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SPOILER FREE

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Mega Man X Command Mission
FAQ / Walkthrough for the GameCube version
Copyright 2004 Aaron Larson.

This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

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Version 0.60 - Just the basic walkthrough, up to the beginning of Chapter 6. I
assure everyone, that as soon as I have more time to work on this, that it will
look and read a lot better. As of now, though, my main concern is finishing it,
and getting the basic game out of the way. So here we go!

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Table Of Contents:

(1) Walkthrough
(2) Items
(3) Main Weapons
(4) Sub Weapons
(5) Force Metals
(6) Key Items
(7) Bestiary
(8) Contact Me

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(1) Walkthrough

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Watch the opening cutscene. Then get ready to play! (By the way, if you want,
you can skip any cutscene by holding the START button for two seconds.)

Chapter 1: Infiltrate Giga City!

Location - Lagrano Ruins

After the short dialogue, you're in control of X. You are currently in the
Entrance Hall. Pay close attention to the map in the lower right corner of the
screen - this will be a godsend on your journey. Just about every battle you
get into, don't hesitate to use your Action Trigger and expend every bit of WE
you have - most enemies here will go down in a single shot! Anyway, move
forward and pass through the first door on the right. (I will generally be
following the directions of the map, mind you.)

You will enter Area 1F-East. Head down and left into the first door. This is a
Save Point. It's up to you whether you save now, but get used to seeing these
things! Now, exit the room, and head into the second room on the left. A small
computer window will pop up. Examine it to disable security in Area 1F-West.
The dialogue that follows, explains how the security in Lagrano Ruins works.
Exit the room, then dash through the two blue crystals (using the B button) to
collect 50z (top) and a Build LE (bottom). Generally, most of the `Build' items
increase a specific stat. How you use them is entirely up to you; personally, I
use them all on X, since he never leaves my party. Afterward, head through the
door at the bottom, on the right.

You will enter East Area Stairs, 1F to 2F. By the way, I don't advise dashing
your way through the game. You will want as much EXP and Zenny as you can
possibly get while playing, so I advise taking your time, and don't worry about
mistakes! In any case, head up the stairs and exit through the single door on
the other end.

You will enter Area 2F-East. After the dialogue, head down and to the left.
Dash through the yellow crystal to collect Tank Energy 25. When you use your
Sub Tank in the menu or in battle, you deplete Tank Energy. To refill without a
full rest or leaving an area, you can collect these along the way. If you have
a full Sub Tank and try to collect one of these, the message that displays in
the upper left corner will have an `X' marked across the box. If you leave and
re-enter the room, the yellow crystal will still be there. This avoids a waste
of supplies! You probably won't have used any Tank Energy by this point, so
chances are, there was an `X' in the box. (Note that this occurs for any item
within any crystal that you cannot pick up due to being full, having max, or
hitting the limit.) Nevertheless, head through the door behind the yellow
crystal.

You will enter 2F: New Model Reploid Development. There are four broken
capsules to examine. Check them all out to receive a dialogue, as well as
unlock the door to the next area. Then, exit the room.

You're back in Area 2F-East. If the yellow crystal is still there, then you've
not been wasteful! In any case, head down and enter the first door on the left.
Dash through the blue crystal to collect an Anti-lock. Then exit the room and
head down through the second door on the left. There are two blue crystals
inside. The bottom one contains 30z, while the top one contains 70z. Collect
them both. You can examine the computer on the right for... nothing. Afterward,
leave the small room, then continue south and leave through the lone door on
the right.

You will enter East Area Stairs, 2F to 3F. Make your way to the top, and exit
through the only door there.

You will enter Area 3F-East. Head to the left and dash through the yellow
crystal for a Tank Energy 25. Then head through the door behind it.

You will enter 3F: High Performance Reploid Development. Examine the two broken
capsules here to receive a dialogue, then exit the room.

You're back in Area 3F-East. Head down and through the first door on the left.
Dash through the green crystal to collect a Melt Missile. It's up to you
whether you equip it or not. It costs an additional 5 WE to use, and has less
power than the Micro Missile, but it can lower the Shield of an enemy by 10%.
Exit the room, then head down through the second door on the left. Examine the
computer to disable security in Area 3F-West... then learn it must be
synchronized. The short dialogue after will explain - not very hard, by the
way. Then exit the room... and you'll run into Rebellion's Guard! This is a
pretty easy battle - just use your Sub Weapons (with X and Y, respectively) and
then finish with the A button for a regular attack. This will consume 20 WE,
but no worries, since you recover 25 WE a turn! You should win in about three
turns. After the battle, you'll receive X Heart and a LE +100. Read the
tutorial on Force Metal, then equip both the X Heart and the LE +100. Every
little bit counts, right? Afterward, head through the door at the bottom right.

You will enter East Area Stairs, 3F to 4F. You can dash through the nearby
yellow crystal for a Tank Energy 50. Ascend the stairs, then exit at the top.

You will enter Area 4F-East. Another short dialogue occurs. DO NOT head through
the first door on the left - there is no crystal in front of it, but there's a
boss battle behind it. Instead, go south and collect the Backup in the first
blue crystal. Then, there will be another blue crystal with a Build Shield in
it, and a yellow crystal with Tank Energy Infinity - this restores your TE to
max. The door to the left of the Save Point is locked and cannot be opened
without the Lagrano Key, which you will not get for a long time. Save your
game, then head back through the door I warned you not to enter before. And
suddenly...

WARNING
BOSS BATTLE - Hippopressor

After a short dialogue, Zero will join your party, prior to the battle. Don't
worry about your level - even if you run away from every single enemy except
the Rebellion's Guard (which would automatically level you up to 2), you can
still take this boss down. Why? Well, you could say it's because this boss is
easy and the first in the game - or because Zero starts at Level 5. Your
choice!

The first thing you'll want to do is put both Zero and X into their Hyper
Modes. Open the Menu with the B button, then select Hyper Mode from the list.
Zero will become Black Zero, and X will become X Fire. On Zero's first turn,
use Heat Haze, then Micro Missile, and then Attack. On X's first turn, use
Power Charge, then Shell Buster, and then Attack. This will consume all 50 WE,
but no worries, since X recovers 31 WE while in Hyper Mode, rather than the
standard 25 WE - and the same goes for Zero! On Zero's second turn, if anyone
is in the yellow for whatever reason, I advise opening the Menu, selecting Sub
Tank, and then using whichever ability you like. If you really want to, you can
even use All Life Gain MAX. Though it costs 100, you may notice that you were
able to collect more than enough Tank Energy by this point (the 2x Tank Energy
25, the 1x Tank Energy 50, and the 1x Tank Energy Infinity, respectively).
Overall, it's up to you. In healing, you will also conserve your WE. On X's
turn, you can do what you like, but I advise simply Attacking and conserving
your WE.

A crack will appear in Hippopressor's head. This is definitely a good thing! On
Zero's third turn - which will be his last turn in Hyper Mode - press the R
button to use his Action Trigger. You will have a certain amount of time to
input commands and have Zero perform certain moves. The more WE you have
stored, the more time you have! Personally, I keep it simple and input as many
Zero Slashes (Down, Right, A) as possible. A 7-hit combo should do enough to
destroy Hippopressor's head! Then, on X's third turn, use his Action Trigger.
You'll notice the Charging feature is the same, while the actual attack is
different. Anyway, charge to max and let it rip!

Note that after destroying Hippopressor's head, it will begin using Hippo
Particle Cannon, which doesn't do that much damage, but should be noted for a
possible status effect - that is, if you're not in Hyper Mode. Also,
Hippopressor may use Heavy Flier, but it seems to miss any character in Hyper
Mode, so you're safe until Zero's next turn.

Afterward, Zero will Cooldown and be removed from his Hyper Mode. At this
point, you can either use Heat Haze and Attack, or enter your menu and simply
use Defense. When facing bosses and not in Hyper Mode, the damage you suffer
will be much greater than when in Hyper Mode. The choice is yours. (Personally,
I used Heat Haze and Attacked, but if you use Defense, your next turn will come
up sooner, damage taken until then will be decreased, but the WE you recover is
around half of what you normally would recover.) On X's fourth turn - still in
Hyper Mode, thankfully - simply Attack.

Note now that Hippopressor's Shark Missile may or may not have been fired (or,
if it has, another may be on the way). It will deal around 500 points of damage
to any character! When Zero's turn comes up, if any character is in yellow,
take another round to heal (unless, of course, you're feeling risky). On X's
fifth turn, you can either use your Action Trigger, or you can Attack and
charge up your WE for an even stronger Action Trigger next turn. (Personally, I
chose to Attack.)

On Zero's sixth turn, you should hit your Action Trigger again - so go ahead
and let it rip! And finally, on X's sixth turn, use your Action Trigger, since
this is your last round in Hyper Mode. And that should finish the battle!
Following the above method, my outcome was:

Stage 1 Boss Battle Results
Defeated boss(es): Hippopressor
Finishing blow   : Charge Collider
Turns            : 20
Bonus            : EXP +30%

You can always try a different method, assuming you saved prior! And, of
course, you may not experience a battle similar to mine at all. This is just
how mine worked out, and how I went about getting my victory. ;) Zero will hit
Level 6, and if you avoided every battle like I mentioned earlier, X hits Level
4. Otherwise, good job!

In addition, the boss will drop a Guard Buster and a Fire Missile. Equip X with
the Guard Buster, and I advise trading one of X's Micro Missiles for the Fire
Missile. Now, at the bottom of the room will be two green crystals. The one on
the left contains a Speed +1, and the one on the right contains a Power +1.
Then head through the door on the left side. Oh, by the way, you are now
leaving 4F: Test Hall 1.

You will enter Area 4F-West. The first thing you'll see is a pink crystal. Dash
through and collect Tank Parts. With every four Tank Parts you collect, your
Tank Energy MAX will increase by 100. At the top is a door leading to the area
that Zero came through - which you cannot explore. Anyway, head south and
collect 80z from the blue crystal. Then exit through the door on the bottom
left.

You will enter West Block Stairs, 4F to 5F. Head up the staircase, then exit
through the door at the top.

You will enter Area 5F-West. To the south are two blue crystals. The one on the
left is a Vaccine Program, while the one on the right is a Reboot. Now before
passing through the last door, unequip Zero's Heat Haze and Micro Missile, as
well as any Force Metals you might have equipped him with. Then pass through
the door on the east and you will witness a cutscene. And then, the chapter
ends! ... with Zero leaving your party.

Chapter Clear

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Afterward, you will open with a cutscene.

Chapter 2: Recapture Central Tower!

Location - Central Tower

You begin in Shaft 999F. In the room, you will find a Rescue Crew Assistant who
will sell items to you. Do yourself a favor and be sure to carry one of every
item, both for safekeeping and "just in case" moments. So, assuming you didn't
use any items thus far, purchase a Cure One for 240z, then a Mega Fire for
160z. Now, under no circumstances whatsoever should you be forced to sell any
items - if you really want to, you can; otherwise, don't bother with the "Sell"
feature. You're better off earning Zenny rather than losing items! And remember
- you can always return to the maintenance bed in this room to recover your LE
and Sub Tanks. When you're finished here, leave the room. If you haven't
noticed by now, there are little yellow locks on the map at doors you can't
enter, for whatever reason. So head north through the only available door. You
will come to a blue crystal, containing a Clear Vision. Keep moving in this
circle, through another door, and you will find two blue crystals. The left one
contains a Vaccine Program, while the right one has a Build Power. Continue
through to the next door.

You will enter Air City Gate. Talking to the Reploids, you'll learn that there
are no enemies here - so if you want to fight some more, go back to the
previous area! Anyway, keep moving. You'll find the left path blocked off, so
take a right and follow the short path to an exit.

You will enter Access Tunnel E-1. Move east until you find a blue crystal and a
yellow crystal. Within the blue crystal is a Gain Hyper - DO NOT ignore this
item, when you're truly in a bind. The yellow crystal has a Tank Energy 100,
which you probably don't need since you just came from a maintenance bed. Head
out through the eastern door. There will be a cutscene.

After the cutscene, you are now in Air City East Square. To the south is a
shopping district, but it is currently closed off. So head north, save your
game, then continue through the only other available exit. (Oh, and talk to the
Reploids, if you like.)

You will enter Air City 3rd Street. To your immediate left will be a machine
that requires Treasure Tokens. This is an optional aspect of the game, and
doesn't affect the game in any way. In any case, keep heading through the area,
talking with Reploids as you see fit. Exit at the other end.

You will enter Air City North Square. Again, talk to the Reploids, if you want.
Otherwise, just move on to the west side of the room and leave. There will be a
cutscene. And then a battle!

WARNING
BOSS BATTLE - Spider

Spider will probably open the battle with Counter Card. Go ahead and jump into
Hyper Mode and use your Action Trigger. Don't worry about losing, it will be a
difficult battle if you try! Spider's Counter Card should disappear, and he may
attack. On your next turn, just use Attack. He will respond with Counter Card,
in which you will use your Action Trigger again. And that, my friends, is the
entire battle.

Another cutscene occurs. If you try to run back, a Facility Management
Assistant will block your path for your safety. So simply head out the southern
exit.

You're back in Access Tunnel E-1. To the east is a machine in need of an 8
character password. Similar to the machine earlier, there is no real use for
this, so move along. You will see a green crystal, a yellow crystal, and a blue
crystal. The green crystal contains a Power Charge, the yellow crystal contains
a Tank Energy 50, and the blue crystal contains 100z. After collecting the
supplies, head south through the door.

You're back in Air City Gate. You'll notice the locked door, and you probably
guessed that you're now on the opposite side of where you first began this
chapter. Nevertheless, head south and you'll find a destroyed corridor. Make
your way through the path, and you'll eventually come to a cutscene, which
leads into another cutscene.

Afterwards, you'll be in Tower Base Access Tunnel. You will now have Aile's ID.
You can't go back, obviously, so move forward. As you move in, you will come to
two blue crystals towards the south side of the area. The top one contains a
Gain Hyper, while the other has a Mega Fire. Continue moving. You may come
across an enemy carrying a bag of Zenny - this is a Zennydropper - only attack
these with your regular attack and your Action Trigger! Your other attacks
don't have as great an accuracy as X's Action Trigger does, and you'll really
want the Zenny they drop! (Of course, your Action Trigger won't always work, so
it's more of a hit-or-miss deal.) Anyway, in the next room, you will come to a
blue crystal and a yellow crystal. The blue crystal has 100z, while the yellow
crystal has a Tank Energy Infinity. Again, keep moving. You will eventually
leave this room.

You will enter Equipment Maintenance B. Book shelves are located on each side
of the room. Behind the northern bookshelf is a blue crystal, containing a
Build Armor. Another blue crystal, with a Build Speed, is hiding behind the
southern bookshelf. After you finish collecting these, move into the spiraling
hallway to the east. As it rises, you will find the exit.

You will enter Equipment Maintenance A. There will be a Save Point to your left
- use it! Then enter the room to the west, and dash through the blue crystal to
collect 100z. Then enter the area to the east, which will spiral upward like
before. You will then find a Resistance Class 3 Soldier. After a short
dialogue, pass through the nearby door. There will be some dialogue, before a
battle - nothing difficult here! After the battle, there will be a cutscene,
and then some more dialogue. You will receive the Security Card.

By the way, you're now located in Base Security System. Use this as a resting
area. The Resistance Class 3 Soldier will recover your `VIT' - but I assume he
means LE and Sub Tanks. There are three female Reploids behind the Resistance
Class 1 Soldier who gave you the Security Card. Saffron will sell you items,
Cumin will sell you both Main Weapons and Sub Weapons, and Jasmine will sell
you Force Metal. You may not have enough Zenny to purchase all the supplies you
don't currently have, so it's up to you whether or not you go back and fight
until you can pay for them all! However, at the least, I highly suggest picking
up the Fire Buster from Cumin, and the Thunder Guard from Jasmine, then
equipping them both onto X. You can purchase more Thunder Guards, if you like,
as they will help tremendously for the upcoming boss battle. If you really want
to prepare, three should cover you for now (and the rest of the game, if you
look at it). Again, though, it all comes down to your playing style. You don't
really need any of these items, but having or not having them can make the game
a lot easier or a lot harder, and sometimes even move it into chance and luck.
Again, overall, it's your decision! (Note that these are not one-time only
items; you can purchase them later!) So after you have finished with your
shopping, you can enter the western room to find 200z in a blue crystal. Then,
in the northern room, there is another blue crystal with an Ultra Fire within.
And finally, you can take the eastern exit, travel up the spiral walkway, and
exit into the next area.

You will enter Data Backup Room, Hall A. Directly in front of you is a Tank
Energy 25 within a yellow crystal. Pass through the western door and head south
to find a green crystal. Dash through for an Eagle Eye. Then head around the
loop to find a door. Proceed.

You will enter Data Backup Room, Hall B. Head forward and you'll witness a
cutscene. Afterwards, keep heading forward and around to the door at the end.
In the next room, there will be some dialogue and a battle. Nothing to worry
about! Especially if you've got the Fire Buster equipped, since this enemy - a
Preon Spark - is weak against fire. In addition, if you've got a Thunder Guard
or more equipped, you'll have a greater resistance to his attacks. So take him
out! (And if you haven't caught on yet, the yellow star next to a damage total
means they are weak to that type or form of attack.) After the battle, there
will be another cutscene. And then, the timer begins! You have about two
minutes to make it to the Command Room. If you want, you can choose to ignore
Chief R's wishes, and head into the western room - doing so, you will find a
blue crystal containing 100z at the end. Either way, backtrack and exit this
room.

You're back in Data Backup Room, Hall B. Begin to dash your way through until
you hit some dialogue and an enemy! This battle, though not too difficult,
could pit you in a 4-on-1 situation - be careful! After the battle, rush to the
exit behind the enemies.

You're back in Data Backup Room, Hall A. Head into the eastern hallway this
time, and make your way to the door at the other end. Before you arrive,
though, there will be another battle. No problem! After winning, head towards
the door for a little more dialogue, then pass through the door.

You will enter Command Center Staff Room. Head to the northern door and you'll
be forced into yet another battle. In this room, you'll find a purple crystal.
Destroy it to find Tank Parts - your second! Leave this room, and then head
east. Follow this linear path, then exit through the door at the end.

You will enter Base Entrance. The short dialogue tells you the Command Room is
to your left, and to beware of enemies. The yellow crystal in front of you
contains Tank Energy 25. You can't pass through the locked door, obviously, so
head through the northern exit.

You will enter Base Gateway. If you try to head towards either locked doors on
the west and east sides, a transmission will stop you. For now, know the
Computer Room is to the west, and the Air Bus Station is to the east. For now,
all you can do is head north - so do it! When you enter the next room, another
battle ensues. I advise taking out the Preon Spark first. After you finish the
battle, run north and examine the object directly in front of you - if worse
comes to worse, you'll have 20 seconds at this point. But either way, you've
done it! There aren't really any items in here - the Command Room - so exit.

You're back in Base Gateway. Exit through the south.

You're back in Base Entrance. The locked door is now unlocked, so pass through
to find a Save Point. SAVE YOUR GAME! Now, make sure you have your Fire Buster
and Thunder Guard(s) equipped before going any further. (If you can any Fire
Missiles, equip those as well.) When you're ready, head up the spiral walkway
and through the door!

You will enter Large Heliport Access Tunnel. Before the northern exit, you will
come across a blue crystal and a yellow crystal. The blue crystal has a Backup,
and the yellow crystal contains Tank Energy 100. When you're finally ready to
go, head through the giant door at the northern end! After the cutscene...

WARNING
BOSS BATTLE - Wild Jango

Spider joins your party for this battle, and you'll probably need him! If Wild
Jango opens up with Shock Nail, he may cause Virus to one of your characters
right off the bat! Otherwise, most of Wild Jango's attacks are Thunder-
attribute, so X has some defense. Nevertheless, be careful! You'll notice
Spider has Item Capture as a Sub Weapon - if you want to get some good, free
items, I advise you let Spider do nothing but Item Capture until you have
stolen both the Protect +1 and the Thunder Guard that Wild Jango is carrying!
So, each turn, use Item Capture, then press the B button to cancel your attack.
Besides, X will be doing most of the damage, anyway! Of course, if you're not
concerned about the items, then immediately throw Spider into his Hyper Mode,
Trickstar, and blast him away with the Action Trigger! (Note that the more WE
Spider has when using his Action Trigger, the greater your chances of receiving
a better hand / deal.)

It would be wise to remember that, when in Hyper Mode, not only can you not
receive status effects, but if you have any before transforming, they are
removed once you enter Hyper Mode! So, if either has been hit with Shock Nail
and/or is poisoned or suffering otherwise, throw them into Hyper Mode. So, when
X's first turn hits, put him in Hyper Mode and use his Action Trigger. If
you're following the "stealing" method, then as soon as Spider has stolen both
items, you can either have him attack as normal, or use any Fire-attribute
items you have collected or purchased thus far! Wild Jango is weak against
fire, and since you couldn't prepare Spider like you did X, items are the next
best thing. And each turn in which X can't use his Action Trigger, simply
Attack, so you can charge up his WE!

Wild Jango has a powerful attack called Rolling Assault that can do some hefty
damage to Spider, but will do very little to X (in Hyper Mode). So, if you want
some safety for Spider, then his Hyper Mode makes him invulnerable to every
attack! However, this includes healing moves, so watch out. If X happens to go
into yellow, don't worry about him unless he is out of Hyper Mode - otherwise,
most damage to X this battle will be minimal (especially if you've got more
than one Thunder Guard equipped). That, and if you really mess up, X Heart will
pick you up just in case. If Spider ever hits the yellow, and hasn't used his
Hyper Mode, do so! After his Hyper Mode runs out, have Spider use the Sub Tank,
not X.

Overall, this battle can be pretty easy, as long as you prepared X - and even
then, minimal preparation will cover you! So, really, your focus should be on
stealing rather than winning. Of course, if you want a better bonus at the end,
you'll want to win as fast as possible! My results were:

Stage 2 Boss Battle Results
Defeated boss(es): Wild Jango
Finishing blow   : Buster Shot
Turns            : 29
Bonus            : EXP +30%

You may, of course, get a faster or slower time, depending on how long it takes
you to steal the items, or whether you bother stealing at all, and whatnot.
After the battle, you receive your first full Sub Tank (raising your total to
300), and a Thunder Buster. Spider will move from Lv 9 to Lv 10, and X will...
well, that depends on where he is now, huh? Anyway, there will be another
cutscene, and then this chapter ends - with Spider joining the party!

Chapter Clear

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There will be another cutscene. Afterward, I suggest equipping X with the
Thunder Buster now, and removing the Thunder Guard, since the environment is
about to change. Don't talk to Chief R just yet - he can only take you into the
next mission. For now, exit the Command Room. (If you want, there's a
Resistance Facility Management Soldier, checking a large disc near the bottom
of this room... there's no point to it, really.)

You're back in Base Gateway. You can head west into the Computer Room, which
contains a maintenance bed, or you can head east into the Air Bus Station. Rest
first, and then head to the Air Bus Station. This will take you down to Giga
City - a much easier method than running down the Central Tower (which you, in
fact, can't do, anyway). You can talk to Spider at the door, but anyway, head
down to Giga City!

You'll arrive at Air City South Square. And yes, you're still at Central Tower.
Talk to the Reploids here, if you so desire. Otherwise, head east to find three
blue crystals. From left to right, you can collect a Figure Token, a Figure
Token, and... a Figure Token. The vending machine just a little further east
accepts these Figure Tokens. But like the others, there is no use for this in
the actual game. So do what you will, then continue further east into the next
area!

You will enter Air City Shopping Arcade. Remember this place well, since you'll
be coming here A LOT. The first shop you'll come across is the Weapon Shop. The
second shop is an Item Shop. The individual between the second shop and the
third shop sells you all items that were previously available in the game - if
you miss any weapons, you can usually come back to him and pick them up! As I
said before, the game will generally "warn you" if something is a one-time only
item, so if you ever find an item for sale in the game, trust me - it will
always be for sale! Now, the third shop isn't an actual shop, but a teleporter!
This allows you to return to previous areas you've already completed. At this
time, only the Lagrano Ruins are available, but as you finish each chapter,
another location will open up! So, really, it's hard to completely miss items.
Finally, moving on, the last shop sells Force Metal. Now, I don't doubt for a
second that you will be unable to purchase all the items that you don't yet
have - so, you have two choices. You can either work like a madman to pick
these items up now, or just pick them up later in the game. Don't worry; I'll
tell you when it might be a good idea to come back and collect. Otherwise,
heading through the door at the opposite end takes you to the Air City East
Square, a place you don't really ever have to return to.

So, now, you're free to do what you like! When you're ready to continue with
the game, talk to Chief R, and a few cutscenes will follow. (Don't worry,
though - you can return to Central Tower and Giga City, even after beginning
the next chapter.) Once you arrive at Tianna Camp, there will be a short
cutscene.

Chapter 3: The Paper Hero

Location - Tianna Camp

You start in the POW Camp Central Gate. Head north, then east, and you'll come
to another cutscene. And after, Massimo joins the party! He is slow, but can do
a heap of damage - especially with his Action Trigger. However, he does start
at Lv 1. Anyway, you are now able to use Final Strike - so get used to it!
After the tutorials, properly equip your new team member, then head north into
the next room. There's a Save Point here - you can save or return to Hunter
Base (that would be the Command Room). When you're ready, move on through the
nearby door.

You will enter Lift 1. You can take any of the three lifts to get to the
bottom. After hitting the floor, pass into the next room.

You will enter Security Reploid Patrol Area. There will be some dialogue,
explaining this part. What you want to do is move in, avoiding the red waves
that the enemies are sending out, and sneak by via the crevices along the sides
of the walls. In the first crevice to the west, you'll find a blue crystal with
a Figure Token inside. Rushing to the crevice at the north, you can collect
300z from the blue crystal. Afterward, sprint out east and into the next room.
There are two crevices to sneak by with - however, you probably realize you
don't have to use either. But the northern crevice contains a blue crystal with
a Figure Token, so snatch that before continuing. On the next part, there's a
space to the north that you can move into - you have to, this time. Collect the
Decoy in the green crystal, while you're at it. Then edge by the security and
move into the third room. In here, the safest place to be is the upper left
corner of the map. Carefully dash your way into the eastern room to find a
green crystal containing a Thunder Missile. Then quickly dash your way to the
southern exit, and finally leave the security behind!

You will enter Lift 2. Again, either lift will take you safely to the bottom.
Move forward into the next area.

You will enter Prisoner Admission Division. The door to the east is locked, so
head west. You will come to a blue crystal. Dash through for a Boost Armor.
Then head through the door to move into another corridor. When heading west,
there's a locked door to the south. Keep moving until you collect a Figure
Token from a blue crystal. Head south and examine the Door Lock Control
Facility to unlock all the locked doors you just passed. So head back to the
east and move into the first unlocked door you come across. Collect a Build
Speed from the blue crystal inside. Leave the cell and continue moving east,
all the way into another previously locked door. Inside this cell, you'll find
a Mega Thunder in a blue crystal. Afterward, head all the way back west, then
north to move into the next room.

You will enter Lift 3. Same as before, head down and move on.

You will enter Main Gate - Depth 4 Undersea Prison. Before you move, you can
see the enemies in front of you. Make sure you're not dying or anything, and
then move forward to start the battle. After, there will be a little dialogue,
and then you can move again. Save your game, and if you like, return to Hunter
Base. (Note that if you return now, you will have to come back here from the
beginning of the level - you will NOT teleport back to this Save Point!)
Afterward, head into the north room.

You will enter West Prison. The first thing you'll see is another security
device, so unlock all the cells, then begin the pillage! Enter the first room
on the west side and talk to the prisoner - and he'll attack you! It's a trap!
But since it results in an actual battle, don't avoid these; the EXP and Zenny
is good for you! That, and after, you can obtain some juicy info from the Fake
Resistance after each victory. Anyway, leave this cell, and move into the
second door on the left side. Talk to the prisoner and she will reward you with
a Water Guard. Hopefully, you picked up a Water Guard back in Giga City - if
so, you should now have three (Massimo comes equipped with one). Equip each
party member with a Water Guard - you'll need it! Next, move into the room on
the east side to find a blue crystal. Break it for a Reboot. Then, check out
the third room on the west side to find another prisoner. Nothing special,
though. Finally, head into the room at the north end to locate a green crystal.
Dash through for a Jack of Hearts. Equip it onto Spider. Then leave the West
Prison.

You're back in Main Gate - Depth 4 Undersea Prison. Head into the east
corridor, where a yellow crystal resides. Smash it for Tank Energy 100. Then
prepare for another battle, as you move into the next room. You'll be fighting
3x Big Monkeys, but it's not that hard. Afterward, pass through the north door.

You will enter East Prison. Every room is locked until you deactivate the
security device, which is in plain sight. So do that, then rampage! Move into
the first door on the east wall, talk to the prisoner... and it's a trap!
Finish the battle quickly; otherwise, it can get very annoying if the Dober Man
is allowed to repeatedly use SOS. Afterward, talk to him to learn some info,
then move into the next room above it. Inside, you'll find a blue crystal
holding a Figure Token. Afterward, exit and head into the sole door at the
north end. Break the blue crystal within for 400z. Then descend the walkway
into the water, and enter the final room to find the important prisoner. No,
not Aile, but he will give you the Prison ID. Leave the East Prison now.

You're once again in Main Gate - Depth 4 Undersea Prison. Use the Save Point,
then head into the previously locked west door.

You will enter Lift 4. From now on, it's only one lift - so just move ahead!

You will enter Maze Area 1. Even though it says "maze," I assure you, it's not
that complicated. At the south end, you'll find a door that can only be
unlocked by the Tianna Key. Like the Lagrano Key, you will not get this for a
long time. So head back north, destroy the yellow crystal for Tank Energy 50,
then head through the east door. Moving forward, you will activate a cutscene.
Skip the first door to the north and move towards the blue crystal in the
distance. Dash through for 200z. Then head through the south door to find two
blue crystals. The top one contains a Build Armor, while the bottom one
contains a Build Shield. Now, return to the first door to the north and pass
through it.

You will enter Maze Area 2. Ignore the first door to the east and instead head
further north and enter the door leading west. You will find a green crystal.
Dash through for a Tomahawk. Then return to the previous door heading east and
pass through. As you move to the new area, there is a yellow crystal holding
Tank Energy 50 north of you. Head south, however, and ignore the door leading
south (this will take you back to Maze Area 1). Head down the east hallway
instead, and into the room at the end. You will find three blue crystals. The
left crystal contains a Boost Power, the middle crystal contains a Warm-up, and
the right crystal contains a Boost Shield. Leave this room, return to the
middle of the room, then head through the final door at the north end (the only
one you haven't touched yet).

You will enter Lift 5. Another single lift, but it takes you much deeper than
the others. Either way, pass through the lone door on the other side.

You will enter Dark Room. Get ready for a battle, then move around into the
room adjacent your entrance to find the actual Dark Room. And thus, a battle
ensues! Be wary of the Preon Pod, as it will attempt to use Freeze Shot and
severely damage a single party member - I suggest dispatching it first. Also,
you will note Massimo suffering additional damage from the Preon Sparks - if
you check out his status, his elemental defenses are at 150% damage! So, as you
can see, Massimo will NOT be your best friend when it comes to elemental damage
- be glad he comes equipped with that Water Guard! Remember this in the future.
Anyway, after the battle, there will be a cutscene. Talk to Nana, if you wish,
then continue south to the next area. You will find a Save Point. Save here, if
you like, then prepare yourself for a couple of puzzles. Also, there is a
yellow crystal with Tank Energy 50 to the west of the Save Point. Move into the
east room. Now pay attention to the color patterns! The correct order here is:

(1) Blue
(2) Red

After pressing on them in the correct order, the door will open to the next
room! So, move through the south door, then past the next door.

You will enter Security Panel Area. Move south again. This time, the correct
order is:

(1) Blue
(2) Red
(3) Yellow

Step on the right colors and the door will unlock! Now, notice that the west
room unlocked, but the east room didn't. You could simply figure out how to
open it by trial and error, but the correct order for the opposite door is:

(1) Yellow
(2) Red
(3) Blue

Yeah, I know - the original backwards, right? Anyway, move into the east room
to find five - count `em, FIVE - blue crystals! The top left crystal has a
Build LE, the top right has a Build Power, the middle has a Build Armor, the
lower left has a Build Shield, and the lower right has a Build Speed. WOW!
Afterwards, exit this treasure room and head into the west room. You'll come to
another puzzle room. This time, the correct order is:

(1) Yellow
(2) Blue
(3) Red

And voila, the door opens! Now, like before, you'll notice only one door opened
- the south exit. However, the northern exit is still locked! That, and there
is an imprisoned purple crystal in front of you. To unlock the door along the
north wall, input this color order:

(1) Red
(2) Yellow
(3) Blue

Enter the now unlocked door to the north, and now there are EIGHT blue
crystals! The four crystals on the left each contain Figure Tokens, totaling up
to 4x Figure Tokens. The bottom crystal on the right has 100z, with the one
above containing 200z, then the next one up holding 300z, and the final crystal
carrying 400z, totaling up to 1000z. What fun! Now all that's left is the
locked purple crystal. Run over the following colors:

(1) Blue
(2) Yellow
(3) Red

Now collect the Tank Parts from the purple crystal - your third one!
Afterwards, head through a couple of doors leading south, and you'll find the
final color room. This time, there are four colors; here's the solution:

(1) Yellow
(2) Red
(3) Green
(4) Blue

And the exit is now unlocked! However, a green crystal is imprisoned in the
lower right corner. The correct order to release this treasure is:

(1) Green
(2) Blue
(3) Red
(4) Yellow

Now dash through the unlocked green crystal for a Queen of Diamonds! Equip it
onto Spider NOW - that +10 to his Speed is magnificent! In any case, when
you're ready, pass through all the doors heading west.

You will enter Deep Prison Area. There's a Save Point directly in front of you.
Save, if you want, then head east towards the visible guards. They won't
attack, but they won't let you through, either. So, head further north to
trigger a little dialogue, then a cutscene. After the cutscene, retreat to the
previous room to find the guards in pain. Pass through the door they were
guarding.

You will enter Deep Prison. Another deep lift down, then move forward again.
You will find Massimo and have a short dialogue. Afterward, return to the
previous area. You will come to some dialogue just before exiting.

You're back in Deep Prison Area. Now head south and SAVE YOUR GAME! If you want
to know when is a good time to go back and stock up, now would be that time -
you will have to go through this entire dungeon again, sure, but at least
you'll come back even stronger and more prepared! And, of course, if one run
through wasn't enough to get everything, you can always repeat this process,
and have a good idea of when to return. Otherwise, if and when you're ready to
press on, make sure X has his Thunder Buster equipped, and you've got as many
Thunder Missiles equipped as possible. In addition, be sure everyone is
equipped with at least one Water Guard, and if possible, fit Massimo with two.
Then exit this corridor through the northern door!

You will enter Aqua Coliseum Entrance. Ahead of you is a yellow crystal and a
blue crystal. Within the yellow crystal is Tank Energy 100, and within the blue
crystal is a Gain Hyper. When you're ready, head into the door up ahead. A
cutscene will begin, and then lead into...

WARNING
BOSS BATTLE - Silver Horn

As long as you're packing Water Guards, you should be pretty safe for most of
the battle. Like with Wild Jango, Silver Horn has two goodies to steal - a
Combat Absorber and a Shot Absorber. So, if you're interested in them, then I
advise having Spider only use Item Capture (and deal zero damage) until you
have them both! Also, don't send him into Hyper Mode unless he's in the yellow
- he can fend for himself until then. As for X and Massimo, have them both
enter their Hyper Modes and alternate between Action Triggers and regular
attacks (to conserve WE for the Action Triggers). However, on Massimo's first
turn, he will only have 45 WE - unless you equipped him with the WE +5 Force
Metal (in which case, you can ignore this step) - so have him simply Attack
this turn before using Glint Armor. As for X, as soon as his turn hits, jump
right into X Fire and unleash an Action Trigger!

Silver Horn will sometimes use Ultra Blizzard, which will hit every party
member for minimal damage - again, assuming you're protected with Water Guards.
He may also use Tidal Wave, which is similar to Ultra Blizzard, but has a
rather low accuracy. Generally, you shouldn't have any trouble here, so long as
you came prepared! After you have finished stealing with Spider - or if you
decided to not bother stealing - you can have him Attack and use Action Trigger
and whatnot, or you can have him use any Mega Thunder or Ultra Thunders you
have in your inventory! If you didn't catch on to it yet, Silver Horn is weak
against thunder. So let it rip!

On Massimo's second turn (or his first turn, if he has at least 50 WE), use his
Hyper Mode and then use his Action Trigger! As a Boss, Silver Horn will block
the status effects, but he will still take a good 1000+ or so points of damage
from a powered up Action Trigger! On X's second turn (or any turn that he can't
use his Action Trigger), have him simply Attack and prepare for the next round.
And there's really nothing else to it. As you decrease Silver Horn's LE, he
will begin use Cryogenics, which is similar to his regular attack, but can also
Freeze you - but as long as you're in Hyper Mode, you're safe!

Eventually, any turn not spent using an Action Trigger should be used Attacking
to conserve WE. Silver Horn may use Liquid Coating, boosting both Water attacks
and defenses - at this point, you're going to want to be hitting harder and
faster, as well as being more careful with healing! The final attack Silver
Horn may use would be Pressure Abyss, which can deal a hefty amount of damage -
Water Guards or not - to even a party member in Hyper Mode! If anyone (besides
pre-Trickstar Spider) hits yellow, then don't hesitate to spend a turn
restoring your party - your Hyper Modes may run out before the battle ends, so
be cautious and wise with healing.

Before stating the outcome the above tactics brought me, I should mention that
my style of playing is against using offensive items unless absolutely
necessary - so while I recommended using the Thunder-attribute Items in the
above strategy, I did not; as such, my score is:

Stage 3 Boss Battle Results
Defeated boss(es): Silver Horn
Finishing blow   : Buster Show
Turns            : 49
Bonus            : EXP +20%

So I am sure that others can do much better; it simply comes down to actually
using the items! After the battle, you'll receive the Ice Buster and a Build
Hyper - CHERISH THIS ITEM. As I said before, I tend to use all the `Build'
items on X - but you can develop an interesting strategy later on, if you save
any Build Hypers you collect for now. (I won't ruin it until the time comes.)
Finally, after another cutscene, the chapter ends.

Chapter Clear

-------------------------------------------------------------------------------

Another cutscene occurs up before you do anything. After the cutscene, you can
talk to Nana and obtain the Treasure Radar, a GameCube-exclusive feature that
is another entirely optional aspect of the game (but will be covered in another
section). Talking to her again will open up the Deployment Center, a semi-
optional part of the game. You can earn Zenny this way, but Items are not the
kind you use in the game, but rather are simply bonuses. This also opens up the
Sky Room, which allows you to view all the secrets you've unlocked by
participating in the optional side-quests in the game. After all that, talking
to Nana allows you to continue with the next mission.

Now, at this point, we are taking an elemental rest, since the next mission
isn't focused on one specific element. Equip your best Main Weapons and Sub
Weapons, and head into Giga City via the Air Bus Station. Purchase everything
you need, and if you don't have enough to do so, you can re-visit some previous
areas via the teleporter, or simply go on with the new mission and leave
whenever you see fit as usual, ad nauseum. You probably understand how this
works by now. When you're prepared, talk to Nana and continue to the next part
of the game!

Chapter 4: Gaudile Laboratory

Location - Gaudile Laboratory

You begin in the Teleport Arrivals Area. Move towards the east and you'll
immediately find yourself in a battle. Not too hard, but take out the Preon
Gunners first, and one at a time. After the battle, continue east and you'll
come to a cutscene. Afterward, you can take the southern route to find a locked
door. Fun, huh? Anyway, leave via the northern door to find an elevator. Take
it.

You will enter East Deck High Speed Lift Area. To the west is what appears to
be a fallen enemy. Examine it to send it to the Deployment Center. This is
related to the optional Deployment Center, so you don't have to pick it up, but
it doesn't hurt to. Either way, head east through the first door, and then
north at the intersection to find a room with two blue crystals. They each have
a Figure Token, giving you 2x Figure Tokens. Return to the intersection and
head east once more. In this room, you will find three blue crystals. The top
left one has a Cooler, the middle one has a Cure One, and the lower left one
has a Vaccine Program. Exit to the east.

You will enter East Deck Main Route. The short dialogue will suggest dashing
over the red squares on the ground. If you don't dash past them, you will set
off an alarm and trigger a battle! In addition, if your dash ends and you're on
top of a square, a battle will still activate. So be careful with the timing
and spacing of your dashes! (Unless, of course, you want the battles for EXP
and Zenny.) Past the red squares, you will find another door. Enter this room
and collect Tank Energy 25 from the lone yellow crystal. You can save your game
here, if you like, and return to Hunter Base if necessary. Afterward, head
through the southern exit.

You will enter East Deck Residential Division 101. Head south, then west at the
intersection. Head into the western room and exit via the lone door at the end.

You will enter East Deck Residential Division 102. You will find a blue
crystal, a green crystal, a purple crystal, and a yellow crystal. The blue
crystal has 600z. The green crystal has a Protect +1. The purple crystal has
Tank Parts - and since this is your fourth, it completes a Sub Tank and raises
your total to 400. Finally, the yellow crystal has Tank Energy 50. You'll also
find a Big Monkey lying down. Examine it (or don't) to send it to the
Deployment Center. Then exit the room the way you came.

You're back in East Deck Residential Division 101. Now, head as far east as you
possibly can. You will find five blue crystals! (You could have came here
before heading into the other room, but who cares?) Each crystal has a Figure
Token, giving you 5x Figure Tokens! Now, head back to the intersection and head
back north, then through the door on the other side of the room.

You're back in East Deck Main Route. Head north now and you'll come to a
corridor with more security squares. This time, some of them move, so be
careful. After passing them, you'll come to a cutscene. After the cutscene,
you'll enter a battle! Rather easy, again. After the battle, there will be
another cutscene, and then another cutscene, and... then another cutscene. Yup,
no kidding! Afterwards, you'll be back in a room with two blue crystals and a
green crystal. The left blue crystal has a Build WE, while the right blue
crystal has a Build LE. The green crystal contains a LE +100. By the way, about
the Build WE - throughout the course of the game, you will come across more
than five of these items. If you want Massimo to be able to use his Action
Trigger on the first turn he gets - and without wasting a Force Metal slot - I
suggest using any you get on him. However, this also questions whether you plan
on using Massimo for the entire game or not (since you haven't even recruited
the rest of your party yet). So, if you're not sure, hold onto the Build WEs
you find for now. Anyway, once you're ready, take the southern exit to find
another corridor laced with security squares. Tread carefully! There is not
only more this time, but the corridor is slightly longer. Don't worry if you
set off an alarm, though - the EXP and Zenny from the battles you may fight are
good for you! When you make it to the other side, exit through the only door on
the eastern end.

You will enter Observation Deck Area. Head east and then south at the
intersection. You will find two blue crystals and a green crystal in the
southern room. The blue crystal on the right has a Figure Token, while the blue
crystal on the left has another Figure Token. The green crystal contains a
Queen of Hearts. I suggest equipping it, but Spider's Speed will drop by 10, so
it's up to you. When you're done here, return to the intersection and head east
once again. Inside the upcoming room, you will find a yellow crystal with Tank
Energy 50. Next, pass through the north door and through the linear corridor
ahead. At the end is another door, and in this room is another elevator. Take
it.

You will enter Laboratory Approach. Move around the elevator and leave the
small room through the western door. Follow the linear walkway to the next
door. You may begin encountering Killer Mantis in random battles. If you want,
you can try stealing the Gatling Buster from it - though I don't recommend it,
because it is really hard to steal. That, and it sucks! Also, the Radar Killer
could also appear, which can drop a Shock Lance - a weapon statistically weaker
than his current weapon, but with a Thunder-attribute (both good and bad) and
the possibility to Bind enemies (all good). It's up to you whether you try to
get these two weapons or not. If you do attempt to, however, kill any Pararoids
that accompany them first! If you don't, and the Pararoids are allowed to use
Parasite, the task becomes suicidal. Again, you can take the risk, if you like.
(For this guide, I did - but I didn't use either of them.) Once you've finished
deciding or doing whatever, continue into the room at the end, where three blue
crystals reside. The top left crystal has 500z, while the crystal below it has
another 500z. The last crystal has a Cure All. After your collection, head east
into another corridor. Keep moving east towards the exit.

You will enter Gaudile Laboratory Central Analysis Room. You can save your
game, if you like. When you're ready, move towards Professor Gaudile to
activate a cutscene. Talk to Gaudile after, if you want, then head through the
door located to the south when you're ready.

You will enter Counter-Biohazard Sample Storage. Move south to find some close
together crystals - two blue and one green. The top blue crystal has a Build
Armor, while the bottom blue crystal has a Build Speed. The green crystal
contains a Gain WE +5. Move into the room beyond the crystals to trigger some
dialogue, then a cutscene. Afterwards, head through the room into the next
corridor heading south. There will be two more blue crystals, where you can
collect 2x Figure Tokens. Finally, head through the last door.

You will enter Eternal Forest. The dialogue will explain this dungeon, but I
will explain in an even simpler fashion: DO NOT TAKE THE EASTERN ROUTES FOR ANY
REASON. At every intersection, head west, and follow the blue arrow - at this
time, you are NOT capable of taking on the enemies that await you on the
eastern path. So, follow the story for now and head west. The linear path will
take you to a door guarded by the Chamber of the Weak Keeper. After selecting
"Yes" to seek the exit, you'll enter a battle with 4x Bat Bones. Easy! Pass
through the door after the battle.

You will seemingly enter (or be back in) Eternal Forest again. Simply repeat
the above procedure and you'll be done after this second battle (which is just
as easy as the first, I might add) of 3x Wild Patrol Dogs. Pass through the
door.

You will enter Rare Item Storage Room. Move south, and you'll find a barricade
blocking the east route. (But if you return at a much later time and complete
the eastern path, then maybe...) Head west instead to find the Rare Item
Storage Room Keeper. He will give you Tank Energy 25... and that's it. Oh,
well. The south door is locked (Hmm...), so simply head west.

You will enter West Deck Main Route. It is a linear path to the bottom. Now,
before stepping into the room, you will notice Marino lying on the floor. Once
you enter, there will be a cutscene, and Marino will join your party! She joins
your party at Lv 15, and comes with some new Sub Weapons. Personally, I just
steal them from her (no pun intended) and equip Spider with both Item Capture
and Get Zenny +, and X with the Hawkeye. That way, Spider can both steal items
and increase your overall Zenny count, and X will be able to take out any pesky
enemies you come across with high evade (like, maybe, the Pararoids?). Not only
that, but if you bothered to steal the Gatling Buster earlier, a guarenteed 8-
hit weapon suddenly sounds very powerful, doesn't it? Keep Marino equipped,
though, since she can be a gem - if you ever want to use her, that is.

By the way, this is one of those interesting strategies I recommended saving
your Build Hypers for: When Marino uses her Hyper Mode and transforms into
Quicksilver, your Speed just soars! Literally, the entire turn order will read
Marino, depending on the battle. However, a lot of turns leads to the end of
her Hyper Mode very quickly. That is why you may want to pile the Build Hypers
on her - because if you remember, you should have some Gain Hypers lying
around, and although you can only carry around a maximum of 9x Gain Hypers at a
time, it is more than enough! It's up to you on how you use this strategy,
though, but isn't it great to know it's there?

Anyway, when you're ready, head east from this room, and into another linear
corridor. In the room at the end awaits two blue crystals and a yellow crystal.
The bottom blue crystal has a Reboot, while the top blue crystal has a Cure
One. The yellow crystal has Tank Energy 50. You can also examine the Mettaur
nearby to send it to the Deployment Center. Head even further east now, and at
the bottom, you will find a Save Point. SAVE YOUR GAME! If you want, this is
the time to go back and purchase any leftover items, so you can properly equip
everyone. Otherwise, head through the door to the east.

You will enter Great Tree Stump Hall Approach. Move west to find a blue crystal
and a yellow crystal. The blue crystal holds a Gain Hyper (remember Marino!),
while the yellow crystal holds Tank Energy 100. Now, fully prepared, head into
the final room on the west side. Then, after the cutscene...

WARNING
BOSS BATTLE - Dr. Psyche

Start the battle with X, Spider, and Massimo. Without a doubt, Dr. Psyche's
first move will be Summon Needles. In fact, he will use Summon Needles any time
there aren't any Needles present. So, if you really want to slow him down, take
out the Needles every time they are present! Otherwise, you will witness Dr.
Psyche's full arsenal of attacks. Here, you must decide whether you are going
to steal the Virus Missile and Smoke Missile the boss is carrying or not,
because this isn't a consistent inventory! Hold off on your Hyper Modes for
now. If you want the items, avoid dealing damage until you have stolen them
both, or just focus on the Needles - otherwise, just let him have it! Blanket
attacks work great here, like X's Action Trigger, or the Death House outcome
from Spider's Action Trigger. Otherwise, I hope you have a full Sub Tank.

The Needles are capable of doing three hits of about 150 damage each, which
could be about 1/4th of your HP, depending on your level! As for Dr. Psyche,
his 4th Dimension Slow seems to deal elemental damage, but not as much as the
Needles will be dealing. A definite killing machine, at this point, is X with
at least 55 WE. Use Hawkeye, then his Action Trigger, and you should be able to
take out all the Needles at once! (You can steal items from the Needles, but
they aren't worth it.) However, you may not be able to stay consistent with X's
Action Trigger in between Dr. Psyche's Summon Needles and any actual attacks.
So keep that healing ready! Dr. Psyche can also use Doom Blaster, which only
hits twice, but deals almost as much as the Needles' 3-hit combo!

Try not to expend too much of your Sub Tank here, because once you have dealt
enough damage to Dr. Psyche, the real battle begins! Before that happens, Dr.
Psyche may use Needle Shower, in which his Needles will disappear from the
battle, and descend upon both the boss and your party! They will either give
negative or positive stat bonuses - most will miss, though. If you're taking
this battle in a very safe fashion (annihilating Needles ASAP, etc.) then
chances are, you will find yourself dealing a lot more damage to the Needles
than to Dr. Psyche! But don't worry - eventually, Dr. Psyche will fall...

WARNING
BOSS BATTLE - Mad Nautilus

And then, his head transform into the real boss! At the start, any attack will
teach you to wait for his weak spot to appear. I suggest constantly using
Defense until then, except for stealing - now is the best time to try for the
Cure All and Tractor Net (a key ingredient of another strategy). Mad Nautilus'
attack, Mad Cocktail, will generally miss, not affect you while blocking (which
is mainly what you'll be doing), and is unable to affect you when in Hyper
Mode. So, again, for the time being, DEFENSE! Mad Nautilus' regular attack will
deal about 400 damage to a party member, so it's something to worry about. When
you read that the boss is "Infusing Mad Energy Commence Core Heating," that is
your chance to strike! As long as you're defending, the Mad Ecstasy part of the
attack will be very weak, leaving Mad Nautilus unguarded for pummeling! Then,
after you see the "Closed Core Bulkheads" message, return to defending and
repeat the process!

In the small break, jump into your Hyper Modes and lay waste! How you take him
down is entirely up to you, at this point. Once his defense has dropped, you
can swap in Marino, use her Hyper Mode, and just let loose! You could also use
the Gain Hyper strategy, if you like. Any time you can't directly attack Mad
Nautilus, swap any characters in Hyper Mode out of it! Otherwise, there isn't
really a good or bad way to fight this battle - just a very lengthy way! My
battle outcome was:

Stage 4 Boss Battle Results
Defeated boss(es): Mad Nautilus
Finishing blow   : Final Strike
Turns            : 31
Bonus            : EXP +50%

After the battle, you will receive a Sub Tank and a Virus Missile. The Sub Tank
increases your total to 500! There will be a cutscene after the battle. After
the cutscene, Cinnamon joins your party! You can now use the Force Metal
Generator! Read the explanation, and then you can fiddle with that all you
want. (Fortunately for you, if you don't want to bother right now, this guide
will not require you to use the FMG!) And then, another chapter comes to a
close.

Chapter Clear

-------------------------------------------------------------------------------

There will be a cutscene. After the cutscene, you can go through with your
usual routine of stocking up and whatnot. Feel free to use the Force Metal
Generator, or FMG, if you like - but as I said before, I won't require you to
make anything for this guide. If you can't pay for everything you want or need,
you know the drill. Nothing really new you need to know right now, aside from
the fact that Cinnamon joins at Lv 1, and her level affects what you can make
via the FMG, but remember that she gains EXP even when not in your main party.

We are about to enter a Fire-based domain. Well, it's mainly Fire, I suppose -
so it's a good idea to be ready with Fire Guards, Mega Blizzards, or weapons
with Water-attribute. However, at this point, you can just as easily equip your
strongest weapons and not really worry too much about elementary weaknesses
(since the stores aren't selling the extra powerful attribute items or weapons
yet). When you're ready, talk to Nana, and let's go!

Chapter 5: Maverick Hunters Join Forces

Location - Ulfat Factory

You begin in Smelting Furnace 1. Head west until you hit some dialogue. Move
through the door and there will be some more dialogue. Pay attention to the
sounds of the security devices now! After every third beep, the security
devices will flash red lights, and if you're moving, you'll automatically be
thrown into a battle! It's not bad for EXP or Zenny, but you will quickly learn
that the enemies here do a LOT of damage. Anyway, in this area, there is a blue
crystal in the lower left corner, and a green crystal in the upper left corner.
The blue crystal contains a Figure Token. The green crystal contains a Fire
Guard. Now, head into the western door. Follow it all the way around to a
heated area. Move around this circular walkway to the other side. Before
passing through the foot on the other side, head further south to find two blue
crystals. The top one has 300FME, while the bottom one has 1000z. (By the way,
FME is used in the FMG.) Next to the blue crystals, you'll find a Rush Loader.
Examine it to send it to the Deployment Center. Now pass through the door and
through the short corridor that follows. Heading south takes you back to the
first room, but there is a blue crystal near the door. Smash it for a Figure
Token. There will also be a blue crystal near the crates in the center. Crush
it for a Build LE. There is another blue crystal near the eastern exit. Collect
the Ultra Blizzard from it. Then, move through the door next to you and head
north into the next area.

By the way, while you're here, you may encounter a Mega Mantor, which can drop
the Ace of Clubs weapon for Spider. It's up to you whether you try to collect
it or not. (If you really want to, you can create the Force Metal second from
the very bottom to improve the drop rates, but you have to use your Item
Capture, which is a HUGE SACRIFICE at this point.) In addition, the Fire Glob
enemy can drop the Fire Star for Marino, which isn't great here, but is a great
weapon nevertheless. You can (and should!) steal the King of Diamonds from the
Gulpfast for Spider. And last, the Preon Nurse can drop the Injector for
Cinnamon. (Personally, after Preon Nurse surrendered, I was unable to dispatch
it before it received another turn, and it ran away, leaving a "Thanks" message
behind. After the battle, though, the Injector was the only item I received.)
Again, the choice is yours. Anyway, head through the door.

You will enter Smelting Furnace 2. Head north, then move through the door to
the west. If you move around the crates to the south, you'll find a blue
crystal with a Figure Token. If you move around the crates to the north, you'll
find a pink crystal with Tank Parts - YES! You may notice the door heading west
is blocked by crates. So head north instead. In the above room, there are four
crystals surrounding the crates in the center. The blue one to the south has a
Figure Token. The yellow one to the west has Tank Energy 50. The blue one to
the north has a Build WE. Last, the blue one to the east has 800z. Afterward,
head into the western corridor. Follow this familiar looking walkway around to
the other side. As you reach the door at the end, follow the linear path east
to find an Einhammer - unfortunately, you need a Ball & Chain Hammer before you
can collect it. (Remember this, if you play the Deployment Center mini-game.)
Fortunately, there's a green crystal containing a King of Hearts behind it.
Equip it! Then go all the way back to the room that led this way and head east
instead. Once through the door, head north to flee into the next room.

You will enter Smelting Furnace 3. Head north, then west through the door. You
will see stacks and stacks of crates! Make your way to the west wall, then run
behind the crates to find a blue crystal containing a Build Speed. Then move
back around them and towards the northern exit. Walk towards the center of the
room to trigger a cutscene. Afterward, Axl joins your party! At this point, you
may want to consider switching Spider or Massimo out for Axl. Why? While Axl
may only be Lv 17, his Hyper Mode is similar to that of Spider's - however, the
difference is that Spider's Action Trigger partially depends on luck to use a
blanket attack, whereas you can always use a blanket attack with Axl's! And
even better, it's a Water-attribute blanket attack - perfect for this dungeon!
Personally, I switched out Spider for Axl. (The main reason would be spoiling
the story, but another reason would be that certain enemies have a higher
resistance to shots than they do combat weapons, and it's a good idea to keep
at least one melee fighter in your party! So if you choose to switch Spider
out, just move everything he had onto Axl, and voila - nothing but
improvement!)

Anyway, move around the crates to the west and you'll see a blue crystal. Smash
it for a Boost Speed. Now pass through the door closest to it. Head through the
corridor. In the furnace room, there's a green crystal south of you. Dash
through for an Aero Buster. Then keep moving the south side to find a purple
crystal. Break it for a Mini Battery. (This item is necessary for one of the
Mechaniloids you can send to the Deployment Center - otherwise, it's useless.)
Afterward, head into the previous room - there's nothing on the northern side
of the furnace. Next, move around the crates to the east and you'll find a
yellow crystal with Tank Energy 50. Then head into the eastern corridor.
There's a Save Point - I suggest saving your game before pressing on. As usual,
you can return to Hunter Base, if you like. When you're ready, head through the
door at the northern end.

You will enter Freight Check Line. Just head north and then west into the next
area.

You will enter Parts Intake Line. You will be seeing the mechanism to your left
quite a few times - these change the direction of the assembly lines. Don't
touch this one. Move onto the line. There will be a blue crystal at your
destination. Dash through for 1000z. Next, take the north line. At the opposite
end, you'll be forced into a battle - not too tough, though. Feel free to smash
the yellow crystal for Tank Energy 25, then head east. Smash the blue crystal
for a Gain Hyper, then examine the mechanism to reverse the direction of the
conveyor belt. Head back west, then west again. There will be another battle -
not too hard. Afterward, bash the green crystal for a WE +5. Head north now,
then exit into the next room.

You will enter Parts Delivery Line. Move north. Collect a Figure Token from the
blue crystal, then jump on the east line. Grab the Figure Token from the blue
crystal here as well, then head east again. Yet another battle awaits you - but
no trouble, right? Snatch the Figure Token from this blue crystal, while you're
at it, then move north. Grab yet another Figure Token from this blue crystal,
ignore the mechanism, then head north again. Smash this blue crystal for - what
do you know - another Figure Token! Move west now. There will be one more
battle here - not a problem, of course. Afterward, break the blue crystal here
for another Figure Token. Now head south. Destroy this blue crystal to collect
one more Figure Token. Jump onto the conveyor belt heading west. Next, jump
onto the belt moving north. One more battle - piece of cake, though. Now, touch
the mechanism here to reverse the direction. Finally, head south, then east,
then north, east again, and then east one more time. The last battle - and just
as easy as the others. Destroy this last blue crystal for the last Figure
Token. Move north and then pass through the door. Finally!

You will enter Freight Lift 1. There will be some dialogue, and then a
cutscene. There's a Save Point - SAVE YOUR GAME! If you want to go back to
restock or anything, do it now! Actually, I recommend you do - not only to
ensure that you have a full Sub Tank, but for some reason, all crystals that
appeared after Axl joined your party will be back and everything will behave
like nothing happened - infinite items, maybe? Afterward, you can examine the
fallen Reploids, if you like. There's nothing here, though, so use the lift in
front of you. At the top, you'll find a Killer Mantis. Examine it to send it to
the Deployment Center. Then, check the first destroyed Reploid to the east to
find a Fire Guard. Next, check the second destroyed Reploid to the west to find
an Ice Missile. Foreshadowing, anyone? Head into the next room.

You will enter Computer Room. In front of you are two blue crystals and a green
crystal. The left blue crystal contains a Build Armor, while the right blue
crystal contains a Build Shield. The green crystal holds a Hunter Missile.
Then, head into the western room.

You will enter Freight Lift 2. Move west onto the lift. Then go through the
door on the western end.

You will enter Assembly Line Monitor Room. Keep moving west and there will be a
cutscene. Afterward, there will be some dialogue. Zero will join your party
again! At this point, I switched Massimo out, and had a party of X, Zero, and
Axl - however, you do what you want. Before you move, there are two blue
crystals just behind you. The top one has a Build Power, while the bottom one
has a Backup. When you're ready, head east and exit the way you came.

You're back in Freight Lift 2. Move east, down the lift, then further east
through the door.

You're back in Computer Room. Now head north through the first door, then the
second door, then into the light.

You will enter Computer Room Corridor. You will find two yellow crystals and a
blue crystal. The bottom yellow crystal has Tank Energy 100, while the top
yellow crystal has Tank Energy 100. The blue crystal contains a Gain Hyper.
Prepare yourself with protection from Fire and equip yourself with Water
attacks, and then step into the next room! After the cutscene...

WARNING
BOSS BATTLE - Mach Jentra

Even with Fire Guards, Mach Jentra's attacks can be deadly! If you're not in
Hyper Mode, your party could be taking 750+ points of damage from Flames of
Gehenna easily! Hopefully, you're packing something close to a full Sub Tank
right now - if not, STEAL! Mach Jentra has both a Twin Fire and a Tank Energy
100, so make sure you get the stealing in this time! If you're using Axl,
transforming into Silver Horn for his Action Trigger is an excellent move! I
don't suggest staying in Hyper Mode, but if you're not prepared, you may find
yourself repeating this battle.

Mach Jentra will use Gentle Call whenever you off his Preon Soldier and Preon
Tank to bring in reinforcements. Although this calls for additional support,
this will quickly become your favorite move. With my selected party, Zero with
a single Heat Haze activated can pretty much take down the Preon Tank in two
attacks (which I suggest you do before anything else - it's Flammable Oil can
make the rest of the battle even more difficult). As for the Preon Soldier, it
takes a little longer, but a focused attack will work. Your main goal is to
knock Mach Jentra out of the sky - Axl is capable of doing it with both his
regular attacks and his Action Trigger, so he's pretty handy in this battle!
Once you do, Mach Jentra becomes defenseless to combat attacks until his next
turn.

I do not advise using X's Action Trigger unless you're in Hyper Mode, and Mach
Jentra is alone on the field. You will want one party member constantly
available or "able to sneak in a turn" for healing. Use the Marino strategy, if
you like. If Mach Jentra uses Smash! at any time, I hope you're healed - it can
be brutal. Once you've done a fair amount of damage to Mach Jentra, keep your
eye on any Preon Soldiers he spawns - they can use L Gain 25 and restore 7000
HP to Mach Jentra! This tactic could drag out the fight long enough to end in
his favor.

If you're running low on Tank Energy, then don't hesitate to switch out your
party members in yellow HP! This is, in fact, a good battle to get used to the
idea of having reserves available, if you never used them before. But a word of
advice - unless Massimo is equipped with tons of Fire Guards, DO NOT use him!
Mach Jentra rarely uses non-Fire attacks, and Massimo is weak to any elemental
damage. If you really want defense, equipping Cinnamon with a Fire Guard or two
could nullify the attacks! (While Massimo takes 150% damage normally, Cinnamon
only takes 50% damage.) If you use Spider's Action Trigger, try to avoid his
Tri Card - each card deals elemental damage, and what you hurt won't matter
compared to what you heal. While X is in Hyper Mode, avoid his Shell Buster as
well - it will also heal.

Anytime someone hits yellow, it would be a good idea to use Life Gain 50 on
them - and if two or more, then All Life Gain 50 or even All Life Gain MAX.
Mach Jentra can use Super Hold Gum, but it's nothing to really worry about.
You've got enough to worry about! Good luck with this battle, you'll need it -
even with intense preparation, it can be a hardship. Using a hack job style of
the above strategy, my battle outcome was:

Stage 5 Boss Battle Results
Defeated boss(es) : Mach Jentra
Finishing blow    : Fortune Card
Turns             : 112
Bonus             : EXP +20%

You can get a lot of things after the battle, but you will always get a Sub
Tank - bringing your amount to 600 - and a Fire Buster MKII. Axl's Action
Trigger will level up, and you'll be able to mimic Mach Jentra in battle after
this point! After this battle, there is a cutscene, and then...

WARNING
BOSS BATTLE - Mechaniloids!?

No real strategy here - just wave after wave! Hopefully, you'll not in too much
pain after the last battle. The first wave consists of 2x Preon Sparks and 2x
Preon Chasers. The second wave consists of 2x Preon Shielders and another 2x
Preon Sparks. The third wave consists of a Preon Chaser, a Preon Spark, a Preon
Shielder, and the new Preon Hybrid. The fourth and final wave consists of 4x
Preon Hybrids. No worries! After this battle, there will be another cutscene,
and then another one. The chapter is over!

Chapter Clear

-------------------------------------------------------------------------------

There will be a cutscene, and then another cutscene. Zero will leave the party.
Now, whatever you do from this point on, DON'T use Spider. Well, you can -
nothing bad happens - but your other party members will prove more useful from
this point on. Anyway, leave the room and there will be a cutscene. Then, do
the usual restocking and whatnot. You will notice a stock of elemental weapons.
The next area we're going to isn't a single element, but rather all three! I
have two suggestions: Either equip to your strongest potential without using
elemental weapons, or make sure that - out of your main party - one is strong
in Fire, another in Water, and the last in Thunder. (My set-up was the former.
If you choose the former, however, be sure to pick up all the elemental
weapons, or return when I say to, if you can't afford them all.) When you're
ready, talk to Nana. Another cutscene will begin. After the cutscene, talk to
Nana again to begin the mission.

Chapter 6: The Meaning of Friendship

Location - Gimialla Mine

You begin in Level 1 Shaft Entrance. There will be a cutscene when you arrive.
Afterward, head east. Go through the first door, into the mine corridor, then
into the next room. There will be three blue crystals here. The left one has an
Ultra Fire, the middle one has an Ultra Thunder, and the right one has an Ultra
Blizzard. Get the picture? There's a Save Point - you can save your game, if
you like. Then head east onto the elevator. Select "Basement 2."

You will arrive at Level 2 Main Tunnel. Move west through the first door. All
the way against the west wall are two blue crystals and a green crystal. The
top blue crystal has an Anti-lock, while the bottom one has 1200z. The green
crystal contains a DOA Protection. Then head south to find two blue crystals in
the southern corridor. They both contain a Figure Token each, netting you 2x
Figure Tokens. Head through the door at the west wall.

You will enter L2 Southwest Division. Move to the west and you'll notice a
purple crystal blocked by a few rocks. Head south instead, then head west.
There will be an enemy inside the room - battle! You will fight 3x Rush Loaders
- feel free to steal the Beam Wonder from them, if you like - it can take some
time, though. After the battle, the enemy will drop Booster Parts! After a
short dialogue, you'll now able to break through boulders!

You will enter L2 Southeast Division. You can't move north due to a mass of
rocks, so head east to find a green crystal behind the lone door. Smash it for
an Ace of Spades. Don't bother equipping it. Leave this area.

You're back in Level 2 Main Tunnel. Enter the western room just a little bit
north of you.

[-]
TO BE CONTINUED
[-]

-------------------------------------------------------------------------------

(2) Items

-------------------------------------------------------------------------------

Anti-lock
User: Single
Heals Bind status

Backup
User: Single
Recover from KO with full LE

Boost Armor
User: Single
25% Armor bonus during battle

Boost Shield
User: Single
25% Shield bonus during battle

Boost Speed
User: Single
25% Speed bonus during battle

Build Armor
User: Single
+1 to Armor

Build Hyper
User: Single
+1 to MAX Hyper Mode activations

Build LE
User: Single
+10 increase in LE MAX

Build Power
User: Single
+1 to Power

Build Shield
User: Single
+1 to Shield

Build Speed
User: Single
+1 to Speed

Build WE
User: Single
+1 to initial WE

Clear Vision
User: Single
Heals Blind status

Cooler
User: Single
Heals Berserk status

Cure All
User: All
Heals all status except for KO

Cure One
User: Single
Heals all status except for KO

Gain Hyper
User: Single
Restore Hyper Mode activations to MAX

Hacking
User: Single
Berserk enemy character concentrate attacks on one unit

Liquid Suffocation
User: Single
Chance to inflict Freeze status on enemy

Mega Blizzard
User: Single
Water-attribute Item with 500 attack power

Mega Fire
User: Single
Fire-attribute Item with 500 attack power

Mega Thunder
User: Single
Thunder-attribute Item with 500 attack power

Reboot
User: Single
Revives and recovers 25% of MAX LE

Ultra Blizzard
User: All
Water-attribute Item with 1000 attack power

Ultra Fire
User: All
Fire-attribute Item with 1000 attack power

Ultra Thunder
User: All
Thunder-attribute Item with 1000 attack power

Vaccine Program
User: Single
Heals Virus status

Warm-up
User: Single
Heals Freeze status

-------------------------------------------------------------------------------

(3) Main Weapons

-------------------------------------------------------------------------------

Ace of Spades
Power: 25
Armor: 13
Shield: 14
WE 75% or more = Boost power for blanket attacks

Aero Buster
Power: 34
Armor: 1
Shield: 1
Weight: 2
Unit: S
Att: S
C/S evasion +5%

Angel's Hand
Power: 14
Armor: 18
Shield: 18
Weight: 16
Unit: S
Att: 2-hit C

Axl Bullets
Power: 20
Armor: 10
Shield: 10
Weight: 18
Unit: S
Att: 2-hit S

Beam Blade
Power: 24
Armor: 13
Shield: 14
Weight: 8
Unit: S
Att: 2-hit C

Beam Chakram
Power: 11
Armor: 2
Shield: 3
Weight: 4
Unit: S
Att: 3-hit C

Beam Knife
Power: 10
Armor: 9
Shield: 10
Weight: 6
Unit: S
Att: 2-hit C

Crash Hammer
Power: 30
Armor: 12
Shield: 11
Weight: 28
Unit: S
Att: C
Crit strike +20%
Hit ratio -3%

Drill Arm
Power: 28
Armor: 14
Shield: 14
Weight: 2
Unit: S
Att: C
50% armor reduction

Fire Buster
Power: 15
Armor: 7
Shield: 7
Weight: 9
Unit: S
Att: Fire S

Fire Buster MKII
Power: 37
Armor: 14
Shield: 14
Weight: 10
Unit: S
Att: Fire S

Flame Saber
Power: 34
Armor: 18
Shield: 16
Weight: 10
Unit: S
Att: Fire C

Gatling Buster
Power: 10
Armor: 5
Shield: 5
Weight: 22
Unit: S
Att: 8-hit S
Hit ratio -30%

Guard Buster
Power: 12
Armor: 10
Shield: 10
Weight: 16
Unit: S
Att: S

Guard Buster MKII
Power: 20
Armor: 18
Shield: 18
Weight: 20
Unit: S
Att: S

Ice Buster
Power: 22
Armor: 10
Shield: 10
Weight: 11
Unit: S
Att: Water S

Ice Buster MKII
Power: 39
Armor: 14
Shield: 14
Weight: 12
Unit: S
Att: Water S

Ice Saber
Power: 36
Armor: 18
Shield: 16
Weight: 12
Unit: S
Att: Water C

Jack of Clubs
Power: 18
Armor: 1
Shield: 2
WE 75% or more = Boost power to 2 hits

Jack of Diamonds
Power: 12
Armor: 4
Shield: 5
WE 75% or more = Final blow boosts Zenny

Jack of Hearts
Power: 13
Armor: 10
Shield: 11
WE 75% or more = Final blow boosts EXP

Jack of Spades
Power: 15
Armor: 5
Shield: 6
WE 75% or more = Boost power for blanket attacks

King of Clubs
Power: 28
Armor: 5
Shield: 6
WE 75% or more = Boost power to 2 hits

King of Hearts
Power: 22
Armor: 20
Shield: 21
WE 75% or more = Final blow boosts EXP

King of Spades
Power: 24
Armor: 12
Shield: 13
WE 75% or more = Boost power for blanket attacks

Massive Lance
Power: 18
Armor: 7
Shield: 6
Weight: 8
Unit: S
Att: C

Massive Lance Beta
Power: 34
Armor: 15
Shield: 14
Weight: 12
Unit: S
Att: C

Metal Boxer
Power: 20
Armor: 3
Shield: 3
Weight: 16
Unit: S
Att: 2-hit C
High Crit %
Evasion +15%

Mettaur Crash
Power: 40
Armor: 12
Shield: 12
Weight: 4
Unit: S
Att: S
Excellent for fighting [Mettaurs]

Protect Lance
Power: 19
Armor: 20
Shield: 18
Weight: 26
Unit: S
Att: C
inc. chance to block stat. effects

Queen of Clubs
Power: 24
Armor: 3
Shield: 4
WE 75% or more = Boost power to 2 hits

Queen of Diamonds
Power: 17
Armor: 8
Shield: 9
WE 75% or more = Final blow boosts Zenny

Queen of Hearts
Power: 19
Armor: 15
Shield: 16
WE 75% or more = Final blow boosts EXP

Queen of Spades
Power: 21
Armor: 9
Shield: 10
WE 75% or more = Boost power for blanket attacks

Revolver Barrel
Power: 16
Armor: 7
Shield: 7
Weight: 6
Unit: S
Att: 4-hit S
Hit ratio -20%

Scope Buster
Power: 20
Armor: 9
Shield: 9
Weight: 9
Unit: S
Att: S
High hit rate
Crit strike +4%

Thunder Buster
Power: 18
Armor: 9
Shield: 9
Weight: 10
Unit: S
Att: Thunder S

Thunder Buster MKII
Power: 38
Armor: 15
Shield: 15
Weight: 12
Unit: S
Att: Thunder S

Thunder Saber
Power: 35
Armor: 20
Shield: 18
Weight: 12
Unit: S
Att: Thunder C

X Buster
Power: 10
Armor: 5
Shield: 5
Weight: 8
Unit: S
Att: S

X Buster MKII
Power: 30
Armor: 12
Shield: 12
Weight: 12
Unit: S
Att: S

Z Saber
Power: 2
Armor: 5
Shield: 4
Weight: 8
Unit: S
Att: 2-hit C

Z Saber+
Power: 10
Armor: 12
Shield: 10
Weight: 11
Unit: S
Att: 2-hit C

-------------------------------------------------------------------------------

(4) Sub Weapons

-------------------------------------------------------------------------------

Combat Absorber
WE: 15
Reduces enemy C damage by 25%

Cracker
WE: 15
Power: 30
Single Panacea weapon
Fires 1 missile(s)
Extra Berserk effect

Drill Missile
WE: 15
Power: 30
Single Panacea weapon
Fires missile(s) that lower Armor by 10%

Energy Field
WE: 20
(Cinnamon only)
All party members receive 10 bonus WE until next round!

Fire Missile
WE: 15
Power: 80
Single Fire-attribute Panacea weapon
Fires 1 flame missile(s)

Get Zenny +
WE: 7
Single Panacea weapon
Boosts Zenny of targeted enemy by 10%

Hawkeye
WE: 5
Attack on that turn guarenteed hit

Heat Haze
WE: 25
(Zero only)
Creates illusory double
Only effective for one turn

Hunter Missile
WE: 15
Power: 80
Single Panacea weapon
Fires 1 missile(s)
Hit ratio +50%

Ice Missile
WE: 15
Power: 80
Single Water-attribute Panacea weapon
Fires 1 supercooled missile(s)

Item Capture
WE: 7
Single Panacea weapon
Steals enemy's item(s)

Melt Missile
WE: 15
Power: 30
Single Panacea weapon
Fires missile(s) that lower Shield by 10%

Micro Missile
WE: 10
Power: 40
Single Panacea weapon
Fires 1 missile(s)

Oil Can
WE: 50
Single Panacea weapon
Makes targets vulnerable to Fire-attribute

Photon Missile
WE: 15
Power: 120
Single Panacea weapon
Fires 1 missile(s)

Power Charge
WE: 30
Next attack calculated at power x 1.5, or power x 2.0 for stacked attack

Rust Missile
WE: 15
Power: 30
Single Panacea weapon
Fires missile(s) that lower Power by 10%

Shot Absorber
WE: 15
Reduces enemy S damage by 25%

Slime Missile
WE: 15
Power: 30
Single Panacea weapon
Fires missile(s) that lower Speed by 10%

Thunder Missile
WE: 15
Power: 80
Single Thunder-attribute Panacea weapon
Fires 1 electroshock missile(s)

Tomahawk
WE: 10
Power: 60
Single Panacea weapon
Fires 1 missile(s) with a -25% hit ratio

Tractor Net
WE: 15
Power: 30
Single Thunder Panacea weapon
Fires 1 missile(s)
Extra Bind effect

Twin Fire
WE: 20
Power: 80
Single Fire-attribute Panacea weapon
Fires 2 flame missile(s)

Twin Missiles
WE: 15
Power: 40
Single Panacea weapon
Fires 2 missile(s)

Twin Tomahawks
WE: 15
Power: 60
Single Panacea weapon
Fires 2 missile(s) with a -25% hit ratio

Virus Missile
WE: 15
Power: 30
Single Panacea weapon
Fires 1 missile(s)
Extra Virus effect

-------------------------------------------------------------------------------

(5) Force Metals

-------------------------------------------------------------------------------

Analyzer
Erosion: 0
If front-line unit equips, Analyze is added to Battle Menu, providing data on
enemies

Armor +1
Erosion: 2
Armor +1
Decrease combat damage

Armor +3
Erosion: 5
Armor +3
Decrease combat damage

Berserk Protection
Erosion: 1
Resistance to Berserk up
Higher chance of defending against Berserk

Bind Protection
Erosion: 1
Resistance to Bind up
Higher chance of defending against Bind

Blind Protection
Erosion: 2
Resistance to Blind up
Higher chance of defending against Blind

Bluff
Erosion: 0
(Spider only)
Can avoid one enemy attack during battle

Decoy
Erosion: 0
Disposable Force Metal
Revive once from KO with 25% LE

DOA Protection
Erosion: 2
Resistance to DOA up
Higher chance of defending against DOA

Eagle Eye
Erosion: 3
Hit ratio +10

Exodus
Erosion: 0
If front-line unit equips, guarantees ability to flee (excluding boss battles,
etc.)

Fat Slicer
Erosion: 7
(Marino only)
C and S dodge percentages +10

Fire Guard
Erosion: 3
Fire value +1 level
Reduces damage from Fire weapons

Full specs +1
Erosion: 6
Power +1
Armor +1
Shield +1
Speed +1

Gain WE +5
Erosion: 10
Gain WE +5
Increased per-round WE recovery

LE +100
Erosion: 3
LE MAX +100

LE +300
Erosion: 8
LE MAX +300

Massimo Plus
Erosion: 10
(Massimo only)
All abilities +1
Counterattacks against C and S attacks +25%

Power +1
Erosion: 3
Power +1
Increase damage inflicted

Power +3
Erosion: 8
Power +3
Increase damage inflicted

Protect +1
Erosion: 4
Armor +1
Shield +1
Decrease C and S damage

Protect +3
Erosion: 10
Armor +3
Shield +3
Decrease C and S damage

Shield +1
Erosion: 2
Shield +1
Decrease shot damage

Shield +3
Erosion: 5
Shield +3
Decrease shot damage

Speed +1
Erosion: 3
Speed +1
Turn comes faster

Speed +3
Erosion: 8
Speed +3
Turn comes faster

Thunder Guard
Erosion: 3
Thunder value +1 level
Reduces damage from Thunder weapons

Virus Protection
Erosion: 2
Resistance to Virus up
Higher chance of defending against Virus

Water Guard
Erosion: 3
Water value +1 level
Reduces damage from Water weapons

WE +5
Erosion: 2
Initial WE +5

WE +10
Erosion: 3
Initial WE +10

X Heart
Erosion: 0
(X only)
Revived once from KO with 10% LE

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(6) Key Items

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Aile's ID
ID that Aile entrusted to X.

Mini Battery
A small palm-sized battery. Maybe enough juice to start up a Mechaniloid.

Prison ID
ID received from the Resistance.
Allows access to Maze Area 1.

Security Card
Card Key for entering Data Backup Room, Hall A.

Treasure Radar
Hook up Game Boy Advance and search for treasure! Choose Treasure Radar from
the menu.

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(7) Bestiary

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Big Monkey
Lv 13 Type Beast
(Ground) Air
Fire    100% damage
Water    50% damage
Thunder 150% damage
Steal
Speed +1
Boost Speed
Drop
Speed +3
Gain Hyper

Bit
Lv 2 Type Mechaniloid
Ground (Air)
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
[-]
[-]
Drop
[-]
[-]

Blowfish
Lv 9 Type Beast
Ground (Air)
Fire    100% damage
Water   Absorb
Thunder 200% damage
Steal
Boost Armor
[-]
Drop
Tank Energy 25
Armor +3

D-Shark
Lv 16 Type Beast
(Ground) Air
Fire    100% damage
Water    25% damage
Thunder 200% damage
Steal
Armor +3
Tank Energy 25
Drop
Mega Blizzard
Twin Missiles

Dober Man
Lv 11 Type Human
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Tank Energy 10
[-]
Drop
Tank Energy 10
Tank Energy 25

Dr. Psyche
Lv 35 Type Boss
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Virus Missile
Smoke Missile
Drop
[-]
[-]

Einhammer
Lv 9 Type Human
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Boost Power
[-]
Drop
Power +1
Build Shield

Fire Glob
Lv 23 Type Energy
(Ground) Air
Fire    Absorb
Water   150% damage
Thunder  75% damage
Steal
Mega Fire
Ultra Fire
Drop
Fire Star
Fire Missile

Gulpfast
Lv 22 Type Beast
Ground (Air)
Fire    Absorb
Water   200% damage
Thunder 100% damage
Steal
King of Diamonds
Fire Guard
Drop
Ultra Fire
Build Armor

Killer Mantis
Lv 20 Type Insect
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Tank Energy 25
Gatling Buster
Drop
Cooler
Berserk Protection

Mach Jentra
Lv 42 Type Boss
Ground (Air)
Fire    Absorb
Water   150% damage
Thunder 100% damage
Steal
Twin Fire
Tank Energy 100
Drop
Sub Tank
Fire Buster MKII

Mad Nautilus
Lv 38 Type Boss
Ground (Air)
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Cure All
Tractor Net
Drop
Sub Tank
Virus Missile

Mega Mantor
Lv 25 Type Beast
(Ground) Air
Fire    Absorb
Water   150% damage
Thunder 100% damage
Steal
Ultra Fire
[-]
Drop
Ace of Clubs
Build Armor

Mettaur
Lv 5 Type Mettaur
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Shield +1
[-]
Drop
Tank Energy 10
Tomahawk

Mettaur Commander
Lv 15 Type Mettaur
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Virus Protection
Boost Shield
Drop
Tank Energy 25
Virus Missile

Needles
Lv 4 Type Mechaniloid
Ground (Air)
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Cure One
Cure All
Drop
[-]
[-]

Pararoid
Lv 11 Type Insect
Ground (Air)
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Eagle Eye
[-]
Drop
Mega Blizzard
[-]

Preon Bitmaster
Lv 5 Type Preon
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Boost Speed
[-]
Drop
Hacking
Tank Energy 25

Preon Chaser
Lv 6 Type Preon
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Armor +1
[-]
Drop
Anti-lock
Tank Energy 10

Preon Elite
Lv 17 Type Preon
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Exodus
[-]
Drop
Tank Energy 50
Hacking

Preon Gunner
Lv 16 Type Preon
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Twin Missiles
[-]
Drop
Tank Energy 25
Build Power

Preon Hybrid
Lv 24 Type Preon
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
[-]
[-]
Drop
[-]
[-]

Preon Nurse
Lv 19 Type Preon
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Reboot
Tank Energy 10
Drop
Build LE
Injector

Preon Pod
Lv 14 Type Preon
(Ground) Air
Fire    100% damage
Water    25% damage
Thunder 200% damage
Steal
Warm-up
Water Guard
Drop
Liquid Suffocation
Ice Missile

Preon Shielder
Lv 20 Type Preon
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Shield +3
[-]
Drop
Boost Shield
Build Shield

Preon Soldier
Lv 22 Type Preon
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Protect +1
[-]
Drop
Boost Power
Build Power

Preon Spark
Lv 9 Type Preon
(Ground) Air
Fire    150% damage
Water   100% damage
Thunder  75% damage
Steal
Anti-lock
[-]
Drop
Mega Thunder
Thunder Guard

Preon Tank
Lv 17 Type Preon
(Ground) Air
Fire    200% damage
Water   100% damage
Thunder 100% damage
Steal
Fire Guard
[-]
Drop
Tank Energy 25
Oil Can

Rabbid
Lv 13 Type Beast
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
[-]
[-]
Drop
Tank Energy 10
Reboot

Radar Killer
Lv 19 Type Beast
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Bind Protection
[-]
Drop
Anti-lock
Shock Lance

Rush Loader
Lv 22 Type Mechaniloid
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Boost Power
Beam Wonder
Drop
Unlock Limiter
Power Charge

Silver Horn
Lv 33 Type Boss
(Ground) Air
Fire    100% damage
Water   Asborb
Thunder 150% damage
Steal
Combat Absorber
Shot Absorber
Drop
Ice Buster
Build Hyper

Sinedropper
Lv 5 Type Mechaniloid
Ground (Air)
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Vaccine Program
[-]
Drop
Vaccine Program
Virus Protection

Super Tripuffer
Lv 12 Type Beast
Ground (Air)
Fire    Absorb
Water   200% damage
Thunder 100% damage
Steal
Boost Power
[-]
Drop
Mega Fire
Melt Missile

Tripuffer
Lv 5 Type Beast
Ground (Air)
Fire    100% damage
Water   Absorb
Thunder 200% damage
Steal
Cooler
[-]
Drop
Tank Energy 10
Shield +1

Wild Jango
Lv 27 Type Boss
(Ground) Air
Fire    150% damage
Water   100% damage
Thunder Absorb
Steal
Protect +1
Thunder Guard
Drop
Sub Tank
Thunder Buster

Wild Rescue Dog
Lv 5 Type Beast
(Ground) Air
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Cure One
[-]
Drop
Tank Energy 25
Clear Vision

Zennydropper
Lv 6 Type Mechaniloid
Ground (Air)
Fire    100% damage
Water   100% damage
Thunder 100% damage
Steal
Boost Speed
[-]
Drop
Get Zenny +
[-]

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(8) Contact Me

-------------------------------------------------------------------------------

If you have any questions, then feel free to send me an e-mail at
TheRPGSource1986@nospam.com! (And while you're at it, replace "nospam" with
"yahoo" - no kidding.) BE SURE TO PUT SOMETHING IN REFERENCE TO THIS FAQ /
WALKTHROUGH IN YOUR SUBJECT OR HEADING! Otherwise, it will automatically be
deleted. Thank you!

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