and slashing at the same
instant.
-Critical Hits: This technically is not an attack but a technique. In Time
Extend, shooting an enemy when it is at its most vulnerable will score a
critical hit. Most enemies are vulnerable at their backs, typically during
attacks. The point to scoring a critical hit is two-fold: first you gain a
sizeable chunk of combo hits(15 per critical) AND, if your Critical Hit kills
the opponent you have a 90% change of getting MegaOrigins, which are worth 5
Origins apiece.
Critical Hits
-------------
-Critical Point: The angle or point during which, if Sho or Feanay are in Time
Extend mode, a shot will register as Critical.
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Notes on Critical Hits:
-----------------------
-Critical Hits can only be performed in Time Extend Mode. This is either
triggered by scoring 30 hits in a combo, or press R2 when you have at least
a third of your NeoPsionics meter filled.
-Upon a successful Critical Hit, the screen will flash and the words “Critical
Hit!” will appear in the lower right hand corner of the screen.
-If a Critical Hit kills the enemy, the enemy has a VERY high percentage
(~90%) of dropping a MegaOrigin, which is worth FIVE Origins.
-Certain enemies do not have Critical Points.
-Certain enemies have Critical Points but do not drop MegaOrigins (usually
bosses).
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4. Guns, Blades and NeoPsionics (gunbldneo)
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Each story mode character has one blade and two guns for the course of the
game. The weapons can be leveled up to Level 5, and an additional level for
each can be obtained by finding the necessary item in the game. Each
character starts out with one NeoPsionic and can acquire two more. This
section covers general information about guns, blades and NeoPsionics. For
more detailed character specific info, see the necessary character section.
a. Leveling up Guns (lvlgun)
-------------------
Gun stats level up in increments of 12. There are three stats for each gun:
-Power: This determines how much damage can be inflicted per shot.
-Range: This determines how far the shot will go before fading out (these are
energy guns after all).
-Rapid: This increases the rate of fire per second. In other words, increasing
this give you more time before you have to let your gun cool down, allowing
you to get more shots off.
There are no enhancements to the guns, other than a straight increase to the
necessary stat.
Lv.1: Default
Lv.2: 12 Origins
Lv.3: 24 Origins
Lv.4: 36 Origins
Lv.5: 48 Origins
Lv.6: 60 Origins
b. Leveling up Blades (lvlblade)
---------------------
Blade stats level up in increments of 15. There are 4 stats for a Blade,
one for each attack in the 4 hit sequence. Each attack also levels up the
Gravity Blade before it i.e. 1st Attack will level up the 1st Gravity Blade
(Back and Triangle), 2nd attack for the 2nd (Triangle, Back and Triangle)and
so on.
-1st Attack: Increases the effectiveness of the 1st Attack.
-2nd Attack: Increases the effectiveness of the 2nd Attack.
-3rd Attack: Increases the effectiveness of the 3rd Attack.
-4th Attack: Increases the effectiveness of the 4th Attack.
By default, the Blade is only capable of basic attacks and Gravity Blades.
Lv.1: Default, no enhancement.
Lv.2: 15 Origins. Overdrive becomes available for the upgraded Attack only.
Lv.3: 30 Origins. Gravity Blade and Overdrive attack range increases by 50%.
Lv.4: 45 Origins. During Overdrive, Time Extend initiates, increasing the
number of rounds fired. Does not increase shot time for Sho’s 1st Overdrive,
but slows time down regardless.
Lv.5: 60 Origins. You do not take damage from projectile attacks during Blade
Attacks.
Lv.6: 75 Origins. All Blade attack damage increases 50%.
c. Leveling up NeoPsionics (lvlneo)
--------------------------
NeoPsionics level up in increments of 20. There is just ONE stat for each
NeoPsionic you acquire.
Lv.1: Default
Lv.2: 20 Origins. Increases NeoPsionic attack damage by 50%.
Lv.3: 40 Origins. Increases range of NeoPsionic attack.
Lv.4: 60 Origins. Increases NeoPsionic attack duration.
Lv.5: 80 Origins. Increases HP recovered per NeoPsionic attack.
Lv.6: 100 Origins. Increases NeoPsionic attack damage by 50%.
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5. Characters (playerchar)
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a. Sho (playersho)
------
Blade: Plasma Spear - Kronos
Guns:
- Long range energy rifle - Vulcan
- Short range energy cannon - Legion
NeoPsionics:
- Sonic Aura
- BlastSphere
- Aerial Ray
Sho is the first character you will use in the game, and as such is a fairly
well-rounded individual. His strengths lie mainly in his close-range
capabilities and his overall weapon strength.
Blade Attacks
-------------
-Sho swings Kronos in an arc, then a downward slash, then a stabbing blow,
then, after a small delay, a 180 degree left to right slash.
Overall, the combo is decent and has good clearance, especially the last hit,
which also has knockback properties. However, the last hit has a sizeable
delay, and as such does not allow for combos.
Gravity Blades
--------------
-1st Gravity: He performs an overhead vertical slash.
A powerful and quick move that stuns opponents whilst leaving Sho with enough
time to jump retreat if surrounded. By itself, it does not combo well at all,
and leaves him susceptible to enemy attacks from behind.
-2nd Gravity: He stabs forward with the Kronos.
It blasts enemies away from you when you use it, but its damage potential
isn’t too hot. However, it allows you to follow up with a few quick gun
blasts while the enemy struggles to recover. Best used on a singular enemy.
-3rd Gravity: He performs an uppercut-like slash.
This move is excellent for a number of reasons. First, it causes enemies to
rise into the air, helpless. Second, it can strike multiple opponents, and
third, it’s fast enough by itself that you can strike an opponent, dodge an
attack, and return to attack before the enemy finishes recovering! With the
proper timing, this can be an infinite juggle. You could also juggle them,
then shoot them all the way down, and finish them off on the floor. And it
combos too. However, certain enemies can not be juggled, merely stunned.
-4th Gravity: He winds up, then performs a 360 degree slash.
This is the crowd-control Gravity Blade. It knocks back and sometimes juggles
all enemies surrounding you. However, this move has one of the WORST lag
times in the game. Specifically, he winds up by spinning his staff before he
swings. He can take light hits while charging, but any humanoid enemy attack
will knock him out of it. Use only when fighting anklebiters. Even then, I
would just recommend moving back and using the 3rd Gravity Blade.
Overdrives
----------
-1st Overdrive: After performing the overhead slash, Sho fires the Legion
twice at a faster speed than normal.
This move is effective against virtually all enemies in the game, whether
at close range or slightly further out. Since it is a spread-based gun, it
racks up multiple hits per use. This leads to quick combos and Time Extends.
Note: if the move is used against a prone enemy, it will cause them to rise
to their feet almost instantly. It could be a glitch, I’m not sure.
-2nd Overdrive: After stabbing, without moving his blade Sho fires off a
quick volley of Vulcan rounds.
This move is useful if you have an enemy that isn’t too strong, or if you’re
trying to stem the flow of enemies down a tunnel. However, it’s not that
strong.
-3rd Overdrive: After the initial juggle hit, Sho performs another juggle
hit, then rises into the air and fires at a 45-degree angle.
This move puts the 2nd Overdrive to shame. It does more hits, more damage
and fires off more rounds than the previous one. And, the shots can track
enemies even if they are not in Sho’s 45-degree angle (it can track enemies
as long as they are in front of him and within Vulcan’s range. The downside
is, he spends a bit of time in the air, leaving him susceptible to attacks
out of his point of view. So don’t use this when surrounded at all sides.
Maneuver them to one direction, then let loose. Highly recommended.
-4th Overdrive: After Sho swings his blade, he rises into the air, and
carried by momentum, spins again, firing his Vulcan all around him.
Definitely one of the cooler looking Overdrives, however, it’s usefulness
in combat is limited. He shoots so wide he can never really combo decently
with any of his hits, and then there was the problem with the Gravity
Blade’s initial lag. Works for pushing back enemies when you’re surrounded.
Just hope there’re enough of them for his wild firing to actually hit.
NeoPsionics
-----------
-Sonic Aura: When initiated, Sho becomes surrounded by an invincible blue
aura of sound.
Sho can damage enemies by walking into them. He can teleport around by
pressing X rapidly for quick, short bursts of movement or holding it for
long, smooth movements. He also has full access to all his abilities,
except for other NeoPsionics and Time Extend.
I recommend using his teleport most of the time you have this activated,
as it kills or severely wounds all non-boss enemies quite well. You can
also use it as an invincibility attack while fighting troublesome bosses
and enemies. If you keep pressing X rapidly, Sho will jump as soon as the
NeoPsionic ends. If you press Triangle immediately after, you can end your
run with a mostly protected Impact Blade attack.
-Blast Sphere: Sho marshals his energy, then with all his might, punches
the ground. The act ignites the air around him, exploding in a blast of
blue energy.
Basically, a one-shot explosion. Does the most damage for a one-hit move in
the game. Has a very large radius of attack. Emits a shockwave after
impact that can still kill enemies after the initial blast. However, since
the move does not last very long (about 2 seconds), its duration is
unaffected by the levelup of NP.
As far I can tell, leveling it up only increases its damage somewhat. This
move is highly recommended when surrounded by many powerful enemies and
time is very short with no way out. BE VERY CAREFUL ABOUT PULLING THIS MOVE
OUT. You are advised to wait until a few seconds after the enemies appear,
because enemies are invulnerable as they spawn into the level. This includes
NeoPsionics. Since every other NeoPsionic attack lasts longer than
BlastSphere, you can waste it if you pull it out too early. This is
especially evident when performing BlastSphere out of a Time Extend.
-Aerial Ray: Sho jumps straight up, emits the NP effects typical of such an
attack, and then proceeds to shoot out multiple blasts of blue-white light.
This attack is comparable to Sonic Aura in damage per bolt. Aerial Ray is
capable of lock on. If not locked on, can be rotated manually with the
Left Analog stick. He can aim upwards and downwards if aimed properly.
This attack renders Sho immobile for a rather long period of time, but
the splash damage afforded by the move makes it invaluable for dealing
with large crowds of constantly respawning enemies. It is also useful for
strong enemies like bosses, since the attack does excellent cumulative
damage. If you have the time to spare with the move, use it. Also, Aerial
Ray has the best combo potential out of all Sho’s NeoPsionics.
My personal preference for NeoPsionics? BlastSphere, Aerial Ray, Sonic Aura.
I prefer to use Time Extend for speedy movement as opposed to Sonic Aura.
b. Feanay (playerfea)
---------
Blade: Dual long and short energy blades – Artemis
Guns:
-Long range electricity pistol – Wyvern
-Medium range burst/homing ray pistol – Trinity
NeoPsionics:
- Sonic Aura
- Maelstrom
- Meteor Shower
Feanay is the second character to be made available to you over the course of
the game. To unlock her, you must complete the Unknown Menace level in Libitum
Plant. She is not as strong as Sho in terms of overall damage. Her strengths
lie in her combo abilities and special abilities in her weapons. Her attacks
are faster than Sho’s.
Blade Attacks
-------------
-Feanay swings her two blades from right to left, then left to right diagonally
upwards, stabs forwards with both blades, then spins and delivers a wide 180
degree dual slash.
The combo is faster than Sho’s, with a little less lag between the 3rd and last
hit. It has good clearance, the only downfall being that her blades do not have
as much reach as Sho’s Kronos. Note, that EVERY hit of her blade combo counts
as two hits, providing all connect. This makes for higher combo counts than
Sho.
Gravity Blades
--------------
-1st Gravity: She swings both blades down in a vertical arc.
A quick move that stuns enemies and allows for easy follow-ups, mainly due to
her speed. Note that the Gravity blade strikes for three hits.
-2nd Gravity: She spins round once and quickly stabs forward with both her
blades.Like Sho, it pushes enemies backwards, and its damage isn’t the
greatest. It hits during the spin as well. Decent, but there are better ones
to use.
-3rd Gravity: She spins and performs a dual uppercut slash.
Like Sho’s version it causes enemies to rise into the air helplessly and it
can strike multiple opponents. It also benefits from her blades increased
attack radius as it can suck up more enemies into its attack. Remember, though,
that certain enemies can not be juggled, merely stunned.
-4th Gravity: She crouches low then spins round in a circle, blades
outstretched. This is Feanay’s crowd-control Gravity Blade. Her version has a
MUCH faster startup than Sho’s version, so despite its iffy combo potential
it is a formidable fighting tool. Still best used when fighting anklebiters.
Overdrives
----------
-1st Overdrive: After performing the overhead attack, Feanay places her left
hand blade in her right hand, crouches low and shoots off six Trinity shots.
This move is effective against virtually all enemies in the game. However,
unlike Sho’s attack, it is not meant for large crowds. Use it on strong
enemies and if you’re pressed for quick damage. Note that the Trinity
shoots in a straight line throughout the move, as opposed to Legion, which
can alter trajectory to attack foes to Sho’s sides.
-2nd Overdrive: After stabbing, Feanay shoots off a volley of Wyvern shots.
This is almost exactly like Sho’s: useful if you have an enemy that isn’t too
strong, or if you’re trying to stem the flow of enemies down a tunnel.
Otherwise, save your combos for the other overdrives.
-3rd Overdrive: After the initial juggle hit, Feanay performs another dual
blade strike, rises into the air and then fires off at a 45-degree angle.
This is more effective for straight on attack than the 2nd overdrive. It also
has very good tracking, despite its appearance. She is susceptible to attacks
from the rear. So, maneuver them to one direction, then let loose. Highly
recommended.
-4th Overdrive: Feanay, carried by the momentum of her previous spin, spins
again, firing the Wyvern all around her.
Her version initiates faster and fires more energy bolts, and is thus more
useful for fighting than Sho’s version. However she still shoots so wide that
she can never really combo decently with any of the hits. Works for pushing
back enemies when you’re surrounded.
NeoPsionics
-----------
-Sonic Aura: When initiated, Feanay becomes surrounded by an invincible red
aura of Anti-Vipa sound.
This NeoPsionic, save for its color, is an exact copy of Sho’s. Feanay can
damage enemies by walking into them, she can teleport around by pressing X
rapidly for quick, short bursts of movement or holding it for long, smooth
movements. She too has full access to all of her abilities, except for other
NeoPsionics and Time Extend.
It is useful when you initially gain her, and it can help when you’re trying
to maintain a steady combo stream within good range. This is the easiest
NeoPsionic to combo with and to control.
-Maelstrom: Feanay spins around in a cyclone, blades outstretched, creating a
vortex about her.
You can control her movement with the Left Analog stick. She can move a little
bit faster than her regular running speed. She is a little hard to control
while in this mode.
Maelstrom is a worthy replacement for Sonic Aura if you can control it.
However, if you miss an opponent, it takes forever to regroup for another
attack. It can be devastating if you can combo enough hits. This attack is
especially suited for the Mega Dervis boss, as it can shred this guy to pieces
in seconds.
-Meteor Shower: Feanay focuses her power, and then rises into the air. With a
flourish, she sends down a shower of large meteors in a large radius about her.
You can rotate Feanay during the move.
Feanay is immobile during the duration of the move, and she can not lock on to
enemies. Meteor Shower has a very low chance of comboing because of the
haphazard nature of the falling meteors. Also, if the enemy is highly mobile,
you run the risk of losing them entirely as they run out of the move’s radius.
My personal preference for NeoPsionics?
-Maelstrom, Sonic Aura, Meteor Shower. Maelstrom is more powerful than the
others overall and it can really work on clearing a room.
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6. Walkthrough (gmewlkthru)
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S-Rank Items
------------
Q: How do I achieve the S-Rank items for a level? I’ve managed to get all
requirements to S but I didn’t get the item. What gives?
A: You have to obtain all S-Ranks at once i.e. one go at the level. This ranges
from easy to extremely frustrating, since there are no checkpoints in a level,
so a perfect run can be screwed up by a single accident. In any event, S-Ranks
are NOT recommended for a fresh or low level character. While there are some
that are not dependent on your fighting ability such as speed-based missions,
since your speed stats do not change over the course of the game, many
missions require you to do things fairly quickly to achieve the S-Rank. This
requires increased stats for all things: damage, range and even firing speed.
If you can’t achieve an S-Rank right away, go level up a little more then try
it again. If you’re already maxed out, then patience will allow for triumph.
Going to a level via the IAG teleporter directly as opposed to the mission
screen allows you to practice Criticals and getting MegaOrigins for quicker
leveling up with no time limit or real requirements to fulfill.
The Walkthrough will list every mission according to Planet and Stage, not by
the order they are unlocked in the game. This is mainly because levels unlock
as you acquire TRR%, with certain Key Missions that advance the plot appearing
as you gain a percentage in the area. The purple levels that show up at the
extreme right of stage lists only become available once all the levels in that
stage have been unlocked.
It will be listed as such:
Planet
a. Planet Name
i. Stage Name
1. Mission Name (TRR%)
Time needed for S Rank
Damage needed for S Rank
Combo needed for S Rank
Menace needed for S Rank
Special needed for S Rank
Item unlocked by obtaining all S-Ranks
Unlocking the level
Strategy for completing the level.
Notes on the Walkthrough:
-The TRR % next to each Mission Name is the Territory Recovery Rating
percentage that completion of the level will account for. In certain missions,
there will be another percentage: Key Mission – TRR%. In this scenario,
this represents how TRR is needed to make the level playable.
-The Special stat is a stat that only appears in certain levels, typically
if the level is typefied with an extra circumstance that makes it tricky.
If there is a Special stat, it will be listed. Otherwise, nothing will be
written there.
-If I list cardinal directions (north, south, east,etc.) it is in reference
to the map shown in the top left hand corner of the screen.
-The levels are classified letter, roman numeral, number. So, for example, the
mission Attack on Legato Town may be referred to as a-ii-2. I shall endeavor to
mention each level by where it should be located, but this will also help.
-------------------------------------------------------------------------------
a. GRARVE
-------------------------------------------------------------------------------
Immediately after completing the tutorial, you are thrust into a quick sortie.
You mission: to rescue a stranded soldier named Zacks. You can either:
-Proceed to your left, up the stairs and through the door on the right to end
the mission, or:
-Spend the time to kill the few Lacerta hanging out there. It’s basically a
chance to test out your skills before playing for good. You get no ranking of
any kind in this level, so kill the Lacerta as you choose and move on.
After the mission you will return to the IAG. After the cutscene, you can now
access the Mission Select screen. You can now select from two missions to
proceed:
The Missing Data Disk in Allargando (a-i-2) and Attack on Legato Town in
Legato Town (a-ii-2).
Planet:
-------------------------------------------------------------------------------
a. GRARVE
-------------------------------------------------------------------------------
i. Allargando
-------------
1. An Unknown Menace (Key Mission - 3%)(4%) (a-i-1)
-Time: 5:00
-Damage: 200
-Combo: 100
-Menace: 300
-Special: None
-Item: 30 Origins
-Unlock: Gain 3%
-Strategy:
The first Key Mission available. Your mission s to kill the eight
Scyllanus in the level. Note: since Scyllanus can randomly generate enemies,
I will not list those. Just be quick and they won’t cough up any more.
From the start, head down the path. You will see a Scyllanus. Kill it.
Two Lacerta also appear. Kill them and go through the door.
Another Scyllanus appears. Kill it, and move up the stairs. After
killing the Scyllanus, a cutscene triggers. After it ends, continue through
the hall into the next room.
Yet another Scyllanus is just sitting there. Kill it and the seven or
so Awl Ants in the vicinity. Go through the door. Four Lacerta appear in the
hallway. Deal with them. Enter the next room. You will see another Scyllanus.
Kill it quickly. If you go into the side room, you will find a set of boxes
containing Vipa Rounds. Stock up and return to the main room. Two more
Lacerta will appear, kill them. Continue south.
In the next room, head through the doors on your right. Go through the
next set of doors. What do you know, another Scyllanus. Kill it and the two
Lacerta on guard duty, then pick up the Rations 1 in the boxes (if you need
it) behind where the Scyllanus was. Return to the previous room. Another
cutscene will occur.
Go through the door straight across from where you just came from. Kill
the Scyllanus and the three Lacerta in the room. There are Vipa Rounds in the
box by the console. Take them and then head through the door by the console.
Go down the ramp, and you will see another Scyllanus. This one is
typically guarded by around 10-18 Awl Ants. You will receive a message about
a very strong Menace in the area. Kill the Scyllanus and collect the Red Card
Key.
***NOTE: The Red Card Key will be dropped by the 7th Scyllanus you
kill, not necessarily the one by the locked door. So, if the Scyllanus
doesn’t drop it, then you missed one. Go find it.***
Use the Red Card Key to open the door nearby, and enter. There, by its
lonesome, you will find the last Scyllanus. Because you only get the Key from
the 7th Scyllanus, this one is always the last one. This Scyllanus in
particular is VERY hesitant to shoot enemies. Kill it anyway.
Once the last Scyllanus is dead, you will trigger a cutscene and a new
enemy will appear.
--------------------
BOSS: UNKNOWN MENACE
--------------------
This giant enemy is VERY strong, and can inflict continuous touch-based
damage if you venture near its head. Beware its swinging arms. To defeat it,
you must shoot it. TO defeat it easily, lock onto and shoot both its limbs
till it raises them, then lock onto and shoot the head.
You will score many Critical Hits in a row this way. When you see the
arms move, then shoot them again. Use Time Extend’s Crossfire if you have
both arms up.
Legion Vipa Rounds are very handy to use when the Unknown Menace has
its arms up. I would recommend it anyway since you need to use Vulcan to
whittle the health down so it’s vulnerable.
Once the Unknown Menace is defeated, the mission is complete. A
cutscene will trigger.
Two more missions: Village Rescue (a-ii-3) and the Prototype (a-iii-2)
are now available.
2. The Missing Data Disk (3%) (a-i-2)
-Time: 5:00
-Damage: 150
-Combo: 120
-Menace: 350
-Special: None
-Item: 1200 Teos
-Unlock: Open from Start
-Strategy:
This mission, along with Attack on Legato Town, is available from the
get go. You can not access the key Mission An Unknown Menace without
completing one of the two missions first.
Your mission is simple: Make your way through the facility and obtain a
Data Disk. From the start, proceed down the path. Two Lacerta will appear,
one close to an explosive canister. Deal with them accordingly and go up the
stairs. Four more Lacerta will appear. Kill them or ignore them and go
through the door. One of them is guaranteed to drop an Origin, by the way.
The crates in the next room are all empty, so ignore them and head
right up the stairs. You will see four large crates. Two of them hold
Lacerta: the one on the left closest to you, and the one on the right
furthest from you. These Lacerta, when the crates holding them are destroyed,
immediately go into their slashing animations. If you want to get two easy
MegaOrigins, kill the 20 Awl Ants that appeared when you neared the crates,
but don’t damage the crates. Weaken both crates by shooting them a few times,
then shoot a crate till it explodes, then immediately TE and shoot the
Lacerta, then repeat on the other crate quickly. You should be able to nail
the two of them if you’re quick enough.
Move on to the next room. When you head for the far door, you will
trigger a cutscene. The doors will lock and about 295 (you read that right,
two hundred and ninety five) Awl Ants will drop from the sky in waves. IF
you’re not leveled up, this will be a rough test of your skills. The key is
to keep moving, not let yourself get surrounded, and combo enough so you can
Tim Extend constantly. Use your Sonic Aura if you’re low on health. You will
also get Vipa Rounds and Rations over the course of this particular battle,
as well as lots of Origins.
After you kill them all, the door will unlock. Continue southeast
through the door. Once you enter the next room, three Lacerta will warp in.
If you still have Vipa Rounds wait UNTIL they are full materialized, or you
will waste your Vipa. Kill them all, and then head through the path to the
east. You will come to a dead end. You will see a stack of boxes containing a
Rations 1, and the crate to your right contains a Lacerta (who will attack
once the box is broken open). The purple canister on the right of the box is
a paralyzing agent. Do NOT shoot it if you’re close to it, or it will freeze
you for a while. Kill the Lacerta and collect the Vipa Rounds it drops.
Return back to the room you came from and head south. In the next room,
you will see three doors: a locked one in front of you, and two passable
doors to your left and right. If you pass through the right door, you will
come to a locked door. This door is where the Data Disk is, but you’ll be
back here in a moment. Go through the left door.
Once you go through the left door, you will set upon by about 18 Awl
Ants. You needn’t waste Vipa ammo here. Kill them and move on. In the next
room, you will see a console to your left. Ignore the door in front of you
and go to the console. It’s damaged, but one screen is still working. Go up
to it and examine it with Square. A cutscene will trigger and the door that
leads to the Data Disk will open. You now have 15 seconds to get there before
the doors lock again.
Immediately after the cutscene ends, turn around. Three Lacerta will
appear near a door. Go through that door (kill the Lacerta if you want, but
remember, 15 seconds is NOT a lot of time), and then turn left and go through
the next two doors. Ignore the Awl Ants.
Once you get through the doors, go further in and a cutscene will
trigger. After that, 40 Lacerta will warp into the room. Kill them all and
collect the Data Disk. You do not HAVE to kill them all; just kill them until
one of them drops the Data Disk.
Upon collection of the disk, you have completed the mission.
3. Unconfirmed Sightings (6%) (a-i-3)
-Time: 5:00
-Damage: 300
-Combo: 50
-Menace: 160
-Special: None
-Item: 30 Origins
-Unlock: Complete Key Mission: The Original Menace
-Strategy:
Your mission is to defeat 7 Menace Sergeants in a particular manner.
Enemies are unlimited in this area, so I will not mention numbers. Also, with
the exception of the first Menace Sergeant you encounter, all Menace Sergeant
areas will respawn indefinitely, so you can move back and forth within the
areas. Note that to trigger a respawn you have to go to another spawn area;
once you deal with that area, then you can return to the previous one.
Killing a Menace Sergeant the improper way does not end the mission but
wastes time as you have to go find another one.
From the start, head left. You will trigger a cutscene. Move on. Up the
stairs, a few Lacerta and a single Menace Sergeant will appear. Attack him
however you wish, but the hit that KILLS it must be a Vulcan/Wyvern shot. Do
not attempt to kill it with any NeoPsionic. If you shoot it while in Sonic
Aura, the game registers it as a NeoPsionic attack and invalidates the kill.
If the Lacerta get in your way, kill them. Actually, if you are quick enough,
you can rack up a quick 40+ hit combo by shooting them all in quick
succession.
Proceed through the door and go up the stairs. Once you pass through
the next door, more enemies - a mix of Lacerta and Awl Ants – will appear,
along with another Menace Sergeant. Kill it with the same weapon as before.
If you want to avoid fighting the others, you can lock on and use jumping
shots to kill the Menace Sergeant. Once you’re done, you will trigger a
cutscene indicating success. Now you have to kill two more Menace Sergeants
with you other gun: Legion or Trinity, depending on your character. Head
south through the door.
In the next room, four Lacerta appear. Kill them all with guns for a
quick combo boost. If you wish, you can go straight south to your next
objective, or you can head east into the side room. If you go east, in the
boxes you will find a NP Capsule 1. You will also trigger 15 Awl Ants. Kill
them or avoid them, your choice. I recommend quickly killing them with Sho’s
1st or 3rd Overdrives, or Feanay’s 3rd Overdrive. Return to the main room and
continue south.
The next room triggers more enemies and another Menace Sergeant. If
you’re highly dependent on rapid weapons it can be tricky to kill the
Sergeant, so it may help to clear out the room a tiny bit before killing the
Sergeant. Use the 1st Overdrive to make it quick.
Now head north to where the second Menace Sergeant appeared before. He
will appear again, along with more Lacerta and Awl Ants. You can kill them
all or kill the Sergeant alone: your choice. Use the 1st Overdrive as before
to make it quick. Just be sure it’s the gun that does it, not the blade. Once
you kill the Menace Sergeant here, you get another cutscene.
Return south. You must now kill a Menace Sergeant with your blade
attacks. Gravity Blades count as blade attacks, so clear out the room if you
must, but kill the Menace Sergeant with your blade. You can soften them up
with guns first, then deal the killing blow with the blade. Now go back north
and do the same to the Menace Sergeant that shows up there.
Now, for the last Menace Sergeant, your job is extremely simple: kill
it with a NeoPsionic attack. Head south to the Menace Sergeant hotspot. If
you’re Sho, a simple BlastSphere completes your mission. If you’re Feanay,
you could simply use Sonic Aura and shoot the Menace Sergeant to death. Or
whatever works for you.
Once the last Menace Sergeant dies, your mission is complete.
4. Time Trial 1 (1%) (a-i-4)
-Time: 1:30
-Damage: 50
-Combo: 50
-Menace: 50
-Special: None
-Item: 1000 Teos
-Unlock: Complete all missions in Allargando.
-Strategy:
Purple Missions are designed to test your skills in ways different than
the normal missions do. In this case, speed.
Your mission is to head to the room at the extreme southwest of the map
and kill the lone Scyllanus. Killing it ends the mission, and your time is
vital here. The S-Rank requirements are quite lax with the exception of time
in this level.
From the start, head right and up the stairs. About 20 Awl Ants and
three Lacerta will be hanging out on the stairs. If your guns are built up
enough, you can get a 50+ hit combo by shooting them at long range, then once
you get within overdrive range, throwing out a quick 1st overdrive. This will
take care of your combo requirement.
The door to the next room is blocked by an IAG blast shield. There is a
small crack on the left side of it you can slip through. Head through the
door, and go left up the stairs. More Lacerta appear, between the IAG blast
shields set up there. Use your long range weapons to push the Lacerta out of
your way. Don’t stop to fight, keep running. Head through the door on the
left and into the next room.
There are more blast shields and giant Awl Ants. Shoot them quickly,
but these guys will fall faster than Lacerta. The blast shields are easy to
navigate: once you enter the room head between the shields until you reach
where the door is. Head around the left side of the blast shield, where a
Lacerta is lurking, and go through the door.
In the next room, Menace Soldiers and a Lacerta will show up. The only
way out is through the southern door. Ignore the Menace here and keep
running.
After you enter the next room, more Awl Ants appear. Kill a scant few
if you wish, but your goal is the western door. Once you enter the door,
about eight Awl Ants will appear in the hallway. Be careful about running
through them, as they can damage you. In the next room, two Awl Ants are
hanging out. They should be easy pickings. Head straight through the door.
In the long hallway, five Lacerta will appear, one showing up shortly
after one of the initial four is killed. You should be able to kill on two or
three without really stopping. Go through the door.
There it is, the Scyllanus. It’s guarded by Lacerta and a few Menace
Soldiers. Run straight for the Scyllanus and wear it down with rapid gunfire,
then quickly finish it off with a NeoPsionic.
Upon killing the Scyllanus, you have completed the mission.
ii. Legato Town
---------------
1. Archeomusiologist Ud (Key Mission – 17%) (7%) (a-ii-1)
-Time: 6:00
-Damage: 200
-Combo: 120
-Menace: 200
-Special: None
-Item: 40 Origins
-Unlock: Get 18% or more TRR
-Strategy:
Once you have the required amount of TRR, this mission becomes
available. Your mission is to locate Archeomusiologist Ud through the
assistance of the disciple.
***NOTES:
-Ud’s disciple can unlock doors but can not operate doors by himself.
You must physically unlock doors.
-The disciple’s morale meter will drop only if he is close enough to
Menace. If you leave him behind a door then kill Menace his morale will be
unaffected.
-The disciple’s morale meter will not stop dropping until the Menace
vanishes, including death animations.***
From the start, go ahead and meet UD’s disciple. He will deactivate the
lock on the door so you can proceed. Run ahead of him so he gets stuck behind
the door at the end of the hall. This will prevent any morale drop during the
next two (or three) encounters. Once through the door at the end of the hall,
3 Lacerta will appear. Dispatch them and enter the next room. Proceed through
the eastern door.
***NOTE*** If you choose to head upstairs instead of east, you will
enter a room with some crates containing a Medikit 1 (not Rations). There are
39 Menace in here, a combination of Awl Ants and Lacerta. Ignore them, kill
them…your choice. However, you can get a 80+ combo here if you wish to.
Return downstairs and go through the eastern door.
In the next hallway, 30 Ants will drop from the ceiling. Kill them all,
then, if you locked Ud’s disciple out, make sure to let him in now. Proceed
through the room you just cleared out. The disciple will unlock the door at
the end so you can proceed.
A mass of Menace will jump out of the pool in the center. The
disciple’s morale will drop now, so kill all 27 of them quickly. Once out of
danger, the disciple will head to the locked south door. Proceed through, and
once you get to the end, destroy the wall blocking the path on east side of
the room (your map clearly shows a room behind it). Both of you go through
the door ahead.
In this next room, head all the way to the furthest door in the north
part of the room. Let the disciple in. He will then examine one of the
lockers there and obtain a Red Card Key. If he seems to be taking too long,
talk to him to get him to find it faster (??). Once he has it, he will then
attempt to return to the main room.
In the hallway outside the locker room, two sets of two Dervis will
appear, one in the middle of the hallway, the other set near the door.
Depending on your abilities, it may be faster to lock the disciple out, kill
them all, then get him, or simply kill them as they appear. In any event,
Dervis are tougher than Lacerta and may require a little more time than
usual.
In the next room, 5 Giant Lacerta will spawn at different times in the
room. If you left the disciple behind, it will take a while to backtrack for
him. Use TE teleport to move faster, but only use one session, save the rest
for when you really need it.
Returning to the room with the pool, head right along the edge of the
room, moving towards the northern door. 31 Awl Ants will appear, so mow them
down and move forward. Once you near the corner close to the door, four
Dervis appear. Eliminate them, and allow Ud’s disciple to open the door.
Head upwards, dispatching the 3 Lacerta in your way. Further ahead, two
Dervis and one Lacerta appear. Take them out. In the northernmost room is the
teleporter to Ud’s corridor. At this point, protecting the disciple is no
longer required, so head round the corner. 90 Awl Ants will appear, so use
this opportunity to rack up a high combo (180+). Once you enter the next
room, you will have completed your mission.
2. Attack on Legato Town (4%) (a-ii-2)
-Time:
-Damage:
-Combo:
-Menace:
-Special:
-Item: GigaOrigin
-Unlock: Open from Start
-Strategy:
This level is also open from the start, along with The Missing Data
Disk. You can not access the Key Mission An Unknown Menace without
successfully completing one of the two.
Your mission is to kill every single Menace in the level. Doing so will
immediately earn you an S-Rank. The percentage of enemies killed is indicated
under the Menace counter.
From the start, head up and kill the four Lacerta hanging out in the
hall. Proceed into the next room. 35 Awl Ants will be waiting there for you
to kill. Once they are dead, you should have 11% killed.
Head north into the next room. A total of 10 Lacerta will appear here
and in the room up the stairs. Kill them all; go up the stairs and through
the door on the right. Two Lacerta appear as you pass through the door. Take
care of them, and move on. 20 Awl Ants and some Lacerta appear. Kill them
all. Then shoot the boxes in the corner to make the next wave trigger. If you
do not shoot the boxes, the wave will not trigger and you won’t be able to
finish the level until you do. 29 more Awl Ants appear. Kill them. You should
have 32% now.
Return back to the room down the stairs and head east. Before you even
get in the door, Awl Ants will spawn in. 50 to be exact. Wipe them all out.
This is a good place to get your combo count up. Move up into the central
room.
Once you enter, several dozen enemies will either spawn in or jump out
of the pool in the center of the room. Along with the usual complement of Awl
Ants and Lacerta, there are three Dervis in the room. They are slow moving
but have higher stamina. Be careful of their gas attacks.
After all 48 enemies are taken care of, head through either one of the
doors in the north wall. You will encounter two Dervis and six Lacerta. Take
them down. Go up into the left room. You will encounter six more Lacerta.
Some may spawn in a little late. Slackers.
Head north to the next room. By this point, you should have 64% of the
Menace killed. Once in the next room, you will see a mass of enemies and a
larger Menace resembling anthill. This is a Scyllanus. Focus on killing it
quickly or it will make your job harder. Kill all the Awl Ants, the Lacerta
and single Dervis as well, totaling 54 enemies. You should have 88% killed.
Now head for the door to the west. Proceed through the room and into
the next one. Once you reach the narrow passage, 40 Awl Ants will drop down
in waves. Kill them all.
Mission complete.
Note: It is possible to trigger the last Ant attack I mentioned here
early, but since the door in this area is locked it would mean more
backtracking. This wastes time.
3. Village Rescue (4-5%) (a-ii-3)
-Time: 5:00
-Damage: 200
-Combo: 100
-Menace: 150
-Special: None
-Item: 1800 Teos
-Unlock: Complete Key Mission: An Unknown Menace
-Strategy:
There are 5 people scattered over the course of the level that you have
to rescue before time runs out. From the start, go straight and kill the
three Lacerta that spawn in the hallway. Enter the next room, kill the eight
Lacerta that show up. In the next area, a total of 29 enemies of both the
Lacerta and Awl Ant persuasion will appear, the Lacerta in the immediate
vicinity, the Awl Ants coming from the stairs. Try not to fight on the stairs
because it limits your guns’ effectiveness. Once you’ve taken them down, head
up the stairs and through the door to your right. There is a Lacerta in the
giant crate, and some Vipa Rounds in the small boxes next to it. Proceed into
the next room.
Here you will meet nine Lacerta and two Spectral Menace. Spectral
Menace can not be killed by your weapons. To defeat Spectral Menace, you have
to kill all the enemies in the room. Use quick attacks and avoid using
attacks that keep you in one place too long. Once the Lacerta are down, the
Spectral menace will die a second later. Pick up the Rations 1 and head to
the giant IAG shields in the northeastern corner of the room. Slip behind it
using the hole in the left side, and talk to the crouched person there to
“rescue” him. You will receive a Medikit 1 for your trouble.
Now head all the way back down the stairs and take the east door. Once
you enter the large central chamber, three Spectral Menace and 35 other
enemies will make themselves known. Be very careful about fighting in the
center of the room, it is very easy to be blindsided by Spectral Menace. Use
Sonic Aura if you’re in trouble to quickly move through the area. There are
some Vipa Rounds in some boxes here as well. Once they are dead, pick up the
scattered Origins and Rations 1 and talk to the person here to “rescue” them.
Go through the south door. Three Lacerta will appear, so kill them. You
will notice a wall blocking off a section that appears on the map. Shoot or
hit the wall to destroy it, then carry on through the door. A little way into
the hall way, a mass of Awl Ants and two Lacerta appear. This is a perfect
place to get a good combo string going. Once all 100 of them bite the dust,
head into the furthest room on the left.
You will encounter a locked door. To the right of it are three glowing
switches. Once you examine theme, seven Menace (including one Spectral
Menace) will appear. Kill them all and the doors will open. Head in to the
next room and rescue the man inside. He will give you a Red Card Key for your
efforts.
Return to the hallway and enter the middle room across the hall. Once
you enter, the door will lock and 20 Awl Ants, along with a Spectral Menace,
will appear. To finish this room with little effort, break the large crate
blocking the next room and kill the Lacerta that appears. Go into the room
and shoot everything from beyond the doorway. Once they all die, talk to the
person and rescue him.
Return to the large central chamber. Head for the east door. Use the
Red Card Key to open it. Inside, you will find the last of the 5 survivors,
so save away. You will be given a Medikit 2 for you trouble.
Mission accomplished.
***NOTE: If you complete this mission before Archeomusiologist Ud, you
will get an extra cutscene at the end.
4. The Stolen IAG Badge (6%) (a-ii-4)
-Time: 2:43
-Damage: 150
-Combo: 175
-Menace: 126
-Special: None
-Item: Siphon 1
-Strategy:
Your mission: Find and eliminate three Menace who hold a pass to IAG HQ
and prevent a possible invasion of IAG.You wont find the Menace you need to
kill until quite a bit into the level, so most of the mission focuses on just
GETTING there.
From the start, destroy the boxes to your right for some Vipa Rounds,
then head straight through the door. 6 Lacerta appear, some attacking right
away with fire breath. Crush them, then enter the next room. 4 Lacerta also
step up for a beating. Oblige them, then carry on to the next room. 7 Lacerta
will try their luck, and there are 3 more at the top of the stairs. However,
the door up there is locked and can’t be opened, so don’t waste time trying
to open it. Once you finish up here, take the west door. In the hall, 80 Awl
Ants show up. Use this area to rack up a nice combo (160+), and then carry on
into the large room ahead.
In the large room 4 Lacerta jump out of the pool in the center. Kill
them if you will, then go through the northern doors. 3 larger Lacerta will
be waiting in there. Take them out and continue north. In the next room, the
three Menace you need to kill (the ones with the IAG Badge) appear. Once you
inflict enough damage on them, they will attempt to flee by teleporting to
another room as soon as they are able. They will continue this until they
reach the teleporter to IAG. If you have enough NP Capsules, two BlastSpheres
should all but kill them. Overdrives 2 and 3 are recommended for maximum gun
based damage.
Once the last Soldier coughs up the Badge and you pick it up, your
mission is complete.
5. The Wife’s Ring (1%) (a-ii-5)
-Time: 3:00
-Damage: 100
-Combo: 100
-Menace: 100
-Special: None
-Item: 50 Origins
-Unlock: Complete all missions in Legato Town.
-Strategy:
Your mission: find the box containing the President’s Wife’s Rig before
time runs out.
What can I say? Find the ring before the timer clocks 7:00 and you will
get an S for time. This obviously is not an easy task, so take I recommend
taking Sho and blasting every box you can find. In some of the narrower
rooms, check by the doors whenever you enter for more boxes.
Thus far, it seems that the ring may be:
-where you met Ud,
-in one of the locker rooms,
-or on the way back from where the IAG badge thieves are.
The problem is, the box it is in is completely random, which makes
finding it hard to compute. It’s also not the last box you break: I once
found it in the THIRD room I entered. There is no one way to solve this; if
you don’t find it in time, try again. Use the 1st Overdrive on the Ants
scattered around for quick combos. You can find a large group in front of
Ud’s room. Damage isn’t really an issue; it is easy to go through the whole
level without taking a single hit.
iii. Libitum Plant
------------------
1. The Original Menace (Key Mission – 30%) (9%) (a-iii-1)
-Time: 10:00
-Damage: 250
-Combo: 90
-Menace: 200
-Item: Bow Rahn Doll, Unlock Feanay for play.
-Unlock: Complete Key Mission: Archeomusiologist Ud
-Strategy:
Your objective is to find an eliminate a new kind of Menace that is
highly agile and is deemed a threat. Doors will lock behind you, preventing
you from backtracking, so if you’re in the habit of leaving stuff behind and
coming back for it, you’re in trouble. The target appears on your map as a
giant green dot that constantly moves.
From the start, approach the door and you will trigger a cutscene.
After that, go through the door and you will trigger another short scene.
After this, every door you pass through will turn red, preventing you from
going back.
Three Lacerta will attack as soon as the cutscene ends. Kill them and
then go for the the furthest door, ignoring the first door on your left.
Proceed through the room and into the tunnel. A Scyllanus is in your way.
Kill it and go through the door on your right. In the large room, 45 Awl Ants
will crawl out from the corners and attack. There is an explosive box in the
center, be careful when you shoot it. Two Lacerta also try to get into the
mix. Once they all die, continue north.
Take your first left, and kill the two Lacerta hanging out in the hall.
In the next room, more Awl Ants and some larger Lacerta appear. Kill all 40
and then head for the southeastern door. Once you reach the red room, kill
the Scyllanus that’s visible through a small hole on the north wall. Once
that is done,you will trigger a short scene. Activate the panel in the room,
then return to the main room and head through the east door. As you head down
the ramp, you will encounter 29 Awl Ants and a Scyllanus. Wipe them out. A
little further down are two more Lacerta with nothing but time on their
hands. Occupy them.
In the circular Una doored-room, you will face three Lacerta and a
Scyllanus. Dispatch them, then grab the Vipa Rounds in the crates by the east
corner. Now, having collected whatever you found, head through the northern
door. In the next hallway you will find four large boxes and a Menace Soldier
near them. One of the boxes, the third one from where you reach them has a
Lacerta in it. Foil its ambush and carry on to the circular room. Inside the
room are a Scyallanus and three Lacerta. Take care of them, and head west.
***If you so desire, you can head north. If you do, you will find two
Menace Soldiers hiding behind four large boxes in a hallway, and in the
northernmost room, you will find a couple of boxes containing a Rations 1.
Once you get them, return to the previous room and head west.***
You will eventually come to the catwalk before the Una facility. Go
towards the red door, and you will trigger a short cutscene. After it ends,
jump off the catwalk through either of the broken gaps in the fence. Grab the
Vipa Rounds and then activate the switch. Head for the door.
It will lock just as you are about to reach it. 35 Menace, including a
Menace Soldier, several Lacerta and many more Awl Ants, will ambush you. Kill
them all and the door will unlock. Proceed through it.
In the hallway, you will meet two Menace Soldiers, attacking while
using six large boxes for cover. There are three Lacerta in the boxes, one in
each cluster. The first set of boxes also has some Vipa Rounds in them.
Collect them and deal with the enemies as you see fit, then continue to the
next room. A Lacerta and 20 Awl Ants show up to die. Help them on their way,
then head through the door to the circular room. You should recognize this
area, since you’ve been here before. Trace your steps back to the catwalk
room, and head through the now open door. Once you enter the room, kill the
Scyllanus in the center.
This room has 5 doors. The Menace is hiding behind door number 5, but
it will not open. You have to use the teleporters in the other room to enter
door 5. Each door is marked by a number on the floor in front of it. From the
start, go into door number 3. Two Menace Soldiers appear, so destroy them.
You can find some Vipa Rounds in the boxes at the far side of the room. Take
the teleport on the west side of the room. Once you reappear, turn around and
take the teleport behind you (still on the raised platform). You will trigger
a CG scene, then get ready to fight!
---------------------
BOSS: ORIGINAL MENACE
---------------------
This boss is quite fast, and has good attack and defensive
capabilities. To damage it, you have to attack with the right weapon when it
changes color. When it is white, it is weak against everything, but mostly
guns. When it is purple, it is weak against blades only, and it deflects
guns. Neo Psionics seem to damage it regardless of color, but the damage
depends on the kind of NeoPsionic attack you use.
The Menace has fire attacks for long range and spinning hair-whip
attacks as its most deadly attacks, but it shouldn’t be troublesome. Watch
for its charge when you’re at range, and its flame attacks are quite
telegraphed so they should be easy to avoid. It also creates energy balls to
throw at you by rearing back, then shooting. You can avoid this with sidestep
maneuvers. The hair whip is hard to escape, but only if you’re right up in
its face. I recommend just destroying with Overdrives when it is white, then
unleashing a NeoPsionic assault when it is purple.
It doesn’t stay purple forever, either. You can let up for a few
moments and it will revert.
Once the Menace is defeated, your mission is complete.
2. The Prototype (3%) (a-iii-2)
-Time: 5:00
-Damage: 200
-Combo: 100
-Menace: 350
-Special: None
-Item: Surge 1
-Unlock: Complete Key Mission: An Unknown Menace
-Strategy:
Your mission is thus: activate the Prototype weapon and then make it
back to the teleporter before it activates and you die.
From the start, head straight through the hallway and kill the two
lurking Lacerta. Pass through the door and take the first left, then go
through the door and use the teleporter.
Once you reappear, turn around and go to the Prototype. Go up to it and
examine it to activate it. Upon doing so, you will now have exactly 8 minutes
to get the heck out of there.
Go through the door, and onto the bridge. Six Lacerta will accost you
there. Kill them all. Moving through the door, 17 Awl Ants attempt to impede
your path. Wipe them out, and proceed through the hall.
Once you enter the circular room, 32 Menace drop down from the ceiling.
The enclosed area makes it tricky to avoid hits, but if you have your
Overdrives built up, you can get a nice combo (60+) here. Once they are all
dead, collect whatever goodies they dropped and head through the south
passage. Remember, time is of the essence here.
In the hallway, 20 Awl Ants try to stop you again. Kill them and
proceed into the next round room. The doors will all lock, and four large
Lacerta warp in. Put them out of their misery and the doors will unlock.
Proceed southwards.
As you continue up the ramps, you will encounter humanoid Menace
Soldiers. These guys have no melee attacks, so rush up to them quickly and
finish them off with your weapons of choice. Kill the two you encounter here.
You will then come across a large infestation of Lacerta in the hall.
Once all 18 of them are gone, move up into the large square room. Upon
entering a little ways in, the doors will lock. 20 Lacerta will appear, with
quite a bit of them at first. Don’t get surrounded. Kill them all, and the
doors will unlock. Head through the east door and take your first left. Two
Lacerta and 15 Awl Ants line the corridor. When you get to where the Awl Ants
are, take a right at the intersection, then go through the door. The doors
will lock, and 262 Awl Ants will now stand between you and freedom. The 4th
Overdrive can actually work here, if you want to, but use the 1st Overdrive
to make space in the center of the room, then begin laying down a 360 degree
sphere of Vulcan fire. If you do it right, you will constantly Time Extend as
you rack up a massive (450+) combo. Your basic gun gauge does not deplete in
Time Extend mode, so until you run out of targets you will have infinite
ammo.
Once they all die, head out through the south door. In the next room,
20 Awl Ants will show up. Kill them if you wish, then move into the hallway.
Ignore the other passage and go straight through the door back to the
teleporter. You will encounter two more Lacerta just before the door to the
teleporter. If you have time, kill them.
Once you make it into the teleporter room, you have successfully
completed your mission.
3. NP Energy (5%) Obtain BlastSphere for completion (Sho only) (a-iii-3)
-Time: 5:30
-Damage: 130
-Combo: 60
-Menace: 170
-Special: None
-Item: 1800 Teos
-Unlock: Complete Key Mission: Archeomusiologist Ud
-Strategy: This is a Sho-only level. Feanay can not attempt it.
***NOTE***There are only 12 enemies in the level that drop NP Energy.
So you can miss two at the most before failing your mission. Awl Ants, as a
rule, do not drop NP Energy. Only Lacerta and Menace Soldiers drop NP Energy.
From the start, head through the first two doors. In the third room,
two Lacerta appear down the hall, but you can ignore them for now. Take your
first left and enter the small circular room. 17 Menace, a combo of Lacerta
and Awl Ants, appear. One of the Lacerta in this room has a NP Energy orb. As
soon as the message appears, look for it and grab it.
***NOTE*** You only have FOUR seconds to grab any NP orb that appears,
so don’t get too involved with your enemies. Once it appears, look for it and
grab it. FAST.
Exit the room and return to the main hall. Kill the two Lacerta if you
desire,and enter the next room. Proceed to the hallway after this room. 16
Awl Ants and one Lacerta will appear. This Lacerta loves to use its long
range fireballs, so be careful. Anyway, killing this Lacerta will yield
another NP orb, so kill everything and get the orb once it appears. Proceed
to the next room.
In the next room, three Menace Soldiers will appear and attack. One of
them has an NP orb. As soon as you hear it appear, get it. Kill the rest and
carry on into the next hallway.
Take the first left in the hallway to carry on. The other path is a
dead end containing some crates. However, there are some Vipa Rounds there if
you want to stop and get them. Once you get them return and take the other
path. The path will scattered with Lacerta, one of which holds yet another NP
orb. Get it, wipe out the other four in your path, and carry on.
Two Lacerta appear, one on either side of you, as you enter the next
hallway. Kill them with long range attacks and go down the northern path to
the next room. 21 Awl Ants start crawling out of the woodwork. Clear them all
out, and then head for the southern door. Three Menace soldiers will appear,
one of whom holds the fifth NP orb. Obtain it, enter the room at the end of
the hall and activate the glowing switch on the console. Return to the room
which had the Awl Ants in it.
Head through the west door. 27 Menace will appear roughly half way down
the sloping tunnel, a couple of which are Lacerta. One of them has yet
another NP orb, so watch out and collect it. Continue down the tunnel once
you’re done.
You will enter a room with six watery doors. Only three actually work,
but more importantly, one Menace Soldier and 45 Awl Ants appear. Once you
finish cleaning up, head for the northern exit.
Along the way, you will encounter a crate with some Vipa Rounds.
Collect them if you need them. Enter the next room and one Menace Soldier and
25 Awl Ants will drop in. This Menace Soldier has a NP orb on him, so ensure
you collect it.
At this point, continue north. You will enter a hallway with four
crates, two on each side. Each one contains a Lacerta, who will attack as
soon as the crate is destroyed. One has a NP orb, another has Vipa Rounds.
Take them out as you please. Continue north.
At the top, you will find two more Lacerta, and one Menace Soldier who
has an NP orb. Collect it, then head back south. Once you reach the first
watery crossroad, head east. You will enter a catwalk, with broken netting on
both sides. Two Menace Soldiers, one of whom has a NP orb, will appear.
Defeat them, and upon obtaining the orb, you should have 10. Mission
complete.
***NOTE***If you missed an orb, at this point, you can jump off the
catwalk through the broken netting. You encounter a mass of Menace at the
bottom, one of who has a NP orb. Get it, then exit the room and work your way
back to the catwalk. Along the way, you will encounter the Menace who hold
the last orb.
4. Poisoned Una (8%) (a-iii-4)
-Time: 7:00
-Damage: 250
-Combo: 150
-Menace: 160
-Special: None
-Item: NP Convertor
-Unlock: Complete Key Mission The ITS
-Strategy:
Your job this time is to clear out the impurities in the Una refining
facilities so that people can survive. This will be accomplished by simply
killing all the Menace in the 5 Una tanks to purify them.
From the start, go through the door and take your first left. Enter the
door and use the teleporter. When you reappear, head south through the door.
In the hallway, you will see three large boxes and 23 Awl Ants. The boxes are
empty, so kill the Ants and continue into the next room.
As you enter, a cutscene will trigger. After it ends, take the south
entrance and follow the path east. Along the way, 30 Awl Ants will congest a
corner. Overdrives work quickly here, as is often the norm. Enter the east
Una room.
2 Lacerta and one larger Lacerta will appear. The larger Lacerta drops
some Vipa Rounds when it is killed. Proceed through the north door. A Menace
Soldier will appear in the middle of the hallway, so kill it and continue
north. 3 Lacerta appear in the room as you enter. Deal with them and then
take the east door. As you enter the catwalk room, a Menace Soldier will
appear and shoot almost immediately. Kill him, grab the Vipa Rounds he drops
and continue straight into the Una facility.
The key to successfully clearing out the level is to purify them in
order from 1 to 5. The doors all have numbers on the ground in front of them.
From where you start, only door 3 is open. The rest of the rooms only open
from the inside, and as such have to be reached by using the teleporters in
room 3 and beyond to shift between rooms.
Head into room 3 (the southeast room). Ignore the Menace for now and
take the left teleporter. You will appear on top of a pillar in room 1
(southwest). Drop down and eliminate the Menace in the room. There are 2
Menace Sergeants and 5 larger Lacerta. BE VERY CAREFUL with guns. Make sure
you are NOT pointed towards ANY of the explosive barrels; if they explode
they will cause MASSIVE damage (20+ %) to the Una walls. If the green bar
empties you fail instantly. Use blades to deal most of your damage and quick
gun bursts if necessary. Once the room is cleared out, a cutscene will
trigger. Once it ends, return to the main room through the door.
Head for room 3 again, ignore the Menace, and this time take the right
teleporter. You will appear in room 4 (northeast). Turn right and take the
teleporter on the pillar. You will then appear in room 2 (northwest). You
know the drill; kill the 2 Menace Sergeants and the 5 Lacerta to purify the
room. Watch it with knocking people around, because if they fall on the
explosives they trigger them anyway. Once they all die, another cutscene
triggers. Grab the Vipa Rounds in the room and return to the main room
through the door.
Go to room 3 again. Now you can clear the room out of Menace. 30 Awl
Ants and 5 Lacerta are in here. Be careful of the explosive canister pack in
this room, if destroyed it takes 60%(!!!!) off the ‘Una walls’ bar. Once they
are dealt with, enter the right teleporter again.
You will appear in room 4 (northeast). Drop off the pillar and kill the
Menace in here. 2 Menace Sergeants and 5 Lacerta are hanging out in here. If
you’re still having problems with them, try fighting them near the door.
There are no canisters there, so you should be able to pin them against the
walls and kill them normally. Once you clear out the room, another cutscene
triggers. Exit via the door.
Go to room 3, and take the left teleporter. When you appear in room
1(southwest), turn round and take the teleporter on the pillar. You will
appear behind room 5(west). Head east through the two doors and enter room 5.
There are NO canisters of any kind in room 5, so you can take these
last guys out as you wish. 50 Lacerta, mostly larger ones warp into the room.
If you couldn’t get a combo going, you can now, easily exceeding 200+.
Once you defeat these final Lacerta, your mission is complete.
5. Speed (1%) (a-iii-5)
-Time: 5:00
-Damage: 100
-Combo: 40
-Menace: 60
-Special: None
-Item: 1000 Teos
-Unlock: Complete all missions in Libitum Plant.
-Strategy:
Your mission is to find 3 Red Drones located somewhere in the level and
return to the teleporter as quickly as possible. Speed is paramount, so you
really can’t afford to fight here.
From the start, head straight and take your second left. The first left
turn has Vipa Rounds, but it is a dead end. Once through the door, you will
meet 20 Awl Ants. Kill them then head through the door and into the next
room.
Once you enter the room from the tunnel, 5 Lacerta appear. You can use
this encounter to build your combo meter, but once you attain that, get
moving. Two Menace Soldiers are running about in the hall, but at this point
they’re simply distractions. Take the first left and follow the path to the
door. At the door, take the right path to the next room.
20 Awl Ants and a Menace Soldier are in here. If you have BlastSphere,
now is a good time to use it. Head for the south door; in the room at the end
of the path is a box containing the first Red Drone. If your time is 1:30 or
so, you’re doing well.
Head back to the previous room and go west. 4 Lacerta are standing
around at every turn in the room. Kill them but don’t stop to fight; lock and
kill them as you approach. Two Menace Soldiers appear in the circular room.
You should be ale to kill one with no problem, but stopping to fight is ill-
advised. Proceed north, through the tunnel. In the next circular room, head
east, following the path to the catwalk with broken fencing. Go straight
ahead into the Una refining area.
4 Lacerta warp in as you enter the room. Kill those you can without
stopping, then go and grab the second Red Drone. Your time should be about
2:35. Turn round and head back, wiping out whatever Lacerta remained. When
you return to the catwalk room, jump off through the gap in the fence and
grab the third Red Drone. Your time should be 2:45 or so. A cutscene plays;
now you have to return to the IAG teleporter. There are some Vipa Rounds in
the crate behind you. Head south.
4 Menace Soldiers are in the hallway. Kill them as quickly as you can
head out the door. In the Una room, head south. Follow the path to the next
Una room. If you skipped one of the Menace Soldiers here earlier, it will
appear again. Take the south exit and head all the way back up the ramp. If
you have been saving your NP energy, now is a good time to use Time Extend to
quickly dash through the area.
In the large room, take the east door, then the first door on your
left. If you skipped the Menace Soldiers here earlier, they too will
reappear. Take the right path to the door. In the next room, if you skipped
Lacerta they will reappear also. Kill them and take the south door.
Follow the path all the way to the blue IAG teleporter, going through
three more doors, and then once you reach the room, enter the teleporter.
Your mission is complete.
First drone: Small room in the southwesternmost area of map.
Second drone: In the Una tank intersection (middle of the five
Una tanks)
Third drone: Return to the previous room (with the broken guard
fences). Jump off the edge. Drone is in front of the computer.
Now haul ass. Don’t stop to combo, until you’re almost out of
there. Use rapid fire guns and switch targets rapidly instead of
slicing and dicing.
iv. Prestsite
-------------
1. The ITS (Key Mission – 40%) (8%) (a-iv-1)
-Time: 10:00
-Damage: 250
-Combo: 94
-Menace: 268
-Special: None
-Item: 4200 Teos
-Unlock: Gain 40% TRR
-Strategy:
Work with an agent to navigate the Una tanks and activate the
Interplanetary Transport System so access to other planets can become a
possibility.
From the start, go down the tunnel and kill the 20 Flying Ants in your
way. There are also two menace Soldiers hiding in the side room. Proceed
through the door. In the next area, there are Vipa Rounds in one of the boxes
in the side room. If you pick it up, a Menace Soldier will attack you. Defeat
it and return to the main room. Just in front of the door are two more Menace
Soldiers. Take them out and go through the door. In the next room are two
more Menace Soldiers. Deal with them and continue on. When you reach the
junction, take the left fork.
In the next room, you will encounter a group of 20 Flying Ants. Take
them down and continue down the tunnel. In the circular room, 45 Flying Ants
will try to attack. This room is not conducive to combos, so don’t expect
anything great unless you use a BlastSphere. Once you’ve dealt with this
batch, continue through the next door. You’ll barely pass through when 20
Ants appear and bother you. Destroy them and move on.
In the northern room, two Menace Soldiers attack. Take them out and
then go through the south door. Use the teleport pad in the room. Once you
reappear, proceed through the door in front of you and up the ramp. Along the
way, you’ll run into two Menace Soldiers. At the top of the ramp, go through
the door and you will trigger a cutscene.
After the cutscene ends, go to the panel in the center of the room and
activate it. Then head through the southern door. You will run into 25 Ants
and 2 Menace Soldiers on the way. Destroy them and pass through the door. You
will enter a room with broken fencing. Destroy or avoid the Ants that enter
and jump through one of the holes in the fencing. Once you land, go through
the door to the south. You will trigger a cutscene. Once it is over, you will
receive a Green Key. Return to the previous room you came from and take the
teleporter on the left side of the room.
You will appear back in the circular room where you killed 45 Flying
Ants earlier. Return to the teleport room to the north. Once you enter the
room before the teleporter room, two Menace Soldiers appear and attack. Take
them out and head for the teleporter. Return to the main room for the Una
Tanks. You will trigger a cutscene. Now, head through the north door. Go down
the ramp, and use the Green Key to open the locked door. Once you enter,
acutscene will trigger. When it ends, break the crates and grab the Medikit 1
and Capsule 1 inside. Activate the release switch. You will trigger another
cutscene. Once it ends, the door will lock two Menace soldiers will appear
inside the room with you. Kill them to open the door and head back to the
main Una room. 30 Flying Ants will attack in the corridor leading to the
room. Blast them all away and once you make it to the main room, take the
southern door.
Your path will be impeded by 30 Flying Ants. Once they are taken care
of, go through the door. You will meet a Menace Soldier by the door. The
crate behind him has Vipa Rounds. Grab the rounds, beat the Soldier and
continue up the ramp. Three more Menace Soldiers will be waiting for you
before you reach the top of the ramp.
In the broken fence room, four Menace Soldiers warp in to fight you.
Ignore them if you wish, but you could take them and the 30 Flying Ants that
join them out with a few well placed combo attacks. Once you make your
choice, jump off the platform through the gap ad head through the southern
door. Once the cutscene ends, take the teleport pad. Once you reappear, go
through the door and into the next room.
Once you enter, the door will lock and 16 Menace Soldiers appear. Use
the glass for cover, but you might want to use a mobile NeoPsionic like Sonic
Aura to shield yourself while you attack. Once they are all dead, use an NP
Capsule if you desire and then go to the next room. In the next room, the
door will also lock, and two Menace Sergeants and 5 Menace Soldiers appear to
challenge you. These guys line up against walls for maximum cover, so be
quick, be agile and move to take them out. One of them drops a Rations 1,
though at this point it might be unnecessary. In any event, once they die the
door unlocks and you can go through.
In the next room, run up to the glowing console and activate the switch
to complete your mission.
2. The Crafty Menace (6%) (a-iv-2)
-Time: 8:00
-Damage: 350
-Combo: 90
-Menace: 200
-Special: Shoot 3 illusions
-Item: Vitalizer 1
-Unlock: Complete Key Mission: Archeomusiologist Ud
-Strategy:
There are 7 new Dervis in the area, capable of creating deadly
illusions. If any of the illusions are hit, they will counter by transforming
into a ball of purple energy and homing in on your character. The only way,
short of NeoPsionics, to avoid the attack is to either block it with a wall,
or exit the room IMMEDIATELY. However, simply shooting the illusion counts
against your final score. Be very careful. All illusions count as kills when
the real Menace dies, by the way.
From the start, head down the tunnel and enter the first door on your
left. A Dervis will appear, along with two illusions. The real Dervis will
appear on the radar and will have a target icon onscreen. It tends to be a
little behind the other two, so quickly run round to the back and shoot it.
Use the 2nd or 3rd Overdrive to quickly kill it. Once that is done, you can
return to the main tunnel.
Proceed until you’re ambushed by 80 Awl Ants. They drop sporadically,
but once they all die, move on. There is nothing of interest in the side room
here. Once in the next room, the second Dervis will manifest, along with
three illusions. This one is in the center of the pack, but he seems to be
less guarded towards the rear. Maneuver in-between and kill it. You can also
lure the others off the central pedestal in the room to make it easier to
kill the real one, just be careful. Once it is dead, continue northward.
At the junction, you will come face to face with 40 Awl Ants. Overdrive
them quickly, and head left at the junction. Upon entering the third Dervis
with three illusions appears. The real one is at the rear, towards your left.
Get between him and the real ones and push him out of the way with weapon
attacks, and finish him off. Now head north.
In the circular room, 45 Awl Ants attack. This room is tricky to get a
decent combo in, since your gun can’t shoot through walls. If you have
BlastSphere and you’re confident you can rebuild it with ease, then fire
away. In any event, proceed north when they’re all dead.
In the next room, the fourth Dervis appears, with three illusions. This
one is dead center in the pack, but its front is unguarded. Heavy fire is not
recommended frontally; you may miss a shot as it recoils and hit an illusion.
Use 1st Gravity Blade attacks to stun it(it’s a vertical strike) until you
have a clear path to shoot it quickly. When it dies, head west.
In the next room, the fifth Dervis appears, along with four illusions.
It too is in the center of the pack. Use Gravity blades to stun it while
avoiding the other four long enough to Overdrive the real one to oblivion.
This one is quite tricky, as the four make a good guard for it. Now return to
the room where you killed the fourth Dervis and head south. Take the
teleporter.
When you reappear, head through the door and up the ramp. Along the
way, you will be attacked by two Menace Soldiers. Eliminate them and head
through the door. The sixth Dervis appears, along with three illusions. The
real one seems to always be stuck behind the computer in the room center, so
run there quickly and Overdrive it. It will drop Vipa Rounds and Rations when
dead.
Go through the southern door. In the hallway, you will be attacked by
40 Awl Ants. Destroy them and proceed to the next room. Shortly after you
enter, you should see the final Dervis materialize before you. It too has
four illusions, which guard it tightly. To make matters worse, Awl Ants will
constantly appear, making your targeting difficult. You can quickly end this
with a BlastSphere, but you must be careful to initiate it in such a fashion
that the real one bites it FIRST, not the illusions.
Once the 7th Dervis falls, your mission is complete.
3. Prestsite in Darkness (5%) (a-iv-3)
-Time: 6:00
-Damage: 100
-Combo: 120
-Menace: 236
-Special: Obtain 6 items (not Origins)
-Item: Trainer 1
-Unlock: Complete Key Mission: The Original Menace
-Strategy:
Your objective: wipe out all the Menace in Prestsite so that the
engineers can restore power to the area. It’s a straightforward mission,
compounded only by the fact that you cant see more than 10 feet ahead.
Once the level starts, the lights will go out. Head through the door,
and 20 Awl Ants will attack in the hall. Destroy them and enter the side
door. 60 Awl Ants will also attempt to attack you here, so do what you must
to survive. You can rack up a good combo here (120+). Once they have all
expired, head back to the main tunnel and continue.
Shortly after pasing through the door, a Dervis will appear before you.
There are two more like it down the hall, so take them out and ignore the
side door. In the next room, jump up onto the raised center platform and
break the boxes to get some Vipa Rounds. Now continue through the next door.
In the hallway, you will meet a group of Awl Ants. After taking all 20
of them out, head for the left fork at the junction. Upon entry, the door
will lock, and three Dervis appear. If you still have Vipa Rounds these guys
are little threat. Take them down, collect the Vipa Rounds they drop, and
then continue north.
In the tunnel, a single Menace Soldier drops in. Take it out and move
on. The circular room is empty, so pass through and go to the next main room.
As you enter, 60 Awl Ants attack. Eliminate them, grab the Rations 1,
then head south and take out the Menace Soldier near the door. Passing
through the south door. Two more Menace Soldiers attack. Kill them both, and
grab the Vipa Rounds in the southwestern corner of the room. Return to the
previous room and head west.
You’ll be assaulted by four Menace Soldiers on your way through the
tunnel. Take them down, then go into the next room. Break the crates before
you and grab the Vipa Rounds. Carry on into the final room. Two Dervis and
mainly Awl Ants attack.
Once all 62 of them go down, your mission is complete. This room is
quite conducive for combos.
4. The Menace Hordes (8%) (a-iv-4)
-Time: 4:00
-Damage: 150
-Combo: 150
-Menace: 200
-Special: None
-Item: Surge 2
-Unlock: Complete Key Mission The ITS
-Strategy:
There is a new brand of Scyllanus that can resurrect if enough of its
brethren are close by. You have to move in and destroy them before they all
resurrect. This level has near-infinite numbers of enemies, so I will not be
listing specific numbers. Also, failing to kill the Scyllanus in time does
not end the level, but it all but ruins your chances of getting All S-Ranks.
From the start, head down the tunnel. Close to the first side door, you
will encounter a hotspot for Flying Ants. Build up a good combo and your NP
bar, then enter the side room. A Scyllanus sits in here, with constantly
respawning Menace Sergeants and King Lacerta. Use your best NP (BlastSphere
was made for rooms like this) to clear out the enemies and destroy the
Scyllanus. Once it falls, you have exactly three minutes until they all
resurrect and you have to kill them all over again.
***NOTE: Killing a Scyllanus will stem the flow of enemies in the
immediate area.
Return to the main tunnel and continue down. Through the doors, a
Menace Soldier will appear. Kill him, and carry on. As you near the side
door, a Menace Sergeant appears outside. Ignore him and enter the side room.
Another Scyllanus, surrounded by Flying Ants, sits here. Destroy it (you can
also rack up a quick 90+ combo here) and return to the tunnel. A Menace
Soldier drops in. Kill him and proceed through the doors ahead.
King Lacertas and Flying Ants clog the tunnel ahead. If you already got
a high enough combo before, ignore them. If you didn’t, then you can get a
150+ combo easily here. Once you’ve made your choice, take the left fork at
the intersection.
A Scyllanus and 3 Menace Sergeants appear in the room. Concentrate on
the Scyllanus, using its massive bulk to interfere with the Sergeants’ shots.
Once you’re done, you can kill them if you wish. You can get good combos of
these guys too. Proceed through the north door.
Pass through the circular room and head north. As you enter the tunnel,
65 Flying Ants will drop. If you have the time, kill them all to boost your
kill score if it’s a little low. Enter the door at the end of the tunnel
In the room, four King Lacerta will appear. Ignore them unless your
combo score is low and head for the south door. Inside this next room is the
last Scyllanus, flanked by a great many Flying Ants. If you have a minute
left or so, you can rack up kills and combos here quite easily. Use a
powerful NeoPsionic like BlastSphere to finish off in style.
Once the Scyllanus falls, your mission is complete.
5. Time Trial 2 (2%) (a-iv-5)
-Time: 3:00
-Damage: 100
-Combo: 60
-Menace: 104
-Special: None
-Item: 50 Origins
-Unlock: Complete all missions in Prestsite.
-Strategy:
You have to annihilate all the Menace lurking in Prestsite as quickly
as possible. There aren’t a lot of enemies, but don’t be too wrapped up
trying to be fancy. Take them out, and keep moving.
From the start, go through the door ahead. 10 Flying Ants will appear
in the tunnel; kill them and enter the side room halfway down. 10 more Flying
Ants and a single Dervis appear; destroy them, grab the Vipa Rounds in the
room and return to the tunnel. You should be 20% done by now.
In the next section of tunnel, 10 more Flying Ants appear, so kill them
and enter the side room. Hanging out in here are 10 more Flying Ants and a
Menace Soldier. Kill them, return to the tunnel and grab the Vipa Rounds
there if you missed them before. Follow the tunnel to the next room.
There are 10 Flying Ants on the raised platform in the room. Once they
are dealt with, you should be at 50%. Proceed north to the tunnel
intersection.
20 Flying Ants will approach from both legs of the junction. Wipe them
out, and take the left path. There are 2 Menace Soldiers in the next room;
one tends to stand off to the side, so be careful. Once they are dust,
continue north.
Two large Dervis stand in the tunnel. Destroy them as quickly as you
can and proceed to the next room. You should be at 73% now. The circular room
is empty; pass through to the next room.
9 Flying Ants are lurking in the tunnel. Kill them and enter the next
room. There are 2 Menace Soldiers and 2 Dervis. This is where you can get
your combo score high enough for the S-Rank (75+). If you want, you can
detour in the south room for some Vipa Rounds in the far left corner. In any
event, when you’re done here continue east. There is a lone Dervis in the
tunnel waiting to be killed. Oblige it.
There are 10 Flying Ants on the raised platform. Kill them and you
should be at 97%. Proceed south. There is a Menace Soldier in the tunnel.
Take him out.
The last room has 2 Dervis shambling about. Once they are dead, your
mission is completed.
-----------------------------------------------------------------------------
b. AGITATO
-----------------------------------------------------------------------------
i.Desiree Valley (b-i-1)
----------------
1. Shadow over Desiree (Key Mission – 3%)(7%)
-Time: 8:00
-Damage: 200
-Combo: 200
-Menace: 450
-Special: None
-Item: 60 Origins
-Unlock: Complete Key Mission The ITS and 3% TRR on Agitato
-Strategy:
Your mission is to find the mysterious shadow in Desiree Valley and kill it.
The area has been sealed off, and you must venture through Menace-filled
territory to activate the three panels to open the door.
From the start, make your way down the winding path through the doors.
Halfway down the second section you will run into 20 Flying Ants and a
single Fire Scorpio. Overdrives 2 and 3 (especially 3) work well on
Scorpios. After they all die, continue through the doors.
In the large room, you will notice three doors. The door leading east is
the door you need to open. The northern door is deactivated, and the west
door is open. Grab the Vipa Rounds in the crate if you wish, then head
through the west door.
You will be greeted shortly by a Fire Scorpio and 50 Flying Ants. When
you’re finished taking care of them head for the northern door. As you
enter, 5 Flying Ants appear. Shoot the crates in the center of the room
and the explosion should take care of them. Activate the panel in the room,
and then return through the door to the main path.
Proceed through the west door. As you approach the intersection, you will
be ambushed by 230 Flying Ants. The narrow nature of the area makes combos
quite easy to attain (370+). Once they are cleared out, proceed west
through the doors, then in the next room go through the south doors.
As you enter, 8 Flying Ants will attack. A Fire Scorpio also attacks, but
sometimes it only appears after you activate the panel for some reason.
Once you take them out using the various crates in the room, activate the
panel. Return to the previous room. As you exit the switch room, 24
Flying Ants will drop in and attack. Kill them all and, once you’re
done, and head north.
In the next room, 31 Flying Ants will come at you from both side of the
intersection. The area is conducive for a small combo. Once they’re no
more than a memory, head down the northwest path through the door ahead.
In here, 12 Flying Ants crawl out of the walls, but there are plenty of
explosive barrels to use. Destroy them and activate the final switch. A
cutscene will trigger. Once it’s done, return to the previous room.
Head east.
In the next room, a single Fire Scorpio will appear. If you have the
stock to spare, you can whittle it down a bit, and then go for the
Critical Hit by teleport-dashing through it when it attacks and shooting
it in Time Extend. Either way, once it dies continue east till you
return to the large circular room with the newly opened door.
The long curving hallway is home to 60 Flying Ants and a Fire Scorpio.
Dispatch as you wish. Continue to the next room. 14 Flying Ants and a
Fire Scorpio are lurking in the dimly lit tunnel. Destroy them, grab
the Vipa Rounds in the crate near the far door and go to the next room.
There are 20 Flying Ants that appear as you enter. They fall easy to
verdrives. Once they’re gone, head for the final door and prepare to
fight the mysterious shadow’s source.
---------------
BOSS: AWL QUEEN
---------------
Strategy: This ginormous Menace (aren’t all these bosses huge anyway?)
is completely airborne, so blades are out of the question. Use your
long range weapons to attack, moving in a circular pattern. The Queen
has various fire attacks and can summon some Ants from time to time.
The fire attacks are your biggest worry. When she throws them out, no
matter where you are get ready to either jump up or side jump, because
she often starts moving slowly with the spread of fire, then quickly
ramps up the speed in the blink of an eye. In any event she isn’t
too tough.
Use Sonic Aura for defense if you wish, and Aerial Ray is also
recommended since it can lock on. BlastSpehere isn’t a good choice.
Neither is Maelstrom, and Meteor Shower isn’t because the Queen can
simply float out of range. If you’re good at dodging and keeping a
constant stream of fire on her, you can rack up 500+ in combo hits.
Once the Queen is defeated, your mission is complete. Way to make
Desiree safe to kill things in again!
2. Unknown Energy Mass (3%) (Feanay Only) Earn Maelstrom (b-i-2)
-Time: 5:00
-Damage: 300
-Combo: 150
-Menace: 300
-Special: None
-Item: 50 Origins
-Unlock: Complete Key Mission The ITS
-Strategy:
Your objective: Obtain the Pure NP Energy, and get back to base before
time runs out. If you’re damaged while carrying NP Energy, you lose
more time than normal. This is a Feanay-only mission, so if you’ve only
been using Sho up till now, your strategy has to change a bit for this
level, since Feanay doesn’t have a heavy weapon like Legion. Trinity
is a little different in firing power.
From the start, go forward and use the teleporter. Once you reappear,
turn round and go through the door. As you step out, 28 Flying Ants
will appear and attack. Take them out, then head north. In the next
room, two Menace Sergeants and 30 Flying Ants swarm you. Destroy them,
using the explosive canisters if desired. Head north and enter the
next room. You will see the NP Energy sitting in the center of the room.
Once you pick it up and try to leave the room, the doors will lock and
3 Menace Sergeants, 1 Fire Scorpio and 30 Flying Ants will show up to
kill you. Once you kill them all, the doors will unlock. Head south,
and then west when you reach the area before where you teleported in.
Once you pass through the door, 3 Menace Sergeants appear. You do not
have to fight these guys, and it can be annoying because of their
flanking and explosive canisters everywhere. Once you either kill them
or run away, head for the west door.
Three more Menace Sergeants and 30 Flying Ants appear. You’re better
off taking the Sergeants up close otherwise they’ll constantly pick
you off with their guns. Once you clear out the room, continue west.
The doors lock once you enter the large circular room. Two Menace
Sergeants will appear. Kill them, and then 250 Flying Ants will try to
overwhelm you. One good strategy is to move to the center, manually
start Time Extend, and then start laying down a 360 degree rotation of
gunfire. You might have to move a bit if you sense they are getting a
bit close, but this allows for good combos and keep-away, if your guns
are strong enough. You can rack up very high combo counts (310+). Once
they all expire, the doors unlock. Head south.
Once through the door, Three Menace Soldiers warp in. At this point,
you do not really need to kill them, but you can do so if you’re daring
enough. More Awl Ants and Menace Sergeants will accost you all the way
to the IAG teleporter. Ignore them and simply head for the start point
(the IAG one, not the one that took you to the NP Energy).
Once you reach the IAG teleporter, your mission is complete.
3. Battle of the Minefield (6%) (b-i-3)
-Time: 6:00
-Damage: 300
-Combo: 100
-Menace: 431
-Special: 1
-Item: Vitalizer 2
-Unlock: Complete Key Mission Diez, Woman Warrior
-Strategy:
You have to kill all the Menace in Desiree Valley so that the mines can
be deactivated. Mines show as green dots on your radar, and can be
triggered accidentally by:
-running into them
-jumping on them directly
and pretty much anything that you cause while in full control. Mines do
not count as triggered if:
-Menace are knocked into them
-they trigger as a result of you being knocked into them
-the use of NeoPsionics like Aerial Ray and Meteor Shower.
From the start, head down the path. You will come across some boxes;
there are Vipa Rounds inside. Note the mines that start to appear. Hug
the walls or jump to avoid running over them. As you reach the door, 30
Flying Ants appear. After you destroy the, you will get a message
confirming that the area is clear of enemies. If enemies appear near a
door, you should not attempt to move on until you see this message.
In the next area, a Fire Scorpio attacks. Kill it, and proceed down the
path, avoiding the mines. Near the door, another Fire Scorpio and 30
Flying Ants will join the fracas. Clear them out, then proceed north.
In the large room, 4 Menace Sergeants will appear. It can be tricky
avoiding their attacks and the mines in the area, but you should be able
to beat them fairly quickly. Once they are dead, head through the east
door.
Shortly into the room, 2 Menace Sergeants and 25 Flying Ants swarm you.
The Menace Sergeants stay close to the mines in the center of the room,
so be careful engaging them. Once you move towards the door, 30 more
Flying Ants and a Fire Scorpio attack. Be wary of the mine layout. Once
they are dead, this area is clear.
Carry on through the east door. This area has more mines clustered
together than any place before it, so you may need to jump a bit. 8
Flying Ants will appear from a hole in the wall. Take them down. There
are some Vipa Rounds in a box here, but they are very close to a mine,
so watch out.
Shortly after getting the Vipa Rounds, a Fire Scorpio and three Menace
Sergeants spring their trap. Their demise signals that the area is clear.
Go through the west door. Two more Menace Sergeants, along with 30 Flying
Ants, ambush you near some mines in the area. The congestion of Menace
can make spotting mines difficult, so if necessary avoid frantic movements.
Once you round the corner and head for the door, two Fire Scorpios appear.
Kill them to clear out the area. Enter the large room ahead.
Once you enter, you’re not leaving for a while. There are 12 mines in
here, and most of them are scattered around the edges and near the crates,
which contain Vipa Rounds. Stay in the center as much as you can as you
fight off 261 Flying Ants. This area is where your combos can reach
their highest (400+ if you never get hit).
Once you’re done here, your mission is complete.
4. Valley Stalker (5%) (b-i-4)
-Time:
-Damage:
-Combo:
-Menace:
-Special:
-Item: Trainer 2
-Unlock: Get 3% or more on Semplice
-Strategy:
A new kind of Menace called the King Scorpio is devastating Desiree Valley.
Find and kill all 6 of them. King Scorpio are a little tougher than Fire
Scorpios, but they are shielded by a tough shell. To destroy the shell,
they need to be hit by the explosive crates that litter the area.
Note that King Scorpios can block, and do so quite frequently at medium
range. If they are blocking they are immune to everything, even the
explosive crates. Otherwise, standard Scorpio tactics and weaknesses apply.
They even have the same Critical Point, but they don’t drop MegaOrigins
for some reason.
From the start, head down the path. As you round the corner, a lone
Menace Sergeant appears by the door ahead. Destroy it and pass through
the door. This next area has three Menace Sergeants standing about.
One tends to stand right around the corner, watch out for him. Once
they are dead, continue north into the large circular room.
There are two mercenaries in here, as well as some Vipa Rounds in the
crates next to them. If for any reason you run out of explosive crates
in the rooms where King Scorpios are before you remove their shells,
come back here and talk to them to replace the boxes. In any event, head
west.
There are 45 Flying Ants in this area. Be careful about shooting the
crates in here, they have a much larger explosive radius than normal.
The door to the south of this area leads to a small room with one
Menace Sergeant and 25 Flying Ants. There is nothing else of interest
there so return to the west room.
Head for the north room in this area. You will meet a King Scorpio in
the room. Your best bet is keep a box between you and the Scorpio at
all times. Move away from the Scorpio so that it digs underground to
chase you. It will get stuck at the box. Move close so it comes up,
then shoot the box. If you do this right you will get before you’re
in range of the blast and before it can block. You can no kill it the
regular way (with pointy things and shooting things). Once you kill it,
return to the previous area and continue west. After you enter the room,
another King Scorpio will appear. There is a Menace Sergeant running around
here, so kill it first then concentrate on the Scorpio.
In the next area, 45 more Flying Ants show up. Mow them down, then head
for the southwest room in the area. There is another Menace Sergeant and
a King Scorpio in here. Take them down, and return to the previous room.
Head north.
Passing through the door, 30 Flying Ants appear. Kill them all and enter
the north door. 20 Flying Ants and a King Scorpio are hanging out in here.
Your best bet is either use a NeoPsionic to kill the Ants worry-free, or
kill them all with guns and risk destroying the crates (thus making you
waste time by running all the way back to the mercenaries, getting more
crates and running back to kill it). Sonic Aura and BlastSphere work well
here. Kill them all in event and return to the previous room. Take the
west door.
Return to the first area you came to when you took the west door at the
mercenaries. Head north. There are 10 Menace Sergeants in this room, and
a lot of crates. If you’re careful enough, you can get a 190+ combo in here.
Head north. The northwest door, if you’re interested, has a Menace Sergeant
and 40 Flying Ants. There are some Vipa Rounds to be found if you kill them
all. Return to the previous hall and continue east.
The second door on this path has TWO King Scorpios in the same room at the
same time. This is a little trickier than the others. Line up one (one of
them is usually by a crate when you enter) and break it’s shell quickly so
you can kill it and focus on the other. This is probably the toughest
scenario in the level.
Once you triumph against all 6 King Scorpios, your mission is complete.
5. The Combo (1%) (b-i-5)
-Time: 5:00
-Damage: 300
-Combo: 120
-Menace: 200
-Special: None
-Item: 1000 Teos
-Unlock: Complete all missions in Desiree Valley.
-Strategy:
Within the time limit, break the existing combo record in Desiree Valley.
This is a very easy mission to accomplish. From the start, head up the path.
You will run into 10 Ants. Kill them and move on; they aren’t important.
The next area throws 10 more; again, not important. Make your way into
the large circular room.
This is where you will make your combo. Once you enter, an infinite swarm
of Flying Ants drop in. Kill them all. This is where you’ll be till time
runs out, unless you’re afraid of dying (which should be impossible given
that you gain health all the time if you’re comboing like crazy). Aerial
Ray, Sonic Aura, Maelstrom are the best NeoPsionics to use here. Just keep
going till time runs out and try to avoid taking too many hits and you’ll
S-Rank easily. The game tells you once you break the record (100 hits?
Come on, that’s easy!) so you can stop once you get 400 or so if you’re
afraid. Psssh…
Once time runs out, your mission is complete.
By the way, my personal best is 4,972.
ii.Seguido Base
---------------
1. Diez, Woman Warrior (Key Mission – 12%) (7%) (b-ii-1)
-Time: 10:00
-Damage: 600
-Combo: 100
-Menace: 150
-Special: None
-Item: Diez Doll
-Unlock: Complete Key Mission: Shadow over Desiree
-Strategy:
Assist Diez, who has been overwhelmed by large numbers of Menace
Sergeants. You will split up initially, and then join up later. Menace
Sergeants critical to your mission are indicated by a TARGET indicator
whenever you’re in range of them.
From the start, go straight until you reach the central junction. After
the cutscene ends, head through the north door. 10 Death Spheres are in
here, blow them away and continue through the door. In this circular area,
there are 17 Menace Soldiers loitering about. Some of them are up in the
corners of the room, so you may not come across them all unless you actively
seek them out. Head for the northeast door. Some Menace Soldiers drop in as
you go through the corridor. In the main room, there are 4 Menace Sergeants
and some more Menace Soldiers, altogether about 15 Menace. Kill them all and
return to the hallway.
Proceed to the north door. 3 Menace Sergeants appear. Kill them and collect
the Rations 1 they drop. If you go to the north room, you will find 45 Death
Spheres and some Vipa Round stashed in the northeast crates there. Return to
the main hall and head for the northwest door.
Passing through the northwest door, you will see 3 Menace Soldiers in front
of you. There is another one off to the dead end to your right. Kill them
and move on to the main room. 3 Menace Sergeants and eight Menace Soldiers
are scattered throughout the room. Once you eliminate the last Menace
Sergeant, you will trigger a cutscene. Return to the main hallway, then
proceed to the central junction where you first met Diez. A cutscene will
play. After it ends, a timer will now be added in place of the previous
indicator of Menace Sergeants. You have 10 minutes to complete the mission
from this point on.
Proceed south. Once you reach the first junction, you can find some Vipa
Rounds in the crates by the wall. The east door is locked for now, so head
west. After entering the door you will see a Scyllanus, who is then assisted
by 12 Death Spheres. Defeating them all unlocks the doors so you can proceed.
Once you have beaten them, continue southeast. Pass through the hallway and
into the next large room, which will lock after you enter. 4 Menace Soldiers
appear. Once you kill them, 2 Menace Sergeants appear. Killing them will
unlock the door. Head south. You will find a dying man on the floor. Talk to
him, and he will give you a Red Card Key, which will open the locked door
back at the east junction. Now head all the way back to the locked door and
use the key.
Enter the east door. 15 Death Spheres will drop in from the sky. Once they
die, 2 Menace Sergeants follow them. Wipe them all out and then enter the
southwest door. 3 Menace Soldiers will appear in the hallway. Take them
out and enter the east door. 10 Menace Soldiers will appear. Eliminate
them, then exit through the south door. In the south circular room, there
is a Rations 2 in the crates there. Grab it and head north.
Once you enter the large square room with the IAG blast shields, the doors
will lock and 36 Menace Soldiers will warp in. It is tricky avoiding the
massive firefight that follows, but if you’re good with dodging and
shooting a 300+ combo isn’t impossible to obtain. Once they all die,
the doors unlock. Head north. Once you enter the room, a cutscene will
trigger.
After the cutscene ends, your mission is complete.
2. Explosive Gas Area (4%) (b-ii-2)
-Time: 6:00
-Damage: 200
-Combo: 80
-Menace: 219
-Special: Never shoot your gun in any gas-filled area.
-Item: Platinum Card
-Unlock: Complete Key Mission The ITS
-Strategy:
Your objective: Wipe out the Menace infestation of Seguido Base so
they can turn off the gas. Gas areas are denoted by a red mist and weird
sparks in the air. Shooting your gun at any time in one of these zones
will result in your character being knocked down by the resulting
explosion and taking severe damage. You will also nullify your chances
of getting all S-Ranks in that try. Keep your itchy trigger finger in
check. NeoPsionics are not energy-based, so they can be used without
fear of explosion.
From the start, head through the door and take a left in the next room.
Pass through the door and enter a gas area. You will be set upon by 45
Awl Ants. Kill them all with blade attacks. Once they die, head up the
left fork, eliminating the sole Menace Soldier you encounter.
Enter the door on your left. 5 large Lacerta will appear. However, this
is a gas-free zone, so kill them quickly. You can get an easy 100+ combo
here. Continue up the path, taking the right fork. Once you pass through
the door, you enter another gas area. 5 Lacerta and 35 Awl Ants will
appear. This scenario can be annoying without your trusty guns, but use
Sonic Aura and you should do fine. Head back to the door you came from
and you will find 30 Awl Ants there. Wipe them out with your blades. Once
they are all dead, return to the area where you killed your first Menace
Soldier.
Continue left up the path and enter the next door you come across. Three
Menace Soldiers appear, but thankfully this area is also gas free. Take
them down and head for the next room.
This area has gas, and there are 20 Lacerta and 4 Menace Soldiers waiting
in here. You can instantly break crates by jumping on them, odd as it may
seem. This is not easy to do without taking damage when you have no gun.
Use your Gravity Blades a lot, and Sonic Aura will help when you have to
close in on Menace Soldiers. Otherwise, stick to the periphery and lure
them to you.
Once you beat them all, return to the main hallway. Turn left and
continue down the path. You will happen upon a Menace Soldier in front
of two boxes. Kill it, and then continue up the path. You will come
across 45 Awl Ants. Blade them all to death. Once they are no more, enter
the door ahead. This place is not gas-free, unlike the other places. In
the large room, you will face a healthy mix of Menace Soldiers and Awl
Ants. Any of Sho’s NeoPsionics work, and Feanay’s Sonic Aura is also good.
Once you take all 25 of them down, your mission is complete.
3. The Fall of the Elite (4%) (b-ii-3)
-Time: 8:00
-Damage: 300
-Combo: 100
-Menace: 75
-Special: None
-Item: 3600 Teos
-Unlock: Complete Key Mission Shadow Over Desiree
-Strategy:
Your mission to destroy 60 invisible Killer Lacerta that are lurking
around Seguido. Your radar is your best chance of spotting them, as while
they are invisible they cannot be targeted. If an invisible Lacerta is hit,
it will become visible until it recovers. While visible it can be targeted.
Once it becomes invisible again, however, target lock is lost. Lacerta are
the ONLY ones who are invisible.
From the start, head through the first two rooms. As you enter the third,
four Lacerta will show on radar. Use your guns to flush them out and kill
them. Once that has been accomplished, head north.
As you exit the hall, a Lacerta will appear on radar. Kill it, then head
east. 5 larger Lacerta will manifest on radar. If you’re good a 100+ combo
is easy to get here. Continue east. 2 Menace Sergeants and a stealth Lacerta
will appear. Take them out. Return west. 2 more Lacerta will appear on
radar. Kill them and continue west.
At the intersection, head north to the westernmost upper room. As you
enter the room, a Mad Horn will appear in an alcove you pass by. Use
Overdrive 3 to kill this rather easily. Continue up the path, past the
door. You will find 5 more Lacerta and 2 Menace Sergeants. Destroy them
and then return south to the previous room. As you exit the door, a Lacerta
will appear close to you. Kill it, then head south to the beginning of the
level. Another Lacerta will appear before the door. Kill it, ad then
continue south past the beginning area and into the other half of the base.
As you enter the base area, 8 Lacerta and 2 Menace Sergeants will ambush
you from all sides. The Lacerta come in waves, not all at once. Once their
ambush is foiled, proceed down the west door.
As soon as the doors open, 5 Lacerta and 2 Mad Horns appear. Overdrive the
Mad Horns quickly, and deal with the Lacertas after. Proceed through the
southwest door.
5 Lacerta and a Menace Sergeant will jump in to attack. The Menace Sergeant
drops Vipa Rounds when defeated. Proceed through the south door. 5 Lacerta
and 2 Mad Horns show up. The Mad Horns are fairly far apart, but be careful.
Once they are dealt with, go through the south door.
After you exit the hallway and enter the circular room, a Menace Sergeant,
a Mad Horn and 8 Lacerta will attack. There are 5 Lacerta at first; the
other three appear after the first 5 expire. Once they are dealt with,
return all the way north till you get to the first area of the southern
base. Proceed east.
As you enter the east door, 2 Mad Horns and 4 Lacerta attack. These Lacerta
are small and easily beaten. Once they perish. Continue southeast. The nest
room has the final 4 Lacerta and a Menace Sergeant. The Sergeant drops Vipa
Rounds, but by this time they are really unnecessary.
After the last Lacerta dies your mission is complete.
4. Fiery Seguido Base (b-ii-4)
-Time: 10:00
-Damage: 700
-Combo: 120
-Menace: 275
-Special: None
-Item: NP Convertor 2
-Unlock:
-Strategy:
Destroy the 7 pieces of Heat Ore lying about in Seguido before you die from
the intense heat. You constantly take damage in areas close to the Heat Ore,
as is indicated by the red tint on your health bar. Health Ore is very
resilient; in fact I highly recommend getting the Replicator first before
trying to S-Rank, since Vipa Rounds decimate Heat Ores very quickly. Heat
Ores are marked on the map.
From the start, head through the doors to the central junction (junction #1)
and proceed north. Passing through the door, you will be ambushed by 4 King
Lacerta. Destroy them and continue north. At the next junction (junction #2),
proceed west. Along the way you will be ambushed by 5 Death Spheres and a
Menace Sergeant. Take them out and head for the northwest door. There are 3
large King Lacerta and one Menace Sergeant in the hall. Continue northwest.
Once you enter the room, you will constantly lose health until the Heat Ore
in this area is destroyed. The room turns red as does your health bar. Head
straight for the Ore. There are 40 Death Spheres in the room, so you can
destroy the Ore without worrying about them too much. Once the Ore is
destroyed, a cutscene triggers. After it ends eliminate all the Death
Spheres. Return two hallways down and take the north door. There is a lone
Menace Sergeant there, and he’s carrying a Medikit 1. Relieve him of it by
killing him dead, then continue north into the next Heat Ore area.
The Ore is straight ahead but, as you approach it, 39 Death Spheres and two
Menace Sergeants drop in to guard it. Clear them out and destroy the Ore.
At the very least kill the Menace Sergeants first, since their attacks are
much stronger. Another cutscene plays; return to the previous hall. Halfway
through, 15 Death Spheres attack; kill them all, continue to the main hall.
A Menace Sergeant and 15 Death Spheres attack. Kill them, grab the Vipa
Rounds they drop, continue northeast and enter the door.
There are 5 large King Lacerta in the hall and 30 Death Spheres around the
Ore itself. Take out the Lacerta, then the Ore, then the Death Spheres.
Once the Ore is gone, a cutscene will play again. That does it for the north
area of the level, so return to junction #1 via #2 and proceed south. At the
junction (junction #3),head east.
This area will not stop draining your health until the two Ores here are
destroyed. The first Ore is hidden behind the blast shields in the center.
To guard it are two Menace Sergeants and 10 Death Spheres. Take them out
and the Ore, and then continue south. There are 10 Death Spheres in the hall,
and some Vipa Rounds in the large boxes there. Continue west into the large
room. The second Ore is here, and there are three Menace Sergeants and 5
large King Lacerta here. I would recommend killing at least the Lacerta first
before destroying the Ore, because they can be pests if you leave them alone.
Once the Ore here is destroyed, a cutscene plays. Grab the Vipa Rounds in the
room. If you want some Rations, go south and break the large crate at the
inactive door there. Either way, return to junction #3. At junction #3, 6
large King Lacerta will warp in as you enter the area. Wipe them out and
go through the west door.
You’re in the last Ore area. Two Menace Sergeants and 5 large King
Lacerta guard the Ore in this room. The Ore itself is guarded by crates
and blast shields. Kill the enemies and blast the Ore. Once the area is
clear proceed south. 15 Death Spheres are hanging out in the hallway. Blast
them and continue east. In the last room, 6 large King Lacerta and 45 Death
Spheres are impeding your path to the last Ore. Use BlastSphere or Meteor to
clear out the bulk of the enemies, then concentrate your efforts on the Ore.
A cutscene plays.
Once the last Ore is destroyed, your mission is complete.
5. Against the Wall 1 (1%) (b-ii-5)
-Time: 5:00
-Damage: 0
-Combo: 25
-Menace: 25
-Special: None
-Item: 50 Origins
-Unlock: Complete all missions in Seguido Base.
-Strategy:
Find 3 Blue Drones hidden in Seguido Base and return to IAG without taking
ANY damage whatsoever. You can not rely on healing items for sustenance.
Note that Elixirs still work, and can save you from death once or twice, but
to get an S-Rank you must not get hit. Period. Fortunately the developers
realize this is hard to do so the S-Ranks are quite lax in Combo and Menace
requirements.
From the start, head straight and go to the central junction (junction #1).
Head north. At the next junction (junction #2), head west. Kill the 3 Death
Spheres in the corridor and take the northwest door. Go through the hallway
and continue northwest. There are two Mad Horns in the large room. Killing
them both will earn you an easy 80+ combo, more than your S-Rank requirement.
Grab the Blue Drone and return to the main hall. Head east. A Mad Horn is in
the way. Continue east through the door; there is another Mad Horn. Kill it,
ignore the north door and take the northeast door.
***If you’re wondering, the north path has a Menace Sergeant in the hall,
and another Menace Sergeant in the large room at the end of the path. There
is an NP Capsule 2 in the room. If you want to grab it, you can, but you
risk getting shot. Return to the main hall where you killed the second lone
Mad Horn and take the northeast door.
There are 5 Death Spheres spread out across the large square room. Kill them
quickly and grab the second Blue Drone sitting in the center. Return to the
main hall and head for junction #1 via junction #2. When you get there, take
the south door.
There are two Mad Horns at the end of the path (junction #3), one on both
sides of the path. Kill them both and take the east door. Go east through
the bottom door and kill the two Menace Sergeants in the hall. Be VERY
careful about getting shot. Go through the next room and take the south exit.
There are 5 Death Spheres in the hallway. Kill them and continue through the
door. In the circular room, head north. There are three Menace Sergeants and
a Mad Horn in the room. Use Sonic Aura and kill them, then proceed north.
Grab the third and final Blue Drone.
You now have to return to IAG. Return to the circular room and take the west
door. There are 3 Death Spheres and a Mad Horn in the hall. Kill them or
bypass them, the choice is yours. Continue up through the hall, and enter
the large room. There is a Menace Sergeant and three Death Spheres in the
room. Kill them or run away; the choice is yours. Take the west door to
return to junction #3. Head north to junction #1 and take the west door.
Enter the IAG teleporter.
Upon stepping on to the IAG teleporter, your mission is complete.
iii. Largo Factory
------------------
1. A New Threat (Key Mission – 30%) (b-iii-1)
-Time: 8:00
-Damage: 200
-Combo: 110
-Menace: 190
-Special: None
-Item: 5600 Teos
-Unlock:
-Strategy:
Find and destroy all 10 of a new type of Scyllanus before they spread. These
Scyllanus can move, which increases their threat level. They can inflict
touch-based damage to the player, but other wise they are they same as
regular Scyllanus. Note that I will not be giving specific numbers because
Scyllanus in this level spawn enemies constantly.
From the start, head straight and take the first door on your left. There
is a Scyllanus in here, and several Death Spheres. Kill them all and return
to the main hall. Take the third door on the left. Kill the Scyllanus lurking
in the corner and the Death Spheres hanging out with it. Take the south door
and enter the teleporter.
You will reappear in the northwest. Head through the lone door and kill the
Scyllanus in the hallway. It is flanked by 5 King Lacerta. This place can
earn you an easy 150+ combo. Continue through the door. Take a right and
enter the side room. There is a Scyllanus here; it is surrounded by several
large King Lacerta. Destroy them, and then return to the hallway.
There is another Scyllanus, and 5 King Lacerta, here too. Kill it and
continue up the ramp. There are some Vipa Rounds in the box at the top of
the ramp. In the next room is another Scyllanus and three Mad Horns. This
is another good combo spot (250+). Once you’re finished here, proceed west.
There is a Scyllanus at the top of the ramp, along with some Death Spheres.
Kill it. If you enter the sideroom to the west, you will encounter 60 Death
Spheres. There is a Rations 2 in the room. Your choice.
Head east through the door, then south through the next one. Go through the
various doors until you come to one on your left. Enter it. A Scyllanus and
two Mad Horns wait inside. Kill them and return to the main hall. Go further
south and enter the second door on the left. A Scyllanus sits inside,
guarded by several (15+) King Lacerta. Take them down and then enter the
north door. Three Mad Horns and a Rations 1 are the things of note here.
Return south and, to the hallway, and back to the junction.
Continue west down the path. After you pass through the door, you will find
another Scyllanus at the top of the ramp, along with a few King Lacerta.
After you kill the last Scyllanus, your mission is complete.
2. The Largo Crisis (4%) (b-iii-2)
-Time: 8:00
-Damage: 200
-Combo: 120
-Menace: 189
-Special: No poison damage (Green bar never emptied)
-Item: GigaOrigin
-Unlock: Complete Key Mission A New Threat
-Strategy:
A classic “kill everything in the level” mission except one thing: certain
rooms have poison gas in them. You have a certain amount of time in the
room until your air (shown as a green bar at the middle right hand side of
the screen) runs out, at which point you begin taking damage constantly.
Poison gas can not kill you it seems, but will reduce your health to 1, at
which point anything could take you out, even an Ant. There’s no penalty
(other than time) for leaving a room to catch your breath, then plowing
back in there to finish up.
From the start, go through the door and down the hall. 20 Death Spheres
are lying on the floor, kill them all. They have a weird invincibility
frame as they rise from the ground until they open their wings, so don’t
waste and NeoPsionic energy trying to sneak attack; it won’t work. Once
they die, head for the first door on the left. Three Mad Horns are resting
here. Take them out and return to the main hall. Head for the third door
on the left and enter it.
This is a gas area, so quickly deal with the 12 Death Spheres and the
lone Mad Horn. Step back outside to get your air back up, the return to
the gas room and head south. 5 large King Lacerta will appear; kill them.
There are some Vipa Rounds in the boxes in the far left corner from where
you entered. Return to the hallway. When your air is full, head for the
door directly across from the gas room you came from. You will enter
another gas area(area #2). 10 Death Spheres will appear down the hall;
kill them and enter the center junction. 5 King Lacerta drop down to
challenge you. Kill them and take the northwest door. Inside this area,
four King Lacerta and 10 Death Spheres are scattered. Eliminate them
quickly and take the west door to enter a gas-free zone. There are some
Vipa Rounds in the boxes near the corner.
Fill your lungs, then enter the first room on your left. It’s gas-filled.
A Mad Horn appears as you enter, but as soon as the door closes it locks.
10 Death Spheres and one more Mad Horn join in. Kill them all and the door
opens. If you need it, grab the Rations 1 dropped in battle and exit.
Proceed north down the path. At the foot of the ramp, enter the door on
your right. 30 Death Spheres and 18 King Lacerta appear. If you saved some
Vipa Rounds, use them, then grab the Vipa Rounds in the boxes near the
console. Once they all die, exit the room. Return all the way to gas area #2.
Once you reach the center junction in gas area #2, take the east door. 18
Death Spheres are hanging out here; destroy them all. Go to the next room.
Two Mad Horns will appear as you enter. Once they die, continue south to
the next room. 30 Death Spheres drop out of the sky/roof/ether. Take them
out and continue east. The next room is gas-free and there are Rations 1
in the crates. Continue north. A Scyllanus and 8 King Lacerta are standing
around in the gas, so kill them.
Upon clearing out the room, you have completed the mission.
3. Destructive Energy (4%)(Sho Only) Earn Aerial Ray on completion (b-iii-3)
-Time: 7:00
-Damage: 350
-Combo: 90
-Menace: 120
-Special: None
-Item: 60 Origins
-Unlock: Complete Key Mission Diez, Woman Warrior
-Strategy:
You have to obtain a new type of NP Energy and return to IAG with it.
Once you obtain it, avoid taking any damage, as it will cause you to be
physically hurt and screw up your damage ranking.
From the start, go through the door. There are three large King Lacerta
roaming the hallway. Take them out, and then enter the third door on the
left. You will encounter 10 Death Spheres in this room. Kill them all and
then proceed south to the next room. There are some Vipa Rounds near the
teleporter in the room. Grab them and then step on the teleporter. You will
appear in a room in southeast. Head west through the door. After the hallway,
you will enter the room with the NP Energy you need to collect. After you
pick it up, a cutscene will play. When it ends, proceed north.
The doors will lock as you enter the large square room. 12 Death Spheres
will appear. Beat them, then take the west door as it unlocks. In the next
room, two Mad Horns appear. Kill them and then take the south exit as it
unlocks. This next room has three large King Lacerta. Eliminate them and
take the south exit. Step on the teleporter here.
You will reappear in one of the northwest rooms. Go straight through the
door and wipe out the 30 Death Spheres in the hall. Go up the ramp and
through the door. There is a lone Mad Horn in the hall. Kill it and continue
up the ramp and through the east door. You will see a Mad Horn as you enter,
but once the doors lock behind you, three large King Lacerta join in. Kill
them all and collect the Vipa Rounds that are dropped. Proceed east
Two large King Lacerta will appear in the hall. Once they are gone, proceed
up the winding path. If you go through the side door west of where the two
Lacerta were, the doors will lock behind you, and you will be set upon by a
Mad Horn and 5 Death Spheres. There are some Rations in here, however. Once
they die, return to the main room and continue south. Round the corner from
the side room, there are 10 Death Spheres and 6 large King Lacerta waiting
for you. Kill them and continue south through the door. Ignore the side room
and continue down the hall. Once you reach the third side room, enter it. The
doors will lock behind you and three large King Lacerta and 10 Death Spheres
drop in. There is a Red Card Key in this room, be sure to collect before you
leave. Once they are all dead, return to the hallway and continue round the
corner.
The door here is locked; use the Red Card Key you just found to open it.
Enter the room; the doors lock after you enter. 5 large King Lacerta and 11
Death Spheres are running around here. Kill them all to open the doors.
Proceed southwest. In the next room, head for the junction, then take the west
door. You will arrive in the first hallway, where you killed the first three
King Lacerta. There are two Mad Horns and three large King Lacerta in here
now.Kill them, and then head south all the way, through the door, to the IAG
teleporter.
Once you step on the IAG teleporter your mission is complete.
4. An Unbeatable Menace (6%) (b-iii-4)
-Time: 8:00
-Damage: 400
-Combo: 80
-Menace: 100
-Special: None
-Item: Siphon 2
-Unlock: Complete Key Mission Diez, Woman Warrior
-Strategy:
There are 11 Menace Sergeants that cannot be killed by conventional
weaponry. You must force them into the generators that are set up all over
the level. Overdrive 2 is exceptionally useful, as it pushes Menace pretty
far back when used. The generators are marked by green dots on the level.
However, the game does not turn off the dots once they have served their
usefulness, so you have to be careful not to get turned around.
From the start, head straight through the door. There are 10 Death Spheres
floating about. Once you finish them off, enter the southwesternmost door.
There is a single Menace Sergeant near the generator. Drive it in, and then
return to the previous hallway. Go to the northeast door. When you reach
the junction, four large King Lacerta will drop from the roof. You cam get
an easy 90+ combo here. Grab the Vipa Rounds they drop, and then take the
northeast exit. Halfway into this next room, two King Lacerta and 5 Death
Spheres appear. Kill them all and continue on east.
Once you enter the hall, take the first western door. Inside is a
generator, a Menace Sergeant and two large King Lacerta. Take out the
Lacerta, then the Sergeant. Once he’s gone, return to the hall and continue
down the path. You will encounter 20 Death Spheres as you begin down the
first ramp. Kill them quickly and resume your trek. At the bottom of the
ramp, take the east door. There is another generator here, along with one
Menace Sergeant and four Death Spheres. Take them all out and return to
the hall. Take the north door.
Follow the path down one ramp (ramp junction #1) and then take the east
door. Passing through the next door, you will be accosted by 4 King
Lacerta and 15 Death Spheres. Make your way to the end of the hallway and
take the east door. Once you enter take the north door; you will find
another generator and three Menace Sergeants. Overdrives really help here:
fire until they fall down, then line yourself up and overdrive them into
the generator. Once you manage to finagle them all into the generators,
return to ramp junction #1.
Proceed west. Pass through the door and step on the teleporter; you will
be transported to a room in the southeast. Take the door ahead of you and
proceed into the large room. Four large King Lacerta will warp in as you
reach the center. Defeat them and continue north. In the next room you
will find a generator, two Menace Sergeants and four large King Lacerta.
You have to defeat them all to unlock the doors. Take out the Lacerta first.
Once you kill everything in the room, go through the west door. 15 Death
Spheres drop in as you reach the center of the room. Eliminate them and
proceed south.
The doors lock as you enter. This room has three Menace Sergeants, a
generator and 6 King Lacerta. The Lacerta will only bother you if you
leave them alone so kill them first then manhandle the Sergeants into
the generator.
Once the 11th Menace Sergeant is dead, your mission is complete.
5. Against the Wall 2 (1%) (b-iii-5)
-Time: 4:00
-Damage: 0
-Combo: 30
-Menace: 61
-Special: None
-Item: 50 Origins
-Unlock: Complete all missions in Largo Factory.
-Strategy:
You must kill all the Menace in Largo Factory without taking a SINGLE
direct hit. Any hit of any kind will instantly end your mission. The
greatest threats to you aren’t the Mad Horns or Lacerta; it’s those damn
Death Spheres, since they have superior numbers and long range lasers. It
helps to have Sonic Aura if you’re afraid of damage.
From the start, go straight through the door. There are two Mad Horns
roaming the corridor; move in quick and Overdrive them before they so much
as twitch. Take the southwest door. There are three large King Lacerta in
here. Kill them quickly and return to the hall. Take the midwest door, and
then head north. There are three Death Spheres and two large King Lacerta
lurking around. Once you kill them head south, to the room you just came
from, grab the Vipa Rounds in the southeast corner and step on the
teleporter.
You will reappear in a room in the southeast. Head straight through the
door and through the hallway. Entering the next room, there is a Mad Horn
and 5 Death Spheres. Eliminate them and head for the next room. 10 Death
Spheres lurk in here. Be careful of their laser eyes. Kill them quickly and
head west. This room has two large King Lacerta and 6 Death Spheres. One of
the Lacerta is hiding by the door to tag you if you hide there, so either
kill it first or rigger Sonic Aura to foil its ambush. Once you survive their
assault, head south. There is a Mad Horn and 6 more Death Spheres here; it
should be easy pickings. Once you finish up, continue south. Step on the
teleporter in the next room.
You will reappear in a room in the southeast, slightly higher up than where
you came from. Proceed south. There are four large King Lacerta here. It is
probably advisable to use an NP attack here; these four are very aggressive
from the get-go. Once they fade away, head east. There are two large King
Lacerta and an NP Capsule 2 in the room. Clean up, grab the Vipa Rounds,
and head north. There are 5 Death Spheres and one Mad Horn in the room.
Kill them all and head west. Continue west into the hallway. There are 5
Death Spheres flying about. Killing them should be a snap.
Once they are all dead, your mission is complete.
iv. Movindo
-----------
1. The Menace Invasion (Key Mission – 55%) (9%) (b-iv-1)
-Time: 8:00
-Damage: 500
-Combo: 120
-Menace: 129
-Special: None
-Item: 80 Origins
-Unlock:
-Strategy:
Find Viole and get answers the IAG needs, while suppressing the new
invasion of Menace in Movindo. To suppress the invasion you have to keep
the green meter full by constantly killing enemies. If the meter empties,
you fail the mission.
From the start, head north. Once you pass through, the doors lock behind
you and the mission bar appears onscreen. You have to kill Menace quickly
if you’re interesting gaining the advantage. Follow the path and 7 large
King Lacerta will appear; kill them quickly. You can get a 120+ combo here.
Continue through the door ahead. You will see some crates after entering the
room; they contain Vipa Rounds. A fire Scorpio and 17 Death Spheres are
hanging out in the area. Eliminate them quickly. Proceed through the door.
There are two large King Lacerta in the hall. Kill them and proceed through
the southeast door. There are three large King Lacerta here. Kill them and
return to the hall. Enter the mideast door. 5 Death Spheres are hovering
about; kill then and return to the hall. Take the north door, and then take
the west door. In the long hallway, you will be ambushed by 12 large King
Lacerta. A 170+ combo can be gotten here. Continue west. 16 Death Spheres
drop from the roof, hiding two large King Lacerta round the corner. Plow
through hem and collect the Vipa Rounds they drop. Proceed through the far
south exit. Two Fire Scorpios and 28 Death Spheres show up to impede your
path. Kill them and take the east exit.
By now you should have killed enough to obtain the message that your fellow
troops have the advantage. If so, you can relax a little. The next room has
a sole Fire Scorpio. Kill it, grab the Vipa Rounds near the door and proceed
south. Two Fire Scorpios and 16 large King Lacerta hide in this area.
Kill them all, rack up a good combo if you wish (200+) and proceed southeast.
There is a Rations 2 in the crates near the door. Once you go through that
door, a cutscene will play. When it ends, you must face a boss.
-----------------
BOSS: HYDRA MENACE
-----------------
Strategy:
The Hydra Menace attacks primarily by shooting yellow energy balls from the
tips of its arms in a spread fashion or directly at the spot you were
standing at. Constant strafe-jumping will avoid most of its attacks. Be
careful of the Lacerta-ish meteors it drops, they will explode after a while
or if you touch them. It can also summon a group of spinning Menace-like
projectiles, which slowly home in on your character. Strafe until it nears
you, then strafe-jump to avoid the explosion.
It becomes vulnerable after it misses an attack. Use your long range guns;
Aerial Ray works too but after the Hydra Menace is hit for a while, it will
become temporarily invulnerable to attack. This also makes combos hard to
get. Otherwise, it goes down fairly quickly.
After you defeat the Hydra Menace, a cutscene will play. Mission complete.
2. Lab at Movindo (6%) (b-iv-2)
-Time: 7:00
-Damage: 300
-Combo: 120
-Menace: 40
-Special: 650 damage (65%) suffered by lab.
-Item: Vipa Suit 2
-Unlock: Complete Key Mission A New Threat
-Strategy:
Defeat all 20 of the wandering Shadow Stalkers in Movindo’s southeast Lab
before the Lab crumbles. Shadow Stalkers are like the Spectral Menace
encountered in Legato Town, except they can be killed by conventional
means. They can pass through walls and objects. However, they can be killed
by attacks with splash range, like BlastSphere.
From the start, head through the west door. Two Fire Scorpios appear.
Heading north, 5 King Lacerta drop in. Kill them all and grab the Vipa
Rounds they drop. Proceed through the west door. A Fire Scorpio attacks as
you enter the room. He is joined by nine King Lacerta. Kill them all and
proceed through the west door. Head through the south door at the junction.
A Fire Scorpio, a Scyllanus and three King Lacerta inhabit this area. Evict
them, grab the Vipa Rounds dropped and head southeast.
You will now enter the lab. A cutscene will play; after it ends, begin
hunting the Shadow Stalkers. A green bar is now added to your onscreen
display; this indicates the state of the lab. If it empties, you fail.
Shadow Stalkers move randomly through the lab. There are no other Menace
to worry about, but you have to move quickly to earn an S-Rank. Shadow
Stalkers never stay still; if you’re in one room, and your radar shows one
in the next room it will be gone by the time you get out of your room and
get there. Some travel in packs; they fall fairly easily. Vipa Rounds are
scattered thorough the rooms, grab them if you can to aid in killing them
faster.
Once you kill 15 of them, a cutscene will play. After it ends, all
remaining Shadow Stalkers will be rendered visible on the overhead map.
Use this extra help to find and finish them off!
Once the last Shadow Stalker falls, your mission is complete.
3. The Mad Scientist (5%) (b-iv-3)
-Time: 7:00
-Damage: 300
-Combo: 100
-Menace: 120
-Special: None
-Item: 70 Origins
-Unlock: Complete Key Mission Diez, Woman Warrior.
-Strategy:
You have to deactivate 10 bombs set at various points on Movindo or risk
losing the entire facility. The bombs are tiny, about the size of a
credit card to Sho and Feanay. They are white with black markings, and
can be found attached to walls. You are aided in your quest by sonar which
pings faster or slower depending on how close you are to a bomb. When
you are close enough to deactivate a bomb, an option will appear to allow
you to deactivate the bomb. Bombs can not be destroyed by any means,
so you can shoot them and not worry about being vaporized afterwards.
From the start, head through the west door. A Fire Scorpio will appear
to your right as you enter. Kill it if you desire, then head north. Two
Fire Scorpios show up as well. Kill them and continue north. Near the
door 12 Death Spheres drop in. Once they’re dust, go through the door
In the next room, your sonar should begin to go crazy. That is because
there is a bomb in the room. It is hidden behind the three crates to
your right when you first enter the room. Break the crates and
deactivate the bomb. 30 Death Spheres are also in here. Continue down
the path. Two Fire Scorpios appear. Your sonar will act up again. The
second bomb is located on one of the shelves to the first Fire
Scorpio’s left. Deactivate it and kill the other Scorpio. Continue
into the next room.
A Fire Scorpio appears as you enter. Kill it. You will find some Vipa
Rounds in the three crates nearby. Down the path are a group of 7
sleeping Death Spheres. Get close enough to wake them, and then kill
them all. Continuing down the path, you will be ambushed by another
Fire Scorpio. There is another group of 16 Death Spheres resting there,
close to some crates. The third bomb is behind those crates. Deactivate
it, and then kill everything there. Head through the north door
Inside the building, a King Lacerta will manifest near the corner.
The room north of this Lacerta also has three King Lacerta there; you
can kill them if you desire but this is not really necessary. In any
event continue down the path. When you reach the second set of doors,
enter the north room. There is a bomb hidden in the wall crack at the
far right side from where you enter. There are also three King Lacerta
there. Deactivate the bomb, kill the Lacerta and return to the hall.
The south room is empty, ignore it and continue west. Note that sometimes
a single King Lacerta appears in the hallway after you deactivate this bomb.
Passing through the west door, you will enter a LONG seemingly empty hallway.
However, once you pass the halfway mark, you will be ambushed by 10 King
Lacerta. You can get a good 120+ combo here. Once they die, continue west.
Once through the west door, continue straight on. If you decide to visit
the south room, you will encounter 15 Death Spheres there. Kill them if you
want to, or leave them alone. The choice is yours.
Continuing west, ignore the first set of doors and head straight down. By
the damaged door sits another bomb located on the right side wall. You will
encounter three King Lacerta round the corner. Before you enter the door,
turn right and deactivate the bomb in the corner. Enter the door. In this
dead end, you will find another bomb on the right wall near the debris. As
you deactivate it, two large and 5 small King Lacerta appear near the door.
Kill them and return to the previous room. Head east until you reach the
set of doors you ignored earlier.
Take the first right. Two King Lacerta will appear; kill them and continue
through the door. Once outside, your sonar will indicate a bomb is nearby.
It is straight ahead on the round canyon wall, close to the Fire Scorpio
that pops up as you go outside. Deactivate it. Kill the other Fire Scorpio
and all 22 of the Death Spheres there. There are Vipa Rounds in the boxes
ahead, and another Fire Scorpio round the corner. There is another bomb
located to the left of where the Vipa Rounds are, sitting on the canyon
wall. Pass through the door. Four King Lacerta drop in, and three more lurk
down the path. The last bomb is hidden on the side of the large brown box
near the deactivated door. It is right where the other grouping of three
King Lacerta appear.
Once you deactivate all bombs, your mission is complete.
4. System Malfunction (7%) (b-iv-4)
-Time: 7:00
-Damage: 400
-Combo: 100
-Menace: 170
-Special: None
-Item: 4800 Teos
-Unlock: Complete Key Mission Missing Persons on Semplice
-Strategy:
Make your way to the control panel in the Movindo lab to turn off a
haywire laser system while it attacks you all the way there. You will have
to take a winding path through the level to get to the panel. Be warned,
the laser starts out slow and easy to avoid, but by the time you are at the
lab’s front door the laser will be firing almost twice a second. You can
neutralize the effects of the laser with any NeoPsionic attack. The laser
fires at about the same speed in Time Extend mode.
This is a tricky level to S-rank, mainly because of the damned laser that
follows you. I would highly recommend Sho, because his stopping power is
key to getting the S-Rank for kills without getting fried.
From the start, head through the northeast door. Once you do so, you will
begin to be targeted by the laser. A red circle denotes where the laser
will fire. Three King Lacerta will appear in the area. Kill them and take
the south door. Two Fire Scorpios, two King Lacerta and 15 Death Spheres
are lurking in the area. Once you’re done here, continue south. A Fire
Scorpio and 23 Death Spheres stand between you and the door. Clear them
out and continue west into the circular room.
Once you enter the room, the doors will lock and three Fire Scorpios
followed by 68(!) King Lacerta will attack. The lasers will increase in
firing frequency much more noticeably as well. This is one of the toughest
parts of the level, especially going for S-Ranking. Use Aerial Ray or
Maelstrom to rack up the combo requirement quickly, then lots of Time
Extending to slow down the Lacerta as you kill them. If you build up
your NP meter for Sonic Aura, you can use it, but only if you’re afraid
of laser damage. Any other way takes too long and could end up with you
getting killed. Once the carnage has ended, the doors will open. Proceed
west.
6 King Lacerta, one Fire Scorpio, one Scyllanus and 15 Death Spheres are
in this area. The Scyllanus completely blocks your path, so you have to
kill
it to proceed. The Death Spheres appear near the door, after the Scyllanus
is out of your way. Head north, take out the two King Lacerta that appear,
then west through the doors, then south.
15 Death Spheres, two King Lacerta, a Scyllanus and two Fire Scorpios hang
out here. Kill them all. The Fire Scorpios appear after you kill the
Scyllanus blocking your path. Head east into the lab.
At this point the lasers can no longer target you, so you don’t have to
worry about them. Simply head south into the first room on your right, and
activate the console at the far wall from where you enter.
After you activate the console, your mission is complete.
5. Prisoner (b-iv-5)
-Time: 5:20
-Damage: 200
-Combo: 55
-Menace: 200
-Special: None
-Item: 1000 Teos
-Unlock: Complete all missions in Movindo.
-Strategy:
Trapped in a circular room in Movindo, survive an onslaught of infinite
enemies for 5 whole minutes. You have full access to all guns, blades,
NeoPsionics, battle techniques and items earned. You simply can not
leave the set room once you enter it, that’s it. The combo requirements
are quite light, fortunately.
From the start, head straight and step on the teleporter. When you reappear,
head west into the large circular room. This is where the test of endurance
begins.
The initial waves of combat are Death Spheres and King Lacerta. After a
minute has passed, Fire Scorpios join the fracas. After another minute
passes, the size of the King Lacerta (and accordingly their damage and
stamina) increases. After another minute, more Fire Scorpios appear on
field at the same time. Once the timer reaches the one minute mark,
general numbers increase, as do the rate of their appearance.
Sonic Aura offers good protection, BlastSphere gives you peace of mind
for a second, MaelStrom works for constant damage, and Meteor is good for
resting your finger for a few seconds. Aerial Ray works for general
protection and excellent damage, so I recommend Aerial Ray or Maelstrom.
Lots of items are dropped, so grab them when they appear. The Replicator
item makes this level a piece of cake, but even without it you should do fine.
Once the timer reaches zero your mission is complete.
----------------------------------------------------------------------------
c. SEMPLICE
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d. CRIMSON PLANET
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Boss Enemies
------------
COMING SOON!
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Menace Lab
----------
The Menace Lab is a sidequest that Sho or Feanay can undertake to acquire
some extra Teos. Despite its name, the Menace lab is basically one man.
He is found in the room to the right of the Mission Select console. He’s
wearing green and is usually standing by the boxes to the left of the room.
Approach him, and he will assign a different monster to catch.
Notes:
-To catch a monster, simply kill it.
-He will not count monsters you have killed prior to him assigning it to
you. So, if you’ve killed a couple thousand Flying Ants before he a
ssigns you Flying Ants, you’re wasting your time.
-The monster he assigns to you is random. There is no checklist. If you
speak to him, he changes his order constantly. However, since this is
random, he may assign the same monster over and over. I have spoken to
him more than 300 times, and 75 of those times I got Dervis. If you are
assigned a monster and kill some of it, then come back to him and exchange
it for Teos, he will not change the order until you talk to him WITHOUT
killing anything. Hence, you can kill a few Ants, exchange them, then
leave without saying anything more, kill some more, then come back and
exchange for more money. And so on.
-The value is inversely proportional to the numbers of the monsters you
typically encounter. So Flying Ants, which you encounter in large numbers,
aren’t worth nearly as much as, say, Menace Commanders.
-Certain monsters are not available for monetary rewards. This either because:
-they appear as a special monster e.g. King Scorpio
-they typically can not be killed e.g. Spectral Menace
-they are a “boss” character
-they appear in one mission e.g. King Scorpio, Shadow Stalker in Movindo
If you want a list of the value of all the monsters needed at the Menace Lab
but don’t want to go through the FAQ again, then here:
-Awl Ant: 1 Teos
-Flying Ant: 2 Teos
-Killer Ant: 4 Teos
-Killer Lacerta: 10 Teos
-King Lacerta: 22 Teos
-Fire Scorpio: 23 Teos
-Death Sphere: 5 Teos
-Bloody Wing: 5 Teos
-Menace Soldier: 20 Teos
-Armored Menace Soldier: 40 Teos
-Menace Sergeant: 25 Teos
-Menace Commander: 52 Teos
-Dervis: 15 Teos
-Blaze Beast: 33 Teos
-Mad Horn: 27 Teos
-Relic Walker: 30 Teos
---------------------------
Frequently asked questions: (freqqa)
---------------------------
Q: How do I defeat the Dervis illusions?
A: Carefully. Use a blade attack or Vipa Vulcan Round to separate them
from the pack, OR get them to try and bite you so they stop lumbering around.
Then kill them.
------
Rumors
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Q: Are there any more hidden characters for single player?
A: No, the two are all you get.
--------------
Credits/Thanks (credthx)
--------------
Credits/Thanks for this FAQ go to:
-Koei for making this game
-You, for reading this FAQ
-And me, for writing it ^_^
---------------------
Copyright Information
---------------------
Copyright 2004 Afolabiyi Okubanjo (Team Sky City). This FAQ and everything
included within this file cannot be reproduced in any way, shape or form
(physical, electronical, or otherwise) aside from being placed on a freely
accessible, non-commercial web page in its original, unedited and unaltered
format. This FAQ cannot be used for profitable purposes (even if no money
would be made from selling it) or promotional purposes. It cannot be used
in any sort of commercial transaction. It cannot be given away as some sort
of bonus, gift, etc., with a purchase as this creates incentive to buy and
is therefore prohibited.
Furthermore, this FAQ cannot be used by the publishers, editors, employees
or associates, etc. of any company, group, business, or association, etc.,
nor can it be used by game sites and the like. It cannot be used in magazines
guides, books, etc. or in any other form of printed or electronic media
(including mediums not specifically mentioned) in ANY way, shape, or form
(including reprinting, reference or inclusion), without the express written
permission of the author, myself. This FAQ was created and is owned by me,
Afolabiyi Okubanjo. All copyrights and trademarks are acknowledged and
respected that are not specifically mentioned in this FAQ.