hide results

    FAQ/Walkthrough by ZKeene

    Version: 1.01 | Updated: 05/30/99 | Search Guide | Bookmark Guide

    ***************************************************************************
    *                       G.Darius FAQ Version 1.01                         *
    *                 By: Zach Keene (zjkeene@bellsouth.net)                  *
    *                       Last Updated: 30 May 1999                         *
    ***************************************************************************
    
       Table of Contents    .       .       .       .       .       .         7
    1) Introduction .       .       .       .       .       .       .        49
    2) What's New?  .       .       .       .       .       .       .        85
    3) Credits      .       .       .       .       .       .       .        96
    4) Legal Crap   .       .       .       .       .       .       .       115
    5) History of Darius, Part VI   .       .       .       .       .       130
    
       Part I - G.Darius 101        .       .       .       .       .       149
    5) Introduction to G.Darius 101 .       .       .       .       .       151
    6) Weapons      .       .       .       .       .       .       .       169 
    7) Powerups     .       .       .       .       .       .       .       328
    8) Scoring      .       .       .       .       .       .       .       365
    9) Technical Ranking    .       .       .       .       .       .       447
    10) Miscellaneous Info  .       .       .       .       .       .       510
    11) Audio Info  .       .       .       .       .       .       .       542
    12) Video Info  .       .       .       .       .       .       .       619
    
       Part II - Zone Guides        .       .       .       .       .       648
    13) Introduction to the Zone Guides     .       .       .       .       650
    14) Zone Alpha  .       .       .       .       .       .       .       706
    15) Zone Beta   .       .       .       .       .       .       .       757
    16) Zone Gamma  .       .       .       .       .       .       .       855
    17) Zone Delta  .       .       .       .       .       .       .       988
    18) Zone Epsilon        .       .       .       .       .       .      1079
    19) Zone Zeta   .       .       .       .       .       .       .      1167
    20) Zone Eta    .       .       .       .       .       .       .      1228
    21) Zone Theta  .       .       .       .       .       .       .      1361
    22) Zone Iota   .       .       .       .       .       .       .      1433
    23) Zone Kappa  .       .       .       .       .       .       .      1507
    24) Zone Lambda .       .       .       .       .       .       .      1586
    25) Zone Mu     .       .       .       .       .       .       .      1672
    26) Zone Nu     .       .       .       .       .       .       .      1761
    27) Zone Xi     .       .       .       .       .       .       .      1861
    28) Zone Omicron        .       .       .       .       .       .      1930
    29) The G.Darius One-Page Travelogue    .       .       .       .      2015
    
       Part III - G.Darius Merchandise      .       .       .       .      2065
    30) Guide Book Info     .       .       .       .       .       .      2067
    31) Soundtrack Info     .       .       .       .       .       .      2090 
    
    32) The End     .       .       .       .       .       .       .      2128 
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Introduction ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      Just when you thought I had played CSOTN far too many times, here's
    another Zach Keene production loaded to the gills (no pun intended) with
    more useless information and statistics than anyone ever needed to know
    about a game.
      My introduction to the Darius series was, unfortunately, the mediocre
    SNES title Darius Twin. I could ramble on about that, but I'll save it for
    a future FAQ. (WARNING! A huge number of Darius FAQs are approaching fast!)
    Needless to say, it was missing a few things that made (most) of the Darius
    games great. Like, for instance, something resembling a challenge. :)
      Anyhow, based on a stream of E-mails from someone (and he knows who he
    is) telling me how cool G. Darius is, I decided to give it a try. Before I
    got my hands on it, I managed to play the TG-16 version of the original,
    and found it to be the game Darius Twin should have been. Based on that, I
    was sold on G. Darius, and was not disappointed. Vic's Disposable Shooter
    Syndrome[tm] notwithstanding, that is.
      Enough rambling from me. Onward with the FAQ!
    
      This FAQ was written using the world's most powerful typewriter, that
    blue-screened wonder, the MS-DOS Edit. For best results view with a
    monospace font (like Courier New), 75 characters a line, 8 characters a
    tab. Send any comments, corrections, additions, subtractions, suggestions,
    bribes, etc. to zjkeene@bellsouth.net
    
                    Where to get the latest version of this FAQ
                    -------------------------------------------
            ftp://members.aol.com/fnlfanatic/arcanelore/gdarius.txt
                        [This version is always current]
    
                       GameFaqs - http://www.gamefaqs.com/
    
       Playstation Haven - http://www.geocities.com/timessquare/chasm/7380/
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: What's New ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Version 1.0 - (30 May 1999)
            - First public release version of the G.Darius FAQ
    
    Version 1.01 - (31 May 1999)
            - A few corrections and clarifications made.
            - Note about playing the movies with a Gameshark added.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Credits :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Dave Connoy
            - Lots of various things, from pointing out mistakes and giving a
              few strategies.
    Japanese Manual and Official Guide Book
            - For giving Alan Kwan info to give to me.
    Kurt Kalata
            - Information about (not) playing the movies on a Gameshark.
    Alan Kwan
            - Sent me a ton of info from the official Japanese G.Darius guide
              book and stuff from the Japanese manual that didn't make it into
              the Western manuals. Not to mention pointing out a few million
              of my numerous typos and adding some comments here and there.
              (I've left most of his contributions verbatim, rather than trying
              to rewrite everything.)
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Legal Crap ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      This G. Darius FAQ is (C) 1999 Zach Keene. As Grand Poo-bah of
    Copyrightedness, I grant upon thee the following rights:
    
    1) Thou mayst give this FAQ to whomever you so choose. The key word here is
       "give". If anybody gets paid for this, it darn well better be me. :)
    
    2) Thou mayst put this FAQ up on thine website, so long as it remains
       completely intact. And I do mean completely.
    
      G. Darius is TM and (C) 1998 Taito Corporation.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: History of Darius, Part VI ::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      G. Darius is, for the moment, the most recent game in the long-running
    Darius series. The only versions I am aware of are the Arcade and PSX
    versions. I'm not sure whether the arcade version made it outside of Japan.
    That's mostly because all arcades near me suck royally, containing only
    the latest fighting/racing clones. Not that fighting and racing are
    necessarily bad, mind you, just that a little variety wouldn't hurt. Also,
    I refuse on general principle to pay money to an arcade that doesn't have
    at least one Galaga machine.
      Distinguishing G. Darius from the rest are the updated graphics. G.
    sports more polygonal sprites (isn't that an oxymoron?) than the straight
    2D of previous games. This is especially apparent in the boss fights. If
    you've not played G. Darius, you don't know jack about boss fights.
    (Radiant Silvergun _might_ be a possible exception to that, but that's
    another story. :)
    
    ---------------------------Part I - G.Darius 101---------------------------
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Introduction to G. Darius 101 :::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      One of my FAQs wouldn't be complete without a section that contains info
    that any moron could find in the instruction manual or figure out on their
    own. With that in mind, here is a rundown of the basic operations of the
    Silver Hawk fighter.
      Your fighter comes standard with missile, bomb, and shield-generation
    capabilites. On top of that, the Capture Ball system that was sort of
    half-assed into Darius Gaiden has been given a complete overhaul and is
    now actually useful. Instead of only being able to capture mini-bosses
    if you killed them in the correct way, you can now capture almost any
    enemy at any time and use them for your own fiendish purposes.
      The next few sections of the FAQ will take a closer look at the Silver
    Hawk's offensive and defensive capabilites, and some other basic G. Darius
    facts.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Weapons :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    * Missiles *
    
      Same as with any shooter, you start the game with nothing but a pea
    shooter. Your main cannon has three main levels, each with seven sublevels.
    As you pick up Red Orbs (usually obtained by destroying red-coloured
    enemies), your cannon will go up one sublevel. Picking up a seventh Red
    Orb transforms your cannon into a Laser. Seven more Red Orbs will transform
    your Laser into a Wave cannon.
      Assuming, of course, that you survive long enough to pick up that many
    Red Orbs. When you die, your cannon remains at the level it was before you
    died, but all sublevels are lost. Example, if you die with a level 5 Laser,
    your next ship begins with a level 0 Laser.
    
      [Alan:] In the "Beginner" and "Boss" modes in the PS version, there
    is no power down until you continue. Also, in those modes, a new ship 
    starts equipped with the maximum armor.
    
      Also note that when your cannon levels up, you actually lose a little bit
    of power. For example, a level 6 Missile is more powerful than a level 0
    Laser.
      The Missile cannon is your standard pea shooter, and as it gains
    sublevels it fires more shots at once. It cannot penetrate either enemies
    or terrain. The Laser increases in length and power with each sublevel. It
    can penetrate most enemies, but is absorbed by the terrain. The Wave cannon
    grows in size and power with each sublevel. It can penetrate through both
    enemies and terrain, making it the weapon of choice for finding hidden
    power-ups.
    
    * Bombs *
    
      Your ship also has the capability to drop bombs (a la the Missiles in
    Gradius). The Bomb has 3 levels, each with 4 sublevels. They increase in
    size and power as their sublevels increase.
      The standard Bomb drops diagonally forward and down. Collecting 4 Green
    Orbs transforms it into a Twin Bomb, which launches missiles both
    forward/up and forward/down. Four more Green Orbs gets you a Multi-Bomb,
    which launches in all four diagonal directions.
      Again, when your ship is destroyed, the current level of your Bombs is
    retained, but all sublevels are lost.
    
    * Armour *
    
      The Silver Hawk can also generate a force field that protects it from
    enemy fire and collisions, to some extent. It has 3 levels, each with
    6 sublevels. The current sublevel of the Armour has no bearing on the
    strength of the shield, other than collecting a Blue Orb will restore
    the shield to its full power.
    
      Alan Kwan provides some info from the Japanese manual and guide book:
      "Picking up a blue orb when your ship has no armor will
    give you 3 points of armor.  Picking up a blue orb when your ship
    already has armor will add 1, 2, or 3 points (respectively for
    Arm, Super, Hyper) to your armor strength, up to the maximum
    possible for the armor type (Arm = 3, Super = 4, Hyper = 5).
      Crashing into terrain is immediately fatal unless you have
    Hyper armor."
    
      The manual seems to imply that the standard Armor can withstand 3 hits,
    the Super armour (level 2) can take 4, and the Hyper armour (level 3) can
    eat 5. I've yet to test this myself. I'm also not sure the exact effect
    enemy lasers, Beta beams, and other various collsions have, other than
    sitting in front of a laser is generally a pretty stupid thing to do.
    
      [Alan:] Generally, contact with strong enemy attacks (such as long
    lasers and Beta beams) will cause damage to your armor in rapid
    succession.
    
    * Capture *
    
      The Silver Hawk is also equipped with a finite number of Capture Balls.
    Collecting Purple Orbs will add to your stock of Capture Balls remaining.
    When fired (X is the default button for firing a Capture Ball), it will
    fire straight ahead and capture almost any enemy it hits. Enemies protected
    by Solidnite, some enemy projectiles, gun emplacements, asteroids, and
    bosses (duh) cannot be captured. (Firing a capture ball at an uncapturable
    enemy seems to do damage, but probably not enough to make it worth your
    while.)
      Once captured, the enemy will follow your ship and execute various
    attacks, depending on which enemy you captured.
    
      [Alan:] When you fire a Capture Ball and it misses, this does not cost
    you a Capture Ball from your stock. You can stock up to 6 Capture Balls.
    When you die, your next ship begins with the starting number of Capture
    Balls (in all game modes).
    
      While captured, you can also do one of two things with an enemy:
    
      1) Press X again to detonate it. The blast it creates will damage (or
         destroy) all enemies and absorb all projectiles within its range.
    
         From the Japanese manual:
         This is called the Capture Bomb.  The size of the explosion,
         as well as the duration of invulnerablity of your ship, depends
         on the size of the captured enemy detonated:
         small enemy (except some) - small explosion, 2 sec invulnerable
         big enemy (and some small ones, especially "explosive" types)
          - medium explosion, 3 sec invulnerable
         mid-boss - large explosion, 4 sec invulnerable
    
      2) Hold O for a while to charge up the Alpha Beam. This is an
         ultra-powerful attack that can absorb all projectiles and generally
         cause mass mayhem. If your Alpha Beam encounters a boss's Beta Beam,
         your Alpha Beam will absorb the Beta Beam and become more powerful
         (and larger, too.) The result of this is an Alpha Counter that Ryu,
         Ken et al can only dream of performing. :) As powerful as it is, the
         Alpha Beam is blocked by Solidnite. Some bosses
         *cough*The Embryon*cough* will often use this to their advantage, by
         throwing several Beta Beams your way for you to absorb... then
         flooding the screen with Solidnite Bullets that make you waste your
         beam. Bloody annoying, that...
    
         From the guide book:
         The initial size of the alpha beam depends on the size of
         the captured enemy consumed:
    
         Small enemy - normal alpha beam
         Big enemy - normal x1.5 alpha beam
         Mini-boss - counter beam
    
         The duration of the alpha beam is 5 seconds (regardless of size), but
         you can extend it by up to 2 more seconds by pressing the "square"
         button. Absorbing a beta beam resets the duration timer to a new 5
         seconds.
    
    * What exactly happens when you counter? *
    
      [Quoted verbatim from Alan Kwan.]
    
      Once your alpha beam meets the boss's beta beam, pressing the
    "square" button (or rapid-fire the "circle" button) puts more
    power into your alpha beam, until eventually you've put in enough
    power to effect a counter.  This upgrades your alpha beam, resets
    the duration timer for your counter beam, and causes the beta
    beam to wither.
    
      If you do not press the "square" button, the beta beam will
    eventually accumulate enough power to counter your alpha beam,
    and cause your alpha beam to wither while the beta beam is
    upgraded.
    
      If either beam expires naturally, no counter is effected.
    
    * Invulnerability *
    
      [Info from the Japanese manual.]
    
      Your ship is invulnerable for a second or two in the following
    situations:
    
      1) When ship enters play: 4 sec
      2) Get item: 0.5 sec
      3) Sucessful Capture: 0.5 sec
      4) Fire Alpha Beam: 1 sec
      5) Use Capture Bomb: see section on "Capture" above
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Power-ups :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    * Standard Powerups *
    
      As I briefly mentioned in the Weapon section above, your ship increases
    in power by collecting Orbs of various colours. Usually, these Orbs can
    be obtained by destroying coloured enemies. Red enemies will drop Red Orbs,
    green ones drop Green Orbs, etc.
    
    Red Orbs:       Increase your Missile Cannon one sublevel.
    Green Orbs:     Increase your Bombs by one sublevel.
    Blue Orbs:      Increase your Armour by one sublevel.
    Purple Orbs:    Increase your Capture Ball Stock by one.
    
    * Hidden Powerups *
    
      These powerups are not found by destroying enemies, but rather by
    shooting at the terrain throughout the level. If you happen to hit a place
    where one of these is hidden, it will appear briefly. Keep blasting at
    that point to make the powerup come out to collect it.
    
    Silver:         Gives you a random amount of bonus points from 50 to 51200.
                    Alan says (from the guide book):  The possible point values
                    depend on the direction in which your ship is moving when
                    getting the item.  Avoid moving forward since you'll always
                    get only 100 points. [I've gotten the max of 51200 a few
                    times by backing into the Silver powerup. - Zach]
    Gold:           Destroys all on-screen enemies. Has no effect on larger
                    enemies, however.
    1-Up:           Looks like a small Silver Hawk in a bubble. Gives you one
                    more life.
    Tricolour:      Increases your Missile, Bombs, and Armour each one
                    sublevel. These will appear onscreen after you use a
                    continue.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Scoring :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      Obviously, to score points one must shoot stuff. That said, this section
    lists a few things that will help you get more bonus points for shooting
    stuff.
    
    * Formation Bonus *
    
      Some enemies come in formations, and shooting down every enemy in the
    formation will give you some amount of bonus points depending on the
    type of enemy. The formation bonus is generally 10 times the score value
    of a single enemy.
    
    * Multipliers *
    
      [Info from the Japanese manual.]
    
      Destroying enemies in certain ways will multiply the points you receive
    for destroying them. These multipliers will also apply to formation bonuses
    (see above), and to bosses. 
    
      1) Use a captured enemy somehow to destroy an enemy. This can be either
         by ramming into the enemy, the captured enemy's normal attack, or
         the special attack of a captured Mini-boss. This is worth a x2
         multiplier.
    
      2) Detonate a captured enemy. Anything destroyed by this blast will
         award a x3 multiplier.
    
      3) Destroy an enemy with either a normal or x1.5 Alpha Beam. This is
         worth a x4 multiplier.
    
      4) Destroy an enemy with a counter Alpha Beam, obtained either by
         consuming a Mini-boss or absorbing one Beta Beam. This is worth
         a x6 multipler.
    
      5) Destroy an enemy with a double counter beam. This is worth a x8
         multiplier.
    
      6) Destroy an enemy with a triple counter beam. This is worth a x10
         multiplier.
    
      7) Destroy an enemy with a quadruple counter beam. This is worth a x12
         multiplier.
    
    * Powerup Bonus *
    
      If you collect a powerup for a weapon that is already at full strength
    (or collect a Purple when you have a full stock of Capture Balls), you'll
    get a 5000 point bonus.
    
     [Alan:] Power up itmes are worth 1000 points apiece otherwise.
    
    * Captured Enemy Bonus *
    
      If you still have an enemy captured when you beat the final boss of a
    level, it will self destruct and you will receive a bonus. The amount of
    the bonus depends on the enemy you had captured; the Mini-Boss recieves
    around 100000 points, while your standard peon ships will only get a
    few thousand. However, as Alan pointed out, it is much better for your
    score to blast the boss with any sort of Alpha Beam than to get a few
    bonus points for leaving a captured enemy alive.
    
    Small enemies:          1000 points per "unit"
    Large enemies:          10000 points 
    Mini-bosses:            1000000 points
    
    * Final Bonuses *
    
     When you finish the game in Arcade mode, you will be awarded bonus points
    based on your performance through the game:
    
    Remaining ships:                1,000,000 points each
    Captain (Mini-boss) capture:    300,000 for each Mini-boss captured
    Beam finish:                    200,000 for each normal Alpha Beam finish
    Counter:                        400,000 for each single counter boss finish
    Double counter:                 600,000 for each double counter boss finish
    Triple counter:                 800,000 for each triple counter boss finish
    Quad counter:                   1,000,000 for each quadruple counter finish
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Technical Ranking :::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      [Most, if not all, of the info in this section comes via Alan Kwan from 
    the Japanese manual and offical guide book.]
    
      At the end of every game, you will receive a "technical rating" based on
    your performance. Your final score does not affect this rating (though 
    doing well in each of the factors may very well increase your score.) Each 
    of the factors, listed below, is worth somewhere between 10-20% out of a
    total of 105%. To achieve a Gold Hawk rating (the highest), one must have
    a score of 101% or higher.
    
    * The Factors *
    
    1) Enemy kill ratio
      
      Simple enough. Shoot everything that moves. The higher this ratio, the 
    better your rating.
    
    2) Enemy formation kill ratio
    
      Don't let any enemy attacking in a formation to escape! The higher this 
    ratio, the better your rating.
    
    3) Boss fight hit accuracy ratio
    
      During boss battles, cease fire when there is nothing to hit/damage.
    This factor is worth 1% of your rating per every 10% of your accuracy.
    
      [NOTE: The English manual mentions some "number of lives vs. number of 
       shots" factor. According to Alan, that is a definately a 
       mistranslation.]
    
    4) Best final hit on boss
    
      Try to destroy the boss using as souped-up an Alpha Beam as you can 
    manage. A Quad-Counter is worth the most points; letting the enemy 
    self-destruct is worth the least.
    
    5) Captured enemy use efficiency
    
      Use those buggers for something; don't let them get killed.
    
    6) Mileage
     
      The further you get in the game, the better your rating.
    
    7) Use of continues
    
      You get no points for not using continues, but for every one you use, you
    lose one percentage point.
    
    8) Final power-up level
    
      The more powered up your ship is when you hit Game Over, the higher your
    rating.
    
    9) Number of lost ships
    
      The less ships you lose, the higher your rating.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Miscellaneous Info ::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    * Codes *
    
      [Again, these are from the offical guide book.]
    
     1) Free Play in Arcade Mode:
        After continuing a total of 100 times (in any game mode), you can
        choose "Free Play" in Arcade Option.
    
     2) View Ending Movies 
    
        Place cursor at Option -> Movie.  Enter left, right, left, right
        on the +-key, then hold all of R1, R2, L1, L2 and press "circle"
        or "start" button to enter Movie mode.  Now you can view all
        ending movies.
    
    * Analog Control? *
    
      The packaging for G.Darius (at least the NA release) is incorrect
    regarding the game's support for analog control. While there is Dual Shock
    support, no analog control is supported.
    
    * View High Scores *
    
      The only way to see the high score tables (other than getting a high
    score, of course), is to simply do nothing at the title screen. The high
    score screens will be shown periodically between the gameplay demos and
    movies.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Audio Info ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      Welcome to yet another installment of my infamous "Audio Info" sections.
    Like many other PSX games, G. Darius does not contain Redbook Audio. So,
    if you want to listen to Zuntata's excellent soundtrack, you've got two
    options: 1) Import the soundtrack CD from Japan (that would be Zuntata
    Records ZTTL-0014, if I recall correctly) or 2) Follow the instructions
    below. Be warned that extracting the entire soundtrack will eat up a
    large chunk of hard drive space, though.
    
    1) Go to www.zophar.net and head for the PSX Utilites section. Download
       copies of XAEX and XAPlay. If Zophar's is spazzing for whatever reason,
       go to the Castlevania Dungeon
       [http://www.classicgaming.com/castlevania/dungeon.htm] and look for the
       Miscellaneous section. The utilites should be there as well. They're not
       very large, so the download won't take long.
    
    2) Once you have them set up (no big deal, just unzip them somewhere and
       they're as set up as they're going to get :), insert your G. Darius CD
       in your CD-ROM drive. For demonstration purposes, let's say the CD-ROM
       is drive G.
    
    3) There are 2 files that on the G. Darius CD that contain the music.
       They are the bgm1.xa and bgm2.xa files in the G:\bgm directory.
       To extract the music from these files into something usable by XAPlay,
       go to a DOS prompt, go to whatever directory you unzipped XAEX into,
       and type:
    
    xaex <source filename> <destination filename>
    
       For example, if you want to extract the music from bgm1.xa into a
       file called music01.xa, you would type (again, this is assuming that G
       is the CD-ROM drive):
    
    xaex g:\bgm\bgm1.xa c:\music01.xa
    
       This will take a little while (it took about a minute on my machine,
       but then again I've got a Pentium 300-something with a whole crapload of
       RAM).  When it's finished, the resulting music01.xa (or whatever you
       named it) can be played using XAPlay.
       If you've not used XAPlay before, know that many XA files are split
       into at most 8 channels, numbered 0 through 7. Use the "Channel"
       pulldown menu to select which channel you want to listen to.
    
      Here is a list of the two bgm*.xa files and the songs they contain. This
    list is horribly incomplete since I do not own the original soundtrack and
    therefore do not know the titles of the songs. I do however own the
    excellent G.Darius: Future Is Over CD (that's Zuntata Records ZTTL-0019),
    so I do know the titles of a few of them, at least.
    
    ---------------------------------------------------------------------------
                            BGM1.XA - 55,050,956 bytes
    ---------------------------------------------------------------------------
    Channel:                Song Title:
     0                      [Unknown Track 1]
     1                      G Zero
     2                      [Unknown Track 2]
     3                      [Unknown Track 3]
     4                      [Unknown Track 4]
     5                      Kimera II
     6                      [Unknown Track 5]
    
    ---------------------------------------------------------------------------
                            BGM2.XA - 92,247,836 bytes
    ---------------------------------------------------------------------------
    Channel:                Song Title:
     0                      [Unknown Boss Track 1]
     1                      B.T.Dutch
     2                      H.G.Virus
     3                      [Unknown Boss Track 2]
     4                      Adam
     5                      [Unknown Track 6]
     6                      [Unknown Track 7]
     7                      [Unknown Track 8]
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Video Info ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      If you really must see the ending/opening movies without beating the
    game, you're probably better off using the movie code in the Codes section.
    But, if you really must see them on your computer, then go to
    www.zophar.net, go to the PSX Utilites section, and grab a copy of
    PSXVideo. The seven movie files are in the directory G:\MOV\*.str (again,
    assuming the CD-ROM is drive G.)
    
      [NOTE: The PSXVideo program is for Windows. I do not know if any PSX
       movie players exist for other OSes.]
    
      Another odd note: according to Kurt Kalata, the intro movies are playable 
    using a Gameshark version 2.4, but the ending movies are not.
    
                      +------------+------------------+
                      | Filename   | Description      |
                      +------------+------------------+
                      | Gdend1.str | Epilogue Lambda  |
                      | Gdend2.str | Epilogue Mu      |
                      | Gdend3.str | Epilogue Nu      |
                      | Gdend4.str | Epilogue Xi      |
                      | Gdend5.str | Epilogue Omicron |
                      | Gdop1.str  | Prologue 1       |
                      | Gdop2.str  | Prologue 2       |
                      +------------+------------------+
    
    ---------------------------Part II - Zone Guides---------------------------
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Introduction to the Zone Guides :::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      Here's how the Zone Guides are set up:
    
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  Name of track played during level.
    Mini-Boss:              Name of mini-boss. (Note: the English manuals list
                            the name of the mini-boss as the name of the
                            special attack they can perform when captured.
                            Apparently the Japanese manual was ambigous in this
                            matter, and the translators misinterpreted it.)
    Mini-Boss Attack:       Description of Mini-boss special attack, and the
                            controller motions needed to use it.
    Boss:                   Name of Boss
    Boss Music Track:       Name of music track played during boss battle.
    Exits:                  Which Zones you can get to from this zone.
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Yellow  Grey   1-Up
    Main:           Number of powerups in the section of the level before it
                    splits.
    Area X:         Number of powerups in one of the sublevels.
    Total X:        The total number of powerups you recieve from going through
                    both Main and Area X.
    Area Y:         Number of powerups in the other sublevel.
    Total Y:        The total number of powerups you recieve from going through
                    both Main and Area Y.
    ---------------------------------------------------------------------------
    Best Red Routes:        alA - beC - gaE                (10R, 13G, 11B, 12P)
    Best Blue Routes:       deB - epC - gaE                (12B, 13R, 12G, 11P)
    Best Green Routes:      etA - thD - gaF                (11G, 10R, 12B, 13P)
    
      These list the routes through this zone that give the most Red, Blue,
    and Green powerups. The lowercase letters stand for the Zone (al = Alpha,
    be = Beta, etc.), while the capitial letters stand for the Area. The
    numbers in parenthesis give the total number of each kind of powerup that
    can be collected from the route given.
      In this example, the route Alpha A to Beta C to Gamma E would give 10
    Reds, 13 Greens, 11 Blues, and 12 Purples.
      Notice that this is just an example that I made up, since obviously you
    can't go to both Beta and Gamma, or get to Gamma from Zone Eta. :)
    ---------------------------------------------------------------------------
    Zone Overview: Some comments about the level itself.
    ---------------------------------------------------------------------------
    Boss Tactics: Strategies for defeating the boss.
    ---------------------------------------------------------------------------
    
      After the Zone Guides is the One-Page Travelogue, which is just a
    summary of the powerup data for each Zone. It was designed to be an easily
    printable reference for those who may want a hard copy of some of the info,
    but may not want to waste all day printing the entire FAQ. If you use a
    10-point monospaced font, such as Courier New, this should come out to be a
    little less than one page. 
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Alpha - Green Globe ::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music (Beginning):      [Unknown Track 1]
    Music (Area A or B):    G Zero
    Mini-Boss:              First Captain
    Mini-Boss Attack:       Spiral Beam (D, DF, F + Fire)
    Boss:                   Eclipse Eye
    Boss Music Track:       [Unknown Boss Track 1]
    Exits:                  Zone Beta, Zone Gamma
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           2       2       1       1       0       0      0
    Area A:         4       1       1       3       0       0      0
    Total A:        6       3       2       4       0       0      0
    Area B:         3       2       2       3       1       2      0
    Total B:        5       4       3       4       1       2      0
    --------------------------------------------------------------------------
    Best Red Route:         alA                               (6R, 3G, 2B, 4P)
    Best Blue Route:        alB                               (3B, 5R, 4G, 4P)
    Best Green Route:       alB                               (4G, 5R, 3B, 4P)
    --------------------------------------------------------------------------
    Zone Overview:
      Not a particularly difficult level at all. Choose Area A if you are
    interested in grabbing more Red power-ups, and Area B if you want the
    missile and shield power-ups. Capture the large fish that appears where
    the level splits; it fires homing missiles. If you choose Area A, the real
    mini-boss of the level appears later on, and you might want to trade the
    fish you have to capture the mini-boss.
      The sunken area of Area B will look very familiar to longtime Darius
    fans.
    --------------------------------------------------------------------------
    Boss Tactics:
      Eclipse Eye-A and Eclipse Eye-B have very similar tactics, and only vary
    in one minor area. When you first approach it, it'll spew easily destroyed
    missiles from its wide mouth. Its next trick will be shooting trios of
    fireballs. These are also easily avoided, but note that their trajectory
    changes every two or three shots. Then come the destroyable blue shots.
    Whoopee.
      This is where EE-A and EE-B differ. EE-A will now launch some large
    homing missiles at you. You can capture them if you like, but they have
    no direct offensive or defensive capability. Of course, you can use them
    to charge your Alpha Beam. EE-B will just swing some spinning blades your
    way, while launching the Orange Shield Thingies(tm). Grab one if you need
    it.
      At this point, EE will have moved to the left side of the screen and will
    be charging its Beta Beam. If you don't know what to do about this, please
    reread the "G. Darius 101" section. :)
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Beta - Giant Plant :::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  [Unknown Track 2]
    Mini-Boss:              No Mini-Boss present
    Boss:                   Tripod Sardine
    Boss Music Track:       B.T.Dutch
    Exits:                  Zone Delta, Zone Epsilon
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           2       2       1       0       0       0      0
    Area C:         2       1       1       4       0       0      0
    Total C:        4       3       2       4       0       0      0
    Area D:         2       2       1       3       0       3      0
    Total D:        4       4       2       3       0       3      0
    --------------------------------------------------------------------------
    Best Red Routes:        alA - beC                        (10R, 6G, 4B, 8P)
                            alA - beD                        (10R, 7G, 4B, 7P) 
    Best Blue Routes:       alB - beC                         (5B, 9R, 7G, 8P)
                            alB - beD                         (5B, 9R, 8G, 7P)
    Best Green Route:       alB - beD                         (8G, 9R, 5B, 7P)
    --------------------------------------------------------------------------
    Zone Overview:
      Another fairly simple level: take a nice flight through the clouds, then
    descend into a forest. Area D might be a better choice of routes through
    this level, but there is no clear better path here. You get about the same
    number of power-ups either way, except for Area D has an extra Green.
    Whether Tripod Sardine-C or Tripod Sardine-D is more difficult depends on
    your current power levels and whether you can keep a capture alive during
    the fight.
      The huge spiders in Area C are best dealt with using the Alpha Beam, in
    my opinion. The green-fireball shooters make a decent if straightforward
    capture; the blue spikeballs in C that appear from the background are
    pretty neat as well.
      [From the guide book:]  The enemies in this stage are bigger than their
    normal versions in other stages.  They are worth more points, and when
    captured, they have better armor and can sustain more hits.
    --------------------------------------------------------------------------
    Boss Tactics:
    
    * Tripod Sardine-C *
    
      You'll have a few moments to just wail on TS before it does anything, so
    feel free to do so, preferably at point blank where your bombs can get in
    some damage. When it opens its mouth, back off and dodge the spread
    fireballs it fires at you. Then you'll have another very brief period of
    inactivity, as it repositions itself then extends its claws outward. Then,
    they'll create yellow balls that will extend long yellow beams your way.
    
      [Alan:] This attack has no "collision detection" until the beams
    materialize a split second after they are fired.  You can avoid them easily
    by standing still and quickly moving away a little bit as the beams are
    fired.
    
      Then, TS will start launching missiles at you. Avoid them and keep
    firing. Once you blow its head off, TS will come back holding a large blue
    energy ball. Then, it'll flood the screen with shots while it throws the
    energy ball at you. Avoiding it is possible, but it is usually better to
    deflect it using all the firepower you can muster.
      If you have a full Missile cannon, you're in good shape. But you probably
    have a relatively weak Laser at this point. So, now would be a good time to
    Alpha Beam. It will absorb the shots, turn back the energy ball fairly
    well, and take out TS quickly.
    
    * Tripod Sardine-D *
    
      You'll have a few moments to just wail on TS before it does anything, so
    feel free to do so, preferably at point blank where your bombs can get in
    some damage. When it opens its mouth, back off and dodge the spread
    fireballs it fires at you. Then you'll have another very brief period of
    inactivity, while TS's claws fire destructable blue spread shots downward.
    These can practically be ignored. Then, it's claws will extend outward
    and begin firing the shots again. Get in front of one of the cannons and
    blow it off, if you can. Eventually, they will reconfigure themselves and
    begin firing again. No biggie.
      After that, TS will launch some explosive mines at you. Avoid them by
    circling around the screen. Then TS will jump to the other side of the
    screen, and missiles will begin raining down on you.
      What you do _not_ want to do (unless you come with a captured enemy)
    is blow TS's head off before it jumps to the other side of the screen, 
    launches the Orange Shield Thingies(tm), and fires a Beta Beam. 
    You generally want to weaken TS as much as possible (without blowing off 
    its head).  If you blow off its head too early, you have to deal with its 
    force-wave attack, and you won't be able to use a Counter beam against it. 
      If you do end up blowing TS's head off too early and you still have 
    something captured, turn it into an Alpha Beam and try to destroy TS 
    quickly so you do not have to deal with the force-wave attack. Otherwise, 
    you've got to do some smooth manuvering to get around those waves while 
    trying to finish TS with conventional weapons, and the waves might not 
    always be possible to avoid. In the words of the Smash TV announcer: 
    "Good luck! You'll need it!"
    
     [Alan:] If two players are playing, TS (in either area) will become very
    easy, because one player can alpha beam the head while the other player
    holds on to a captured enemy to alpha beam the body.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Gamma - Gigantic Ship ::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  [Unknown Track 2]
    Mini-Boss:              Queen's Child
    Mini-Boss Attack:       Energy shots + Lasers (B, DB, D, DF, F + Fire)
    Boss:                   Queen Fossil
    Boss Music Track:       B.T.Dutch
    Exits:                  Zone Epsilon, Zone Zeta
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           2       2       1       2       0       0      0
    Area E:         3       1       1       3       0       0      0
    Total E:        5       3       2       5       0       0      0
    Area F:         3       1       2       2       0       0      0
    Total F:        5       3       3       4       0       0      0
    --------------------------------------------------------------------------
    Best Red Routes:        alA - gaE                        (11R, 6G, 4B, 9P)
                            alA - gaF                        (11R, 6G, 5B, 8P)
    Best Blue Route:        alB - gaF                        (6B, 10R, 7G, 8P)
    Best Green Routes:      alB - gaE                        (7G, 10R, 5B, 9P)
                            alB - gaF                        (7G, 10R, 6B, 8P)
    --------------------------------------------------------------------------
    Zone Overview:
      While this zone is a bit more hectic than Zone Alpha, it's still not too
    difficult. There is very little to note until the zone splits, except to
    try to capture the Mini-Boss before choosing your path. It'll make things
    easier on yourself, especially if you choose Area F. That would be the
    large bugger that appears in the diagonal section, not the little thingy
    with the Solidnite escort as you circle a pyrimad-shaped installation.
      Both Area E and F take place up close and personal with Queen Fossil, but
    since they are technically the boss battle, I'll cover the survival
    strategies here. Pick Area E to for an easier route (and because Queen
    Fossil-E makes a _huge_ tactical error that you can use to your favour.)
    Area F is a bit more difficult, but is more rewarding in the power-up
    department.
      As you might have guessed, the Mini-boss is named "Queen's Child" 
    because it is released from Queen Fossil herself. 
    
    * Area E *
    
      When Queen Fossil appears, she'll come butt first waving a laser cannon
    at you. Be sure to blast it now, as doing so might save you some trouble
    later... if you seriously screw the boss battle up, that is. More
    importantly, blasting it rewards you with a Red Orb. Dodge the missile
    volleys to claim it.
      After a few waves of weenies attack, you'll find yourself situated above
    3 cannons and a set of Queen Fossil's fins. Try to blast the cannons out of
    the way, and be ready for Queen Fossil to toss her fins at you like
    boomerangs. Destroy them all to get a Green Orb. Another missle volley
    later, you find yourself in the same situation as above. Except this time a
    few Laser Cannons have been thrown into the mix. Destroy all the Laser
    Cannons and the pea-shooter Cannons for a Blue Orb, and take out the
    boomeranging fins again for a Red one.
    
      [Guide book:]  It's a certain one in each set of fins that gives you a
    power-up.  You don't really have to destroy the others. (It's usually the
    second or the third one. - Zach)
    
      Dodge another missle volley, and take out the weenie swarms again. When
    Queen launches another Mini-Boss, grab it and prepare for the real battle.
    
    * Area F *
    
      You'll be greeted by the sight of Queen Fossil's backside. Lovely, innit?
    Take out the cannon that waves around shooting lasers; if you captured the
    Mini-Boss, make liberal use of Queen's Child to bring this about more
    quickly. You'll be awarded a Red Orb for destroying it. Look out for the
    missile volley as you try to claim your prize, though.
      A large cannon arm will now extend your way. Plant yourself right at the
    barrel of this thing, since its projectiles can be destroyed. Again, use
    the Mini-Boss's special move to help you out, if possible. If not, watch
    out for the red homing lasers. Another Red Orb will be yours after you
    destroy the cannon.
      Queen Fossil will back off a bit while some weenies will come your way.
    Blast them for a few more orbs, and prepare for two rectangular
    installations to come at you. Try to blast off their cannons, and if you've
    got an enemy captured, Alpha Beam both of them when they meet at the right
    side of the screen.
      Next, a large laser cannon will descend from Queen Fossil's belly. Get
    above its aim and you can destroy it with no problems whatsoever and get
    a Blue Orb for your effort. A few more peon ships will come your way,
    followed by another Mini-Boss. Try to grab it, even if you've kept the
    one from earlier on, since the older one has probably taken a good bit
    of damage by now.
    ---------------------------------------------------------------------------
    Boss Tactics:
    
    * Queen Fossil-E *
    
      The Queen will charge from the left side of the screen, then back off.
    Keep to the far right to avoid her. Dodge or destroy the Solidnite Bullets.
      This is where the fun begins. Queen Fossil will reappear on the left, and
    throw some lasers at you. While that goes on, some scales will fly off,
    circle around the center of the screen, and fly at you one or two at a
    time. After that, she'll charge up not one, not two, not even three, but
    four Beta Beams that she'll fire one at a time. Grab one of the Orange
    Shield Thingies that appear if necessary, and let out an Alpha Beam to
    absorb them all and throw them right back at Queen Fossil.
      If by some chance you manage to screw this up, Queen Fossil will continue
    fighting using the tactics outlined below for Queen Fossil-F.
    
    * Queen Fossil-F *
    
      Queen Fossil will come on screen from the right, then back off. Then,
    she'll present her side to you, while five lasers will come out. The one
    on top and the one on bottom will fire a constant laser that will limit
    your room to move, while the three middle ones will shoot shorter lasers.
    All the while, little bullets will be coming at you; destroy as many of
    them as possible while dodging the lasers. When the lasers are retracted,
    Queen Fossil will begin shooting spread shots at you, then launch a
    volley of missiles.
      Then, she'll swing her rear back on screen, and arc two electric beams
    your way. Your best bet is to hang close to the right side of the screen
    and dodge the spread shots.
      After backing off and firing a volley of missiles that will close in on
    you from the top and bottom of the screen, she'll reapproach from the left
    and fire four Solidnite Bullets at you. Destroy or avoid these, depending
    on your current weapon power. Then, she'll launch a few scales that will
    gather in the center of the screen and form a "flower" that will match your
    vertical movements, and eventually fly at you. All the while, you have to
    dodge a never-ending stream of spread shots.
      Then, a few waves of Orange Shield Thingies(tm) will appear. Grab one,
    and dodge the Queen's shots until she backs off again. Her tail will
    reappear once more, and fire spread shots while she charges her Beta Beam.
    Charge your Alpha Beam and counter it. If the Queen fires her homing lasers
    before you can destroy her, use the Alpha Beam to absorb them. (Notice that
    QF's Beta Beam here is already a counter beam, meaning that you can score
    a double-counter here, or even a triple-counter if you use Queen's Child to
    Alpha Beam QF.)
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Delta - Granulated Star ::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  [Unknown Track 3]
    Mini-Boss:              Reverse Direction
    Mini-Boss Attack:       Back Fin Boomerang (F, D, DF + Fire)
    Boss:                   Dual Horn
    Boss Music Track:       H.G.Virus
    Exits:                  Zone Eta, Zone Theta
    ----------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           2       2       1       2       0       0      0
    Area G:         3       2       2       2       1       2      0
    Total G:        5       4       3       4       1       2      0
    Area H:         2       2       3       2       0       3      0
    Total H:        4       4       4       4       0       3      0
    ---------------------------------------------------------------------------
    Best Red Routes:        alA - beC - deG                 (15R, 10G, 7B, 12P)
                            alA - beD - deG                 (15R, 11G, 7B, 11P)
    Best Blue Routes:       alB - beC - deH                 (9B, 13R, 11G, 12P)
                            alB - beD - deH                 (9B, 13R, 12G, 11P)
    Best Green Routes:      alB - beD - deG                 (12G, 14R, 8B, 11P)
                            alB - beD - deH                 (12G, 13R, 9B, 11P)
    ---------------------------------------------------------------------------
    Zone Overview:
    
      The main area is your basic Darius Asteroid Belt Level, just with your
    upgraded PSX polygonal asteroids. Area H gives you an extra shield powerup,
    and another homing missile fish (like the one where Zone Alpha splits) is
    available there for your fiendish purposes. Area G has an extra Red
    available. Not much more to say, really.
    --------------------------------------------------------------------------
    Boss Tactics:
    
    * Dual Horn-G *
    
      After its obligatory dancing around that all bosses seem to do, Dual Horn
    will open with a volley of spread fireballs. No big deal here, until some
    sort of a beam with a coloured laser on the end appears. The beam is
    harmless, but the laser is not. It will chase you around the screen while
    you are trying to dodge spread shots. Then, a volley of bullets will come
    from Dual Horn's tail. Surviving that, the beam will disappear... but the
    laser will split into three homing lasers that will come your way, while
    Dual Horn is firing spread shots at you again. If you've brought in a
    captured enemy, it might not hurt you to use it: at least you can absorb
    the spread shots and destroy the bullets.
      Dual Horn will then present its back to you, and begin firing bullets.
    Keep to the top of the screen, and when it fires the exploding mines at you
    head straight down, to the right just enough to keep you out of the
    explosions, then drift back to the top. Lather. Rinse. Repeat. But look out
    for DH to charge you from the right.
      After that, DH will curl into a donut-shape and roll counterclockwise
    around the screen, starting at the left. Dodge the lasers and orange shots,
    and destroy the blue ones if necessary.
      Then, it will present its underside to you, launch Orange Shield
    Thingies(tm), and some spread fireballs. Grab an OST if you need it, and
    dodge. Then it will point its tail at you and fire a Beta Beam. Counter it,
    but don't get carried away; once it's finished firing, it will charge
    straight at you.
    
    * Dual Horn-H *
    
      After its obligatory dancing around that all bosses seem to do, Dual Horn
    will open with a volley of spread fireballs. No big deal here, until some
    sort of a beam with a coloured laser on the end appears. The beam is
    harmless, but the laser is not. It will chase you around the screen while
    you are trying to dodge spread shots. Then, a volley of bullets will come
    from Dual Horn's tail. Surviving that, the beam will disappear... but the
    laser will split into three homing lasers that will come your way, while
    Dual Horn is firing spread shots at you again. If you've brought in a
    captured enemy, it might not hurt you to use it: at least you can absorb
    the spread shots and destroy the bullets.
      Dual Horn will then present its back to you, and begin firing bullets.
    Keep to the top of the screen, and when it fires the exploding mines at you
    head straight down, to the right just enough to keep you out of the
    explosions, then drift back to the top. Lather. Rinse. Repeat.
      DH will stick its head from the right and fire some more spread fireballs
    at you. No tricks this time, so enjoy it while it lasts. Then, it will use
    its arms to slightly restrict your moving area, then fire single fireballs
    and bouncing destructable blue shots. Again, no big deal; destroy what you
    can, avoid what you can't. Dual Horn will move around to close you in
    further, but the same tactics will still apply.
      Then, it will present its underside to you, launch Orange Shield
    Thingies(tm), and some spread fireballs. Grab an OST if you need it, and
    dodge. It will then draw back, and fire some more spreading fireballs.
    Don't get too cocky, because it will suddenly charge to the left side of
    the screen. Get around it, then charge up your Alpha Beam to absorb the
    Beta Beam that will soon be coming. That should just about finish it off.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Epsilon - Galaxy Islands :::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  [Unknown Track 3]
    Mini-Boss:              Reverse Direction
    Mini-Boss Attack:       Back Fin Boomerang (F, D, DF + Fire)
    Boss:                   Dimension Diver
    Boss Music Track:       [Unknown Boss Track 2]
    Exits:                  Zone Theta, Zone Iota
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           1       2       1       1       0       1      0
    Area I:         3       1       3       3       1       2      0
    Total I:        4       3       4       4       1       3      0
    Area J:         3       1       2       2       0       0      0
    Total J:        4       3       3       3       0       1      0
    --------------------------------------------------------------------------
    Best Red Routes:        alA - gaE - deI                 (15R, 9G, 8B, 13P)
                            alA - gaE - deJ                 (15R, 9G, 7B, 12P)
                            alA - gaF - deI                 (15R, 9G, 9B, 12P)
                            alA - gaF - deJ                 (15R, 9G, 8B, 11P)
    Best Blue Route:        alB - gaF - epI               (10B, 14R, 10G, 12P)
    Best Green Routes:      alB - beD - epI                (11G, 13R, 9B, 11P)
                            alB - beD - epJ                (11G, 13R, 8B, 10P)
    --------------------------------------------------------------------------
    Zone Overview:
      Another variation of the Standard Darius Asteroid Level, this time with
    some floating asteroid islands. Zone I is pretty much the way to go here,
    with one extra Blue powerup. Even if it is a background rehash of Zone
    Delta, Area H.
    
     [Alan, from the guide book:] DD in Area J is slightly easier, because its
    attacks come in a sequence which is more favorable to the player.  For
    example, after its first firing of the double beta beams, it stays there
    for you to apply the full force of your double counter beam to it.
    --------------------------------------------------------------------------
    Boss Tactics:
    
      DD's major claim to fame is its ability to warp space, so that it can
    be somewhere in the background, and poke its head in a wormhole and attack
    you.
    
    * Dimension Diver-I *
    
      But first, it will open up with a volley of crisscrossing but easily
    avoidable laser shots. Then it will move to the top of the screen, and
    fire some fireballs and laser shots from its tail. You can destroy the
    tail, but I would not recommend that.
      DD will then move to the left and some mines will rain down on you.
    They can't be destroyed, so avoid them as best you can, and do not go
    near the bottom of the screen where they will explode.
      DD will warp in from the left, and fire large balls that will explode
    into a ring of shots when hit. After that, it'll warp in from the right
    and repeat this attack.. only this time it'll create rows of bullets that
    will close in on you from the top and bottom. Then he'll warp in from the
    left again. Same attack, only missiles this time.
      After it launches some Orange Shield Thingies[tm], it will attack from
    the right with a dual Beta Beam. Counter it, but you'll not have long
    before DD moves out of the way and comes in from the left firing fireballs
    at you. Take out its fin to put an end to that. Then it will warp in
    from the right launching spinning propellers your way. After that, it'll
    launch waves of your standard Darius Anchor-Looking Things and some
    homing lasers.
      If DD is still around, you'll now get your second chance at some Orange
    Shield Thingies[tm] and another dual Beta Beam. There's no excuse for not
    winning now.
    
    * Dimension Diver-J *
    
      Like its Area I cousin, this DD opens with the volley of crisscrossing
    lasers. These are quite easily avoided. Then it will do its warping trick
    and launch a volley of little doohickies at you, that are easily
    destroyed. Next, it warps to the left side and fires tons of fireballs at
    you. These are a bit more difficult to avoid. Then, it will fire these
    multicoloured cubes that break into 8-way shots when destroyed.
      Other tactics it may use are the same as above, plus additional bullets
    or missiles. Another thing it often does is flood the screen with flame
    waves. These can be a pain to avoid, but the attack can be stopped by
    destroying DD's fin. However, doing that will make some subsequent attacks
    more annoying, so use that as a last resort.
      Then, it is Orange Shield Thingy time, then DD throws two Beta Beams at
    you. Not only that, it is nice enough to hang around long enough for you to
    blow it off the screen. If you take too long, it will point its tail and
    fire some bullets while you continue to blast away with your double
    counter.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Zeta - Gravity Zero ::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  [Unknown Track 3]
    Mini-Boss:              Reverse Direction
    Mini-Boss Attack:       Back Fin Boomerang (F, D, DF + Fire)
    Boss:                   Absolute Defender
    Boss Music Track:       [Unknown Boss Track 2]
    Exits:                  Zone Iota, Zone Kappa
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           2       2       1       2       0       0      0
    Area K:         2       1       2       2       0       0      0
    Total K:        4       3       3       4       0       0      0
    Area L:         3       1       1       2       0       2      0
    Total L:        5       3       2       4       0       2      0
    --------------------------------------------------------------------------
    Best Red Routes:        alA - gaE - zeL                 (16R, 9G, 7B, 13P)
                            alA - gaF - zeL                 (16R, 9G, 8B, 12P)
    Best Blue Route:        alB - gaF - zeK                (9B, 14R, 10G, 12P)
    Best Green Routes:      alB - gaE - zeK                (10G, 14R, 8B, 13P)
                            alB - gaE - zeL                (10G, 15R, 7B, 13P)
                            alB - gaF - zeK                (10G, 14R, 9B, 12P)
                            alB - gaF - zeL                (10G, 15R, 8B, 12P)
    --------------------------------------------------------------------------
    Zone Overview:
    
      The main area is a rather cool looking area, graphics-wise. A
    homing-missile fish (like the one where Zone Alpha splits) will appear
    early on and prove quite useful. Area K gets you a neat approach to a
    planet that resembles Uranus (no lame jokes, please).
    --------------------------------------------------------------------------
    Boss Tactics:
    
      Absolute Defender-K may have a few attacks that Absolute Defender-L does
    not and vice versa, but there are a few things they have in common.
    
    1) They both have a shield generator that MUST be destroyed before you can
       do any damage at all to AD. The generator is the glowing orb on its
       chin. However, the generator will regenerate after a short time, and
       there does not seem to be any way to destroy it completely.
    
       [Guide book:]  The more times you've destroyed the generator, the longer
       it takes for it to regenerate.  Avoid shooting at the shield too
       much, since that would bring on a counterattack.
    
    2) They do not necessarily adhere to any pattern, like the previous bosses
       have. They have a finite set of attacks, but may not always do them in
       the same order.
    
      Both of them will launch a capturable Missile doodad at you from time to
    time, but rest assured it will not survive long during the bullet storms
    that AD produces. If you want to be bad, you can charge your Alpha Beam and
    hold it until AD decides to Beta Beam you. A much safer plan of action is
    to just Alpha Beam AD whenever it's dumb enough to throw something
    capturable your way. Not only will it get rid of AD faster, it will absorb
    many of his attacks, leaving you with more room to move.
    ---------------------------------------------------------------------------
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Eta - Glowing Cave :::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music (Main):           [Unknown Track 4]
    Music (Area M or N):    [Unknown Track 2]
    Mini-Boss:              Gray Stripe
    Mini-Boss Attack:       Laser + Wave (F, B, DB, D, DF, F + Fire)
    Boss:                   Fire Fossil
    Boss Music Track:       Adam
    Exits:                  Zone Lambda, Zone Mu
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           1       2       2       2       0       1      1
    Area M:         2       1       1       2       0       0      0
    Total M:        3       3       3       4       0       1      1
    Area N:         3       2       2       0       0       0      0
    Total N:        4       4       4       2       0       1      1
    --------------------------------------------------------------------------
    Best Red Routes:        alA - beC - deG - etN         (19R, 14G, 11B, 14P)
                            alA - beD - deG - etN         (19R, 15G, 11B, 13P)
    Best Blue Routes:       alB - beC - deH - etN         (13B, 17R, 15G, 14P)
                            alB - beD - deH - etN         (13B, 17R, 16G, 13P)
    Best Green Routes:      alB - beD - deG - etN         (16G, 18R, 12B, 13P)
                            alB - beD - deH - etN         (16G, 17R, 13B, 13P)
    --------------------------------------------------------------------------
    Zone Overview:
      Like all fourth tier levels, Zone Eta is a bit of a hellstorm. Your
    biggest threat in the main level is the Mini-Boss. You may want to
    detonate a few enemies to protect yourself against its wave attack until
    you can capture it for yourself (or destroy it). The large mechanical
    hoppers make for very good captures in this and other levels, as well.
    Don't miss the one-up hidden in the cave ceiling near where the Mini-boss
    first appears!
      The boss of this level is Fire Fossil, who is very similar to Queen
    Fossil, but much tougher. They share many tactics, so I'll set up this Zone
    Guide in much the same way as I did Zone Gamma.
      Notice that while Area N gives more powerups, you have a much better
    chance of surviving if you take Area M.
    
    * Zone M *
    
      When Fire Fossil appears, it'll come butt first waving a flamethrower
    at you. Be sure to blast it now, as doing so might save you some trouble
    later... Not only that, but Alpha Beam as many of the cannons above and
    below the fire-cannon as possible. Sure, they're harmless now, but you do
    _not_ want to deal with them later if you screw up the boss battle. At any
    rate, the flamethrower is worth a Blue Orb.
      After a few waves of weenies attack, you'll find yourself situated above
    3 cannons and a set of Fire Fossil's fins. Try to blast the cannons out of
    the way, and be ready for Fire Fossil to toss her fins at you like
    boomerangs. One of them holds a Green Orb. One missle volley later, you
    find yourself in the same situation as above. Except this time a few Laser
    Cannons have been thrown into the mix. Take out the large Laser Cannon for
    a Red Orb. Destroy all the Laser Cannons and the pea-shooter Cannons, and
    watch out for the boomeranging fins again.
      Dodge another missle volley, and take out the weenie swarms again. When
    Queen launches another Mini-Boss, grab it if you like and prepare for the
    real battle.
    
    * Area N *
    
      You'll be greeted by the sight of Fire Fossil's backside. Lovely, innit?
    You can get a Blue Orb by taking out the flamethrower. More importantly,
    charge up an Alpha Beam to take out as many of the smaller cannons as you
    can. They're fairly harmless now, but will be a major pain later on.
      A large cannon arm will now extend your way. Plant yourself right at the
    barrel of this thing, since its projectiles can be destroyed. Again, use
    the Mini-Boss's special move to help you out, if possible. If not, watch
    out for the red homing lasers. A Red Orb will be yours after you destroy
    the cannon.
      Fire Fossil will back off a bit while some weenies will come your way.
    Blast them for a few more orbs, and prepare for two rectangular
    installations to come at you. Try to blast off their cannons, and if you've
    got an enemy captured, Alpha Beam both of them when they meet at the right
    side of the screen.
      Next, a large laser cannon will descend from Fire Fossil's belly. Get
    above its aim and you can destroy it with no problems whatsoever and get
    a Blue Orb for your effort. A few more peon ships will come your way,
    followed by another Mini-Boss. Try to grab it, even if you've kept the
    one from earlier on, since the older one has probably taken a good bit
    of damage by now.
    ---------------------------------------------------------------------------
    Boss Tactics:
    
    * Fire Fossil-M *
    
      Fire Fossil will charge from the left side of the screen, with another
    flamethrower blazing. Keep to the far right to avoid it, or Alpha Beam to
    absorb it.
      This is where the fun begins. Fire Fossil will reappear on the left, and
    throw some lasers at you. While that goes on, some scales will fly off,
    circle around the center of the screen, and fly at you one or two at a
    time. After that, it'll charge up not one, not two, not even three, but
    four Beta Beams that'll fire one at a time. Grab one of the Orange
    Shield Thingies that appear if necessary, and let out an Alpha Beam to
    absorb them all and throw them right back at Fire Fossil.
      If by some chance you manage to screw this up, Fire Fossil will continue
    fighting using the tactics outlined below for Fire Fossil-N.
    
    * Fire Fossil-N *
    
      Fire Fossil will come on screen from the right, launch a few Orange
    Shield Thingies, and fire a Beta Beam, then back off. Go ahead and
    counter, but be aware that you'll not get in as much damage as you
    would like. This is because Fire Fossil will soon present his
    side to you, while five lasers will come out. These lasers will absorb
    any leftover Alpha Beam you have left. The one on top and the one on
    bottom will fire a constant laser that will limit your room to move,
    while the three middle ones will shoot shorter lasers. All the while,
    little bullets will be coming at you; destroy as many of them as
    possible while dodging the lasers. When the lasers are retracted, Fire
    Fossil will begin shooting spread shots at you, then launch a volley of
    missiles.
      Then, he'll swing his rear back on screen, and his tail will produce
    a long fire chain while any remaining smaller cannons will shoot fireballs
    your way. If you can destroy any more of the smaller ones, great, but it is
    probably not worth wasting an Alpha Beam on.
      After backing off and firing a volley of missiles that will close in on
    you from the top and bottom of the screen, he'll reapproach from the left
    with another fire chain. Then, he'll launch a few scales that will gather
    in the center of the screen and form a "flower" that will match your
    vertical movements, and eventually fly at you. All the while, you have to
    dodge a never-ending stream of spread shots.
      Then, a few waves of Orange Shield Thingies(tm) will appear. Grab one,
    and dodge Fire Fossil's shots until he backs off again. His tail will
    reappear once more, and start flamethrowing again. The little cannons will
    fire long crisscrossing fire beams that will _severely_ restrict your
    space. Now you see why I recommended destroying them earlier.
      Dodge a missile volley, and repeat back to step one until FF is
    destroyed.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Theta - Gallery ::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  [Unknown Track 4]
    Mini-Boss:              Gray Stripe
    Mini-Boss Attack:       Laser + Wave (F, B, DB, D, DF, F + Fire)
    Boss:                   Death Wings
    Boss Music Track:       H.G.Virus
    Exits:                  Zone Mu, Zone Nu
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           2       2       2       2       0       0      1
    Area O:         3       0       2       2       1       2      0
    Total O:        5       2       4       4       1       2      1
    Area P:         2       2       0       2       0       0      0
    Total P:        4       4       2       4       0       0      1
    --------------------------------------------------------------------------
    Best Red Routes:        alA - beC - deG - thO         (20R, 12G, 11B, 16P)
                            alA - beD - deG - thO         (20R, 13G, 11B, 15P)
                            alA - gaE - epI - thO         (20R, 11G, 12B, 17P)
                            alA - gaE - epJ - thO         (20R, 11G, 11B, 16P)
                            alA - gaF - epI - thO         (20R, 11G, 13B, 16P)
                            alA - gaF - epJ - thO         (20R, 11G, 12B, 15P)
    Best Blue Route:        alB - gaF - epI - thO         (14B, 19R, 12G, 16P)
    Best Green Routes:      alB - beD - deG - thP         (16G, 18R, 10B, 15P)
                            alB - beD - deH - thP         (16G, 17R, 11B, 15P)
    --------------------------------------------------------------------------
    Zone Overview:
      Travel through the ruins of an ancient civilisation, whilst dodging
    billions of bullets. Try to grab the large ground mech early on in the
    Main area, since it fires spread shots and homing missiles, adding some
    much needed firepower to your ship.
      Area O is the way to go powerup-wise, as it has more Red and Blue orbs.
    --------------------------------------------------------------------------
    Boss Tactics:
    
    * Death Wings-O *
    
      Death Wings opens from the right, with a volley of Anchor Things,
    spread shots, and those annoying 90-angle homing lasers. Then, DW will
    take up residence at the top of the screen, launch Orange Shield
    Thingies[tm] and Solidnite Diamonds, while firing lasers directly at you.
    After firing some more spread shots, DW will come in from the left and
    fire some more shots your way, and a Beta Beam. Counter if possible, but
    be aware that DW will slowly creep to the right.
      With its tail stuck in the middle of the screen, your space will be
    limited as another round of spread shots comes your way. Then DW will
    blast off the right side of the screen, come back in from the left,
    and fire a volley of bullets. Then, back to the top it goes, with the
    same lasers, Solidnite, and Orange Shield Thingies[tm] as before.
      DW will now come in from the right with a dual Beta Beam and lots of
    bullets. If after countering that, DW is still around, repeat from
    step one above.
    
    * Death Wings-P *
    
      Explosive mines and destructable blue shots await you when DW first
    approaches. After avoiding those, DW will fly to the left side and
    unleash an ungodly amount of shots (with some Solidnite Diamonds for
    good measure.) Keep to the right and look for small holes in the
    distribution of shots to stay alive (or you could Alpha Beam, but
    be careful not to waste you Beam on the Solidnite.)
      After that, a few waves of destructable doohickies, then a few
    waves of spread shots. Then come the 90-degree search lasers, five at a
    time. Then, DW will take up residence at the top of the screen, launch
    Orange Shield Thingies[tm] and Solidnite Diamonds, while firing lasers
    directly at you. Then it will fly to the right, charge a Beta Beam, while
    creeping to the right. If you had softened up DW early on with an Alpha
    Beam, countering now should destroy it.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Iota - Glacier :::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  [Unknown Track 4]
    Mini-Boss:              Tail Blade
    Mini-Boss Attack:       Wide Laser (F, B, DB, D, DF, F + Fire)
    Boss:                   Eight Feet Umbrella
    Boss Music Track:       [Unknown Boss Track 1]
    Exits:                  Zone Nu, Zone Xi
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           2       2       0       2       1       0      1
    Area Q:         2       1       3       3       0       0      0
    Total Q:        4       3       3       5       1       0      1
    Area R:         2       2       3       1       0       2      0
    Total R:        4       4       3       3       0       2      1
    --------------------------------------------------------------------------
    Best Red Routes:        alA - gaE - zeL - ioQ          (20R, 12G, 9B, 18P)
                            alA - gaE - zeL - ioR          (20R, 13G, 9B, 16P)
                            alA - gaF - zeL - ioQ         (20R, 12G, 10B, 17P) 
                            alA - gaF - zeL - ioR         (20R, 13G, 10B, 15P)
    Best Blue Routes:       alB - gaF - epI - ioQ         (13B, 18R, 13G, 17P)
                            alB - gaF - epI - ioR         (13B, 18R, 14G, 15P)
    Best Green Routes:      alB - beD - epI - ioR         (15G, 17R, 12B, 14P)
                            alB - beE - epJ - ioR         (15G, 17R, 11B, 13P)
    --------------------------------------------------------------------------
    Zone Overview:
      Just stay out of Zone Iota, period. The glacial backgrounds are quite
    pretty, but this level contains some of the most hellacious firestorms
    you will ever encounter this side of Greatthing. If you have to come
    through here, be sure to pick up the 1-up at the bottom left ice wall
    as you make your descent midway through Main.
      Look out for a fake power-up or two in Area R. Grab the enemy behind it,
    if you want.
    --------------------------------------------------------------------------
    Boss Tactics:
    
    * Eight Feet Umbrella-Q *
    
      EFU will open by having two of its "feet" shoot flames, reducing your
    room to move. All you have to worry about at first is a bunch of those
    anchor looking doodads, however. Then, it will throw some of those large
    explosive mines at you.
      Then it will spin its way to the bottom of the screen, where it will
    fire a few homing lasers at you, then proceed to block off the screen
    again with some longer blue lasers. Then, it will spin up to the top and
    repeat. Then to the left side, repeat again.
      When it stops spinning, it will remain at the left side and fire some
    lasers that bounce around the screen. These are easily avoided. Then it
    will travel to the right, fire these donut lasers that can be flown through
    (if timed correctly), while throwing more mines at you. It will then launch
    some enemies, so grab one. Charge your Alpha Beam, and absorb the three
    Beta Beams EFU will fire at you. That should be more than enough to finish
    it off.
    
    * Eight Foot Umbrella-R *
    
      Don't get infront of EFU's feet, since they'll be firing electric beams
    at you. Feel free to Alpha Beam here, if you've got something captured.
    Look out for the few sets of explosives that EFU will launch after the
    electric beam part.
      Then it will spin its way to the bottom of the screen, where it will
    fire a few homing lasers at you, then proceed to block off the screen
    again with some longer blue lasers. Then, it will spin up to the top and
    repeat. Then to the left side, repeat again.
      Now, EFU will remain at the left side and launch Solidnite Bullets your
    way. Dodge and/or destroy these. Grab yourself one of the enemies it
    launches, and hang to the far left, and destroy a path through the swarm
    of bullets that will be coming.
      Finally, EFU will fly to the left, and charge up a Beta Beam or three.
    Absorb them, and send them right back to EFU.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Kappa - Garden of Sky ::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  [Unknown Track 4]
    Mini-Boss:              Tail Blade
    Mini-Boss Attack:       Wide Laser (F, B, DB, D, DF, F + Fire)
    Boss:                   Eternal Triangle
    Boss Music Track:       H.G.Virus
    Exits:                  Zone Xi, Zone Omicron
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           2       2       2       1       0       0      1
    Area S:         3       1       1       3       0       0      0
    Total S:        5       3       3       4       0       0      1
    Area T:         2       1       2       2       0       0      0
    Total T:        4       3       4       3       0       0      1
    --------------------------------------------------------------------------
    Best Red Routes:        alA - gaE - zeL - kaS         (21R, 12G, 10B, 17P)
                            alA - gaF - zeL - kaS         (21R, 12G, 11B, 16P)
    Best Blue Route:        alB - gaF - zeK - kaT         (13B, 18R, 13G, 15P)
    Best Green Routes:      alB - gaE - zeK - kaS         (13G, 19R, 11B, 17P)
                            alB - gaE - zeK - kaT         (13G, 18R, 12B, 16P)
                            alB - gaE - zeL - kaS         (13G, 20R, 10B, 17P)
                            alB - gaE - zeL - kaT         (13G, 19R, 11B, 16P)
                            alB - gaF - zeK - kaS         (13G, 19R, 12B, 16P)
                            alB - gaF - zeK - kaT         (13G, 18R, 13B, 15P)
                            alB - gaF - zeL - kaS         (13G, 20R, 11B, 16P)
                            alB - gaF - zeL - kaT         (13G, 19R, 12B, 15P)
    --------------------------------------------------------------------------
    Zone Overview:
      Not too bad as far as fourth tier levels go. The enemy formations here
    tend to be escorted by Solidnite Diamonds, which can make things a little
    tougher to hit. Fly through some clouds and floating islands in Main, then
    drop down into a forest in Area S or a rehash of Zone Beta in Area T.
    --------------------------------------------------------------------------
    Boss Tactics:
    
    * Eternal Triangle-S *
    
      Eternal Triangle's opening attack is nothing but volleys of varying types
    of shots, none of which are too difficult to avoid. This would probably be
    a good time to soften up ET by Alpha Beaming it. Next, it will switch
    between launching fireball rings and spread lasers that take up the whole
    screen, leaving little room in which to dodge them.
      Then, it will break into three pieces. One piece will come in from the
    left, firing shots at you. Another piece will circle around the screen,
    firing homing lasers and dropping mines on you. 
      Alternatively, the three pieces will entrap you in a triangle of electric
    beams, spin around, and fire shots at you. Hopefully your shields will be
    at full strength, because it can be difficult to avoid the shots.
      It will reassemble again, while some Orange Shield Thingies[TM] are
    launched. Grab one, then deal with the Beta Beams. If you Alpha Beamed it
    earlier with the Mini-boss captured, then ET will not be able to withstand
    this attack.
    
    * Eternal Triangle-T *
    
      The first thing it will do is head to the top of the screen, and let its
    tail fire ribbon lasers at you. They shouldn't be terribly difficult to
    avoid, however. Next, it will split into three parts, all of which will
    gather on the right side of the screen. The top part will launch explosive
    mines, the middle will fire some shots, and the bottom will fire more
    ribbon lasers. This is probably a good time to Alpha Beam (aim for the
    middle part); charge this up during ET's intial attack so that any captured
    enemy you may have will not be destroyed in the meantime.
      After it reassembles, it will launch some Orange Shield Thingies[TM],
    which of course you should grab. Absorb the Beta Beam, but be careful while
    returning fire, because ET will rush to the left side of the screen before
    your Alpha Beam runs out.
      It will now be at the bottom of the screen, launching mines and homing
    ribbon lasers. Concentrate on avoiding those; you can't do ET any harm at
    this point. It will split up once again, and this time the parts will
    gather at the left side of the screen. The top will fire various things,
    while the middile part will fire spreading lasers. If you scored direct
    hits with two Alpha Beams earlier, you should be able to defeat it here and
    now.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Lambda - Grand Cliff :::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  Kimera II
    Mini-Boss:              Un Guardian
    Mini-Boss Attack:       Magnetic Shot + Laser (B, D, DB + Fire)
    Boss:                   Lightning Coronatus
    Boss Music Track:       [Unknown Boss Track 2]
    Ending Movie Track:     [Unknown Track 7]
    Credit Music Track:     [Unknown Track 8]
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           3       1       1       2       0       0      0
    Area U:         3       2       1       2       0       3      0
    Total U:        6       3       2       4       0       3      0
    Area V:         2       1       2       2       1       7      0
    Total V:        5       2       3       4       1       7      0
    ---------------------------------------------------------------------------
    Best Red Routes:        alA - beC - deG - etN - laU    (25R, 17G, 13B, 18P)
                            alA - beD - deG - etN - laU    (25R, 18G, 13B, 17P)
    Best Blue Routes:       alB - beC - deH - etN - laV    (16B, 22R, 17G, 18P)
                            alB - beD - deH - etN - laV    (16B, 22R, 18G, 17P)
    Best Green Routes:      alB - beD - deG - etN - laU    (19G, 24R, 14B, 17P)
                            alB - beD - deH - etN - laU    (19G, 23R, 15B, 17P)
    ---------------------------------------------------------------------------
    Zone Overview:
      The Main area is fairly straightforward. Grab one of the vertical skinny
    fish if you need a shield. Heck, grab one if you don't; they make good
    defensive reinforcements.
      Area V's caverns are full of hidden goodies, but sometimes the caverns
    will split and you'll have to play both top and bottom to get them all.
      Watch out for fake powerups! A certain enemy here will disguise itself
    as a 1-Up, Tricolour, or some other goodie, only to show its true self
    when you try to take the powerup.
    --------------------------------------------------------------------------
    Boss Tactics:
    
    * Lightning Coronatus-U *
    
      Coronatus will attack from the right, opening with a bunch of spread
    shots, bullets, and lightning beams. If you've still got the Mini-Boss from
    early in the level, you may want to Alpha Beam it now since it probably
    won't survive long anyway. At any rate, aim for the head and try to stay
    out of the vertical center of the screen, since that seems to trigger the
    lightning beam attack.
      Eventually something will blow and it'll then flip upside down and resume
    its fireball/bullet/lightning beam attacks. Then, it'll flip over to the
    left side of the screen, then back, then flip right side up again and
    continue on its merry way. Then Coronatus will drop down to the bottom and
    launch some destructable red/blue shots while continuing its spread
    fireball attack.
      Then, it will flip around to the bottom of the screen while firing its
    spread shots. Then it will fire destructable blue/red shots. Ride out this
    storm, then Coronatus will return to the right side and begin firing the
    homing lasers. Avoid those for a while, then Coronatus will start launching
    its claws at you. When it tires of doing that, it will flip over and begin
    the standard spread/bullet/lightning attack.
      A few more flips and Orange Shield Thingies[tm] later, its claws will
    charge Beta Beams. Absorb them both and blast Coronatus back to the
    original Darius game.
    
    * Lightning Coronatus-V *
    
      Coronatus will attack from the left, opening with a bunch of spread
    shots, bullets, and lightning beams. If you've still got the Mini-Boss from
    early in the level, you may want to Alpha Beam it now since it probably
    won't survive long anyway. At any rate, aim for the head and try to stay
    out of the vertical center of the screen, since that seems to trigger the
    lightning beam attack.
      Eventually something will blow and it'll then flip upside down and resume
    its fireball/bullet/lightning beam attacks. Then, it'll flip over to the
    right side of the screen, then back, then flip right side up again and
    continue on its merry way. Then Coronatus will drop down to the bottom and
    launch some destructable red/blue shots while continuing its spread
    fireball attack.
      When it flips back up to the left side, the homing lasers begin. Avoid
    those, then avoid the bullets while Coronatus launches its claws at you.
    Then, upside down it again goes, with the standard
    fireball/bullet/lightning attacks. Its trip to the right side of the
    screen is accompanied with a volley of Orange Shield Thingies(tm), so
    grab one if necessary. When it slides on back to the left, it will launch
    its claws again, except this time both will charge up Beta Beams. Absorb
    both, then let Coronatus have it. That ought to finish him.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Mu - Great Fortress I ::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  Kimera II
    Mini-Boss:              Hard Armament
    Mini-Boss Attack:       Triple Napalm (B, D, DB + Fire)
    Boss:                   Heavy Arms Shell
    Boss Music Track:       Adam
    Ending Movie Track:     [Unknown Track 7]
    Credit Music Track:     [Unknown Track 8]
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           3       1       1       3       0       1      0
    Area W:         2       2       2       2       1       3      0
    Total W:        5       3       3       5       1       4      0
    Area X:         3       2       1       2       1       2      0
    Total X:        6       3       2       5       1       3      0
    --------------------------------------------------------------------------
    Best Red Routes:        alA - beC - deG - thO - muX   (26R, 15G, 13B, 21P)
                            alA - beD - deG - thO - muX   (26R, 16G, 13B, 20P)
                            alA - gaE - epI - thO - muX   (26R, 14G, 14B, 22P)
                            alA - gaE - epJ - thO - muX   (26R, 14G, 13B, 21P)
                            alA - gaF - epI - thO - muX   (26R, 14G, 15B, 21P)
                            alA - gaF - epJ - thO - muX   (26R, 14G, 14B, 20P)
    Best Blue Route:        alB - gaF - epI - thO - muW   (17B, 24R, 15G, 21P)
    Best Green Routes:      alB - beD - deG - etN - muW   (19G, 23R, 15B, 18P)
                            alB - beD - deG - etN - muX   (19G, 24R, 14B, 18P)
                            alB - beD - deH - etN - muW   (19G, 22R, 16B, 18P)
                            alB - beD - deH - etN - muX   (19G, 23R, 15B, 18P)
                            alB - beD - deG - thP - muW   (19G, 23R, 13B, 20P)
                            alB - beD - deG - thP - muX   (19G, 24R, 12B, 20P)
                            alB - beD - deH - thP - muW   (19G, 22R, 14B, 20P)
                            alB - beD - deH - thP - muX   (19G, 23R, 13B, 20P)
    --------------------------------------------------------------------------
    Zone Overview:
      Watch out for fake powerups! They are out in force in this level, posing
    as 1-Ups, Tricolours, and even regular powerups! Actually, if you can,
    try to grab the enemy behind the fake stuff, as it makes a powerful flame
    attack.
    --------------------------------------------------------------------------
    Boss Tactics:
    
    * Heavy Arms Shell-W *
    
      You do still have the Mini-Boss still captured, right? Feel free to
    use its special move to throw mines at HAS's head before it hides in its
    shell. Then, just Alpha Beam it outright to avoid the purple waves it
    sends at you. (Or, sometimes it will be launching mines at you that fire
    several shots before detonating.)
      HAS will then head on to the bottom of the screen, filling it up with
    mines. After that, it will head to the left, filling up the screen with
    large purple shots. Then it will launch some capturable goodies, before
    flooding the screen with shots, firing some 90-degree search lasers as
    it moves back to the right, flooding the screen again, then firing a
    Beta Beam. Absorb it and return fire.
      If HAS is still around, it will launch some capturables and give you
    two more Beta Beams to absorb. But, it will tend to hide in its shell, so
    you might not be able to get in as much damage as you would like.
      After that, it goes back to the top of the screen and fires some more
    90-degree search lasers. Then it will launch some purple sparks that will
    fire lasers in random directions before dissipating.
      Then it will head to the right side of the screen, and fire homing lasers
    while launching small turtles at you. Then it will repeat the mine flood,
    then head to the left and shower the screen with ribbon lasers.
      Then it will launch capturables, fire 90-degree lasers, and fly over to
    the right side of the screen again, to launch a Beta Beam. If you don't
    kill it now, it will give you one more chance. Surely by now it will be
    dead. :)
    
    * Heavy Arms Shell-X *
    
      The first thing HAS will do is shower the screen with lasers that are
    pretty easily avoided. Feel free to shower HAS with mines if you happen to
    have the mini-boss captured. Then, HAS will spin around, firing all sorts
    of lasers at you, before traveling to the bottom to unleash a load of
    bullets your way.
      Then, HAS will head to the left side of the screen, while launching
    homing ribbon lasers and little turtles. After that, it's Orange Shield
    Thingies[TM], so grab one if you need one. Absorb the Beta Beam that
    HAS throws your way, but since HAS likes to hide in its shell quite a bit,
    it won't be as effective as one would like.
      Anyway, look out for the explosive mines coming your way, then grab
    yourself another Orange Shield Thingy[TM]. HAS will now launch these blue
    spheres that move around a bit, stop, then fire a laser at you, then move
    on. After that, he'll charge up two Beta Beams. Absorb them both, and
    blast HAS into oblivion.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Nu - Genesis :::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  Kimera II
    Mini-Boss:              Dream Tender 
    Mini-Boss Attack:       Napalm + Wave (B, D, DB + Fire)
    Boss:                   The Embryon
    Boss Music Track:       Adam
    Ending Movie Track:     [Unknown Track 7]
    Credit Music Track:     [Unknown Track 8]
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           4       2       2       4       0       0      0
    Area Y:         2       2       2       2       0       0      0
    Total Y:        6       4       4       6       0       0      0
    Area Z:         2       2       2       2       0       0      0
    Total Z:        6       4       4       6       0       0      0
    --------------------------------------------------------------------------
    Best Red Routes:        alA - beC - deG - thO - nu*   (26R, 16G, 15B, 22P)
                            alA - beD - deG - thO - nu*   (26R, 17G, 15B, 21P)
                            alA - gaE - epI - thO - nu*   (26R, 14G, 17B, 23P)
                            alA - gaE - epJ - thO - nu*   (26R, 14G, 16B, 22P)
                            alA - gaF - epI - thO - nu*   (26R, 15G, 17B, 22P)
                            alA - gaF - epJ - thO - nu*   (26R, 14G, 17B, 21P)
                            alA - gaE - zeL - ioQ - nu*   (26R, 16G, 13B, 24P)
                            alA - gaE - zeL - ioR - nu*   (26R, 17G, 13B, 22P)
                            alA - gaF - zeL - ioQ - nu*   (26R, 16G, 14B, 23P)
                            alA - gaF - zeL - ioR - nu*   (26R, 17G, 14B, 21P)
    Best Blue Routes:       alB - gaF - epI - thO - nu*   (18B, 25R, 16G, 22P)
    Best Green Routes:      alB - beD - deG - thP - nu*   (19G, 25R, 13B, 21P)
                            alB - beD - deH - thP - nu*   (19G, 24R, 14B, 21P)
    --------------------------------------------------------------------------
    Zone Overview:
      What an odd backdrop. As the level starts, normal space will condense in
    the center of the screen and vanish, leaving you in an odd realm of
    coloured squares, DNA strands, and general weirdness. Pretty cool,
    actually.
    --------------------------------------------------------------------------
    Boss Tactics:
    
      No matter which route you take, the Embryon is a major pain. This thing
    loves to waste your Alpha Beams by throwing Solidnite obstacles your way,
    or by disappearing for a second or two if you start doing too much damage
    with one beam. Ugh.
      Also, the Embryon has two targets, the head and the core. While the head
    can be destroyed (sometimes slightly crippling the Embryon's attack
    capabilities), it will regenerate, so concentrate most of your attacks on
    the core.
    
    * The Embryon-Y *
    
      Anything you have captured is not going to last long, so you might as
    well unleash an Alpha Beam straight off the bat. If nothing else, it will
    get you past the spreading fireballs so you can save your shields for a
    later threat. It's next act will be to swoop around, fire some shots, nab
    you in a tractor beam that will reduce your ability to manuever properly
    around the homing lasers.
      Grab yourself an Orange Shield Thingy, look out for the Embryon's eye
    laser, and dodge some more homing lasers. The Embryon will then fire two
    Beta Beams at you. Absorb them and do what damage you can, but the Embryon
    will soon vanish and launch a screenful of Solidnite Bullets at you. By the
    time the screen clears and you can hurt the Embryon again, that Alpha Beam
    of yours will be long gone.
      Next, it will fire a bunch of spread shots, and fire lasers directly at
    you. Dodge that, then dodge the rings of shots it will fire at you (at
    least, dodge as best as possible after it snags you with another tractor
    beam.)
      Now, the Embryon will change its shape so that its head is blocking its
    core, and launch some enemies at you. Grab one, then charge up, and absorb
    the Beta Beam it will fire. You should be able to blow off the head to get
    to the core (though the head will regenerate.) Once it flies to the left
    side of the screen, grab the multicoloured block it launches, then
    absorb the next Beta Beam it fires. That ought to be enough to finish
    it off.
    
    * The Embryon-Z *
    
      Again, softening up the Embryon early would probably be a wise move.
    After the opening spread fireballs, it'll launch some Orange Shield
    Thingies[TM] for you to grab, so grab one. Dodge the orange shots that
    the Embryon will currently be flooding the screen with, then dodge the
    spiral beams it fires while destroying the Eclipse Eye wreckage that
    will be coming out of nowhere. Next dodge the lasers and the spreading
    fireballs.
      After more swooping and flooding the screen with shots, the Embryon will
    start launching some capturable stuff while firing homing lasers. Grab
    something if you need it. After some spiral beaming and spread shots, the
    Embryon will launch two Beta Beams your way. Absorb them, but you know
    what happens once you do too much damage with an Alpha Beam; the Embryon
    will warp out of existence, flood the screen with Solidnite Bullets, and
    reappear just after your Beam dies out.
      Next, the Embryon will fire some spread shots, then more swooping and
    screen flooding (and a tractor beam to boot), then some spread shots
    and homing lasers, the more flooding, then some Orange Shield Thingies[TM].
    Once the Embryon gets back to the left side, watch out for the eyebeams
    (and tractor beams), then get ready for a dual Beta Beam attack. The
    Embryon should not survive this one.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Xi - Great Fortress II :::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  Kimera II
    Mini-Boss:              Hard Armament
    Mini-Boss Attack:       Triple Napalm (B, D, DB + Fire)
    Boss:                   Accordion Hazard
    Boss Music Track:       Adam
    Ending Movie Track:     [Unknown Track 7]
    Credit Music Track:     [Unknown Track 8]
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           3       1       1       2       0       0      0
    Area W':        2       1       2       2       1       2      0
    Total W':       5       2       3       4       1       2      0
    Area X':        3       2       1       2       1       2      0
    Total X':       6       3       2       4       1       2      0
    --------------------------------------------------------------------------
    Best Red Routes:        alA - gaE - zeL - kaS - xiX'  (27R, 15G, 11B, 21P)
                            alA - gaF - zeL - kaS - xiX'  (27R, 15G, 12B, 20P)
    Best Blue Routes:       alB - gaF - epI - ioQ - xiW'  (16B, 23R, 15G, 21P)
                            alB - gaF - epI - ioR - xiW'  (16B, 23R, 16G, 19P)
                            alB - gaF - zeK - kaT - xiW'  (16B, 23R, 15G, 19P)
    Best Green Routes:      alB - beD - epI - ioR - xiX'  (18G, 23R, 14B, 18P)
                            alB - beE - epJ - ioR - xiX'  (18G, 23R, 13B, 17P)
    --------------------------------------------------------------------------
    Zone Overview:
      A close fly-by a lunar surface, then down into a fortress.
      Alan says: Try to capture that enemy behind a fake power-up. When
    captured, it makes a very powerful flame-breathing attack.
    --------------------------------------------------------------------------
    Boss Tactics:
    
    * Accordion Hazard-W' *
    
      Accordian Hazard opens up with lots of shots and a ring-of-waves attack
    not unlike that of Prickly Angler-I back in Darius Gaiden. Soften it up
    with an Alpha Beam here, which will cut through most of the clutter.
    Its response will likely be to launch a number of Solidnite Diamonds (and
    an Orange Shield Thingy), though. Next, a few rings of fireballs that can
    be tricky to avoid, then AH will fire two lasers straight ahead that you
    probably do not want to get caught between. Especially when AH combines
    the lasers with some more rings of fireballs.
      Now, AH will launch a few capturable goodies, a few not-so-capturable but
    destructable enemies, some missiles, and reappear on the left side of the
    screen. A few homing lasers will attack while AH charges a Beta Beam that
    you should promptly throw right back at it.
      If AH is still alive, it will continue by blasting a few lasers,
    launching a few capturable enemies, then unleashing a wave of enemies
    and shots while still trying to hit you with that laser. Dodge all that,
    and AH will return to the right side of the screen and charge up two Beta
    Beams. Absorb them, return fire, and AH should not survive.
    
    * Accordion Hazard-X' *
    
      Accordion Hazard will open with the rings of fireballs and the twin
    lasers. Hold out in the vertical center of the screen and Alpha Beam it,
    and you should be fine. (Careful, though; the space between the lasers is
    a bit narrow.) AH will then rush at you, so watch out. It will then take
    up residence at the left side of the screen and flood the screen with
    shots.
      AH will then return to the right side of the screen, but not before
    releasing some capturable goodies, some enemies, and some missiles.
    Grab an Orange Shield Thingy or a multicoloured cube, and get ready for
    AH to launch a dual Beta Beam. If you'd Alpha Beamed it before, countering
    this will destroy AH.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Zone Omicron - Grave of Culture :::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------------------------------------------------------------
    Level Data:
    Music:                  Kimera II
    Mini-Boss:              Un Guardian
    Mini-Boss Attack:       Magnetic Shot + Laser (B, D, DB + Fire)
    Boss:                   Greatthing
    Boss Music Track:       Adam
    Ending Movie Track:     [Unknown Track 7]
    Credit Music Track:     [Unknown Track 8]
    ---------------------------------------------------------------------------
    Powerup Data:   Red     Green   Blue    Purple  Gold    Silver 1-Up
    Main:           3       1       1       2       0       0      0
    Area U':        3       2       1       2       0       2      0
    Total U':       6       3       2       4       0       2      0
    Area V':        2       1       2       3       0       7      0
    Total V':       5       2       3       5       0       7      0
    ---------------------------------------------------------------------------
    Best Red Routes:        alA - gaE - zeL - kaS - omU'   (27R, 15G, 12B, 21P)
                            alA - gaF - zeL - kaS - omU'   (27R, 15G, 13B, 20P)
    Best Blue Route:        alB - gaF - zeK - kaT - omV'   (16B, 23R, 15G, 20P)
    Best Green Routes:      alB - gaE - zeK - kaS - omU'   (16G, 25R, 13B, 21P)
                            alB - gaE - zeK - kaT - omU'   (16G, 24R, 15B, 20P)
                            alB - gaE - zeL - kaS - omU'   (16G, 26R, 12B, 21P)
                            alB - gaE - zeL - kaT - omU'   (16G, 25R, 13B, 20P)
                            alB - gaF - zeK - kaS - omU'   (16G, 25R, 14B, 20P)
                            alB - gaF - zeK - kaT - omU'   (16G, 24R, 15B, 19P)
                            alB - gaF - zeL - kaS - omU'   (16G, 26R, 13B, 20P)
                            alB - gaF - zeL - kaT - omU'   (16G, 25R, 14B, 19P)
    ---------------------------------------------------------------------------
    Zone Overview:
      This is one of my favourite levels. You get to travel through a
    thunderstorm in Main, where each lightning flash reveals the fact that you
    are being watched. The fact that Kimera II is a rather spooky track adds to
    atmosphere here.
      Unfortunately, the two sublevels are rehashes, which is a shame after
    such a cool introduction. 
    ---------------------------------------------------------------------------
    Boss Tactics:
    
      In the words of one of Einhaender's bosses: "Du wirst sterben." In short,
    it's worth it to Alpha Beam Greatthing at every opportunity. It may not
    be particularly stylish or do much for your rating, but it will keep you
    alive... relatively speaking, that is.
    
    * Greatthing-U' *
    
      Get ready for this. Greatthing starts by launching a huge volley of shots
    while vomiting little shark enemies. So far, not too bad. If you've
    captured Un Guardian and it's still with you, take the opportunity to Alpha
    Beam Greatthing... even if it hadn't been taking a beating throughout the
    level, it would not survive long against GT's screen flooding. Anyway,
    next come the 90-degree homing lasers. Then, GT will take up the right side
    of the screen, and begin firing some mines.
      Here's where the fun begins. GT will now begin using the ol' Darius
    Gaiden tactic of sweeping the screen with a long laser. Not only that,
    it'll add some homing lasers to boot. Try to stay at the top of the screen
    to avoid the laser sweeping, but be mindful of the 90-degree lasers.
      Next, it'll launch the ol' drill thingies from GT's first appearence back
    in Darius Twin. No big deal; just destroy them and watch out for the
    resulting shrapnel.
      Now you get to fly behind GT and dodge shots and homing lasers. Do that
    for a while, then GT will repeat its initial attack, this time from the
    left side of the screen. Grab one of the sharks (it's actually not a bad
    capture, really.) Then, GT will repeat the laser sweeping deal again.
    Then the drill attack (but grab one of the multicoloured cubes it launches,
    if necessary.) Then back behind GT again.
      This is where the fun really begins. Spreading shots, spreading
    destructable blue shots, and drill shrapnel. Good luck.
      Still alive? Then watch out for the mines and homing lasers as GT makes
    its way back to the left side of the screen. Dodge the spiral lasers and
    fireballs while trying to grab a shark (if necessary) to throw GT's
    dual Beta Beams back at it. Of course, that would be too easy, so the
    occasional wave of Solidnite Diamonds will get between your beam and GT.
      Hopefully you've won, because the next thing it will do after that is
    fling screenfulls of shots, lasers, and homing missiles (though fortunately
    not at the same time.) However, if you've been Alpha Beaming every chance
    you get as I recommended above, you shouldn't have to worry about this.
    
    * Greatthing-V' *
    
      Seems to fight using the same tactics as GT-U', oddly enough. Good luck!
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: The G.Darius One-Page Travelogue ::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Zone Map:                 All powerup figures given in the chart below
                La          are totals for both the main part of the zone
             Et             and the area listed. For example, the figures
          De    Mu          given for Alpha-A are the totals for the
       Be    Th             beginning of Zone Alpha and its top path
    Al    Ep    Nu          (Area A).
       Ga    Io
          Ze    Xi
             Ka
                Om
    
    ---------------------------------------------------------------------------
    Zone    Area    Total Red/Grn/Blu/Pur/Gld/Slv/1Up    Boss
    ---------------------------------------------------------------------------
    Alpha   A              6   3   2   4   0   0   0     Eclipse Eye-A
    Alpha   B              5   4   3   4   1   2   0     Eclipse Eye-B
    Beta    C              4   3   2   4   0   0   0     Tripod Sardine-C
    Beta    D              4   4   2   3   0   3   0     Tripod Sardine-D
    Gamma   E              5   3   2   5   0   0   0     Queen Fossil-E
    Gamma   F              5   3   3   4   0   0   0     Queen Fossil-F
    Delta   G              5   4   3   4   1   2   0     Dual Horn-G
    Delta   H              4   4   4   4   0   3   0     Dual Horn-H
    Epsilon I              4   3   4   4   1   3   0     Dimension Diver-I
    Epsilon J              4   3   3   3   0   1   0     Dimension Diver-J
    Zeta    K              4   3   3   4   0   0   0     Absolute Defender-K
    Zeta    L              5   3   2   4   0   2   0     Absolute Defender-L
    Eta     M              3   3   3   4   0   1   1     Fire Fossil-M
    Eta     N              4   4   4   2   0   1   1     Fire Fossil-N
    Theta   O              5   2   4   4   1   2   1     Death Wings-O
    Theta   P              4   4   2   4   0   0   1     Death Wings-P
    Iota    Q              4   3   3   5   1   0   1     Eight Feet Umbrella-Q
    Iota    R              4   4   3   3   0   2   1     Eight Feet Umbrella-R
    Kappa   S              5   3   3   4   0   0   1     Eternal Triangle-S
    Kappa   T              4   3   4   3   0   0   1     Eternal Triangle-T
    Lambda  U              6   3   2   4   0   3   0     Lightning Coronatus-U
    Lambda  V              5   2   3   4   1   7   0     Lightning Coronatus-V
    Mu      W              5   3   3   5   1   4   0     Heavy Arms Shell-W
    Mu      X              6   3   2   5   1   3   0     Heavy Arms Shell-X
    Nu      Y              6   4   4   6   0   0   0     The Embryon-Y
    Nu      Z              6   4   4   6   0   0   0     The Embryon-Z
    Xi      W'             5   2   3   4   1   2   0     Accordion Hazard-W'
    Xi      X'             6   3   2   4   1   2   0     Accordion Hazard-Y'
    Omicron U'             6   3   2   4   0   2   0     Great Thing-U'
    Omicron V'             5   2   3   5   0   7   0     Great Thing-V'
    --------------------------------------------------------------------------
    
    ----------------------Part III - G.Darius Merchandise----------------------
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Guide Book Info :::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    title: G Darius Official Guide Book
    publisher: AXELA
    price: 1200 yen
    ISBN4-900952-84-2
    
    Review (by Alan Kwan):
    
    The guide book is excellent.  It contains lots of details, many
    not included in this FAQ, such as numerical data of each and
    every enemy in the game, and complete information of even
    randomized boss attack patterns such as those of Absolute
    Defender.  The book is also in full color with high printing
    quality.  It is recommended for players who feel the desire to
    know the game inside out, except for two points.  First, the book
    is in Japanese; though you can still read numerical data and such
    without knowing the language, you'll also be missing some of the
    information.  Second, the book may be very difficult or
    impossible to find in your local vicinity.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: Soundtrack Info :::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Title: G. Darius Original Arcade Score
    Publisher: Zuntata Records (ZTTL-0014)
    Price: ????
    
    Review (by Zach Keene):
    
      I've never been able to find a copy of this, so I really can't review it.
    However, by playing this game, you should already know whether or not the
    music is worth buying, right? :)
    
    Title: G. Darius: Future Is Over
    Publisher: Zuntata Records (ZTTL-0019)
    Price: 2550 yen
    
    Review (by Zach Keene):
    
      [Note: Future Is Over is the translation for this CD's title given by
       Game Music Online. If that is inaccurate, sue them, not me.]
    
      This CD should have been called the "G. Darius Remix Album", since that's
    basically what it is. And, for the most part, it's quite good. Only a
    handful of the songs from G.Darius are represented here. However, each song
    that did make it has at least two remixes, and the songs chosen were IMO the
    best from the original score anyway. Both of the "Adam" remixes are
    excellent, although one of them (track 8) sounds like it would fit in quite
    nicely on the next "Pure Moods" album. :)
      My biggest complaint is that the Kimera II remixes, while pretty good,
    aren't as good as the original. However, the fact that the original is my
    favourite track from the game may have something to do with that. :)
      There are a few sound clips on Zuntata's website
    (http://www.taito.co.jp/ztt/zuntata.html) from this album. The site is
    mostly in Japanese, but there's enough English there that anyone should be
    able to stumble their way onto the page for this CD to find the clips.
      
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ::: The End :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
      And that's the end of yet another FAQ. I'll be working on some FAQs from
    the other Darius games, so keep on the lookout for them. Thanks for
    reading!
    
    Zach Keene
    30 May 1999
    -----------------------------------------------------------------------
    Author of many FAQs: MK2, FF1, Einhander, CSOTN, AGVS, G3, and G.Darius
                 ftp://members.aol.com/fnlfanatic/arcanelore/
          Shooter fans: Visit the new alt.games.video.shooters today!
    -----------------------------------------------------------------------
    "The freedom we lost cannot be re-conquered cheaply, but however high,
     it's a price worth paying." - Robert Miles
    -----------------------------------------------------------------------
    

    FAQ Display Options: Printable Version