1234567890123456789012345678901234567890123456789012345678901234567890123456789 ------------------------------------------------------------------------------- SPOILER FREE ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- 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! ------------------------------------------------------------------------------- Table Of Contents: (1) Walkthrough (2) Items (3) Main Weapons (4) Sub Weapons (5) Force Metals (6) Key Items (7) Bestiary (8) Contact Me ------------------------------------------------------------------------------- (1) Walkthrough ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- (6) Key Items ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- (7) Bestiary ------------------------------------------------------------------------------- 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 + [-] ------------------------------------------------------------------------------- (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! ------------------------------------------------------------------------------- 1234567890123456789012345678901234567890123456789012345678901234567890123456789